Age | Commit message (Collapse) | Author |
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pass index, and a random number unique to the instance of the object.
This can be useful to give some variation to a single material assigned to
multiple instances, either manually controlled through the object index, based
on the object location, or randomized for each instance.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
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- remove duplicate includes
- blender builds with -Werror in C++ for fluids/smoke
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Note: two remains, in comments in extern/bullet2/src/LinearMath/btVector3.h and extern/libmv/libmv/image/tuple.h.
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Patch provided by Matteo F. Vescovi, thanks!
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Thank you for submitting!
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- Remove strict flags from files, which are using FFmpeg stuff
We're still using some symbols which are marked as deprecated.
Ideally, we shall switch to new API, but it's a bit larger challenge
because we don't want to break compatibility withotu actual need.
- Replace MAKE_ID with BT_MAKE_ID in bullet library.
This is needed to prevent re-definition of MAKE_ID in bullet library.
Seems it's only used to read blender files, so should be quite safe
change.
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feature enabling #defines a bit.
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threading problems.
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surfaces
Changed one of the intersection tests to use < rather than <=
The sharp and smooth modes look fine now for the special case that was
reported broken; blocks mode looks correct but "jumps" slightly from
one octree resolution to another, so may need additional corrections.
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Removed a lot of unused code, added comments and some clearer
naming. Minor code shuffles and style cleanup too.
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space size and location were outdated often, and already computed on demand
by blender internal, now do that through RNA as well.
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Fix part of thread safety issue, there's still something else wrong.
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it, oops)
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smoothing factor to reduce high values near the light.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff
Note that this was already possible to do manually with the Ray Length, but
this adds a convenient node for it. This commit also makes the mapping node
min/max option work, fixing #31348.
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second time I need a scond commit to get the equisolid formula right, shame on me ;)
the formula is:
r = 2 x focallength x sin (theta / 2)
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lens and vector pass problem
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it is
already doing it and this change breaks something? Still it seems strange that it
is doing tablet stuff in this part of the code then.
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to test it though, can someone with Mac + tablet confirm if continuous grab
gets automatically disabled when using the tablet?
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vectors and window texture coordinates. Only for Fisheye Equisolid it's
still not working correct yet. Patch from Dalai with modifications.
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option to use it
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where we check for mouse warping.
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* Multithreaded image loading, each thread can load a separate image.
* Better multithreading for multiple instanced meshes, different threads can now
build BVH's for different meshes, rather than all cooperating on the same mesh.
Especially noticeable for dynamic BVH building for the viewport, gave about
2x faster build on 8 core in fairly complex scene with many objects.
* The main thread waiting for worker threads can now also work itself, so
(num_cores + 1) threads will be working, this supposedly gives better
performance on some operating systems, but did not measure performance for
this very detailed yet.
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also stop numpy from being found in /usr/include with cmake.
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visibility
rather than viewport visibility, is more useful that way.
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fix for [#31097] glibc error when playing sound using BGE
by Wander Lairson Costa
Note: This deadlock fix makes the code non-threadsafe again, a proper solution has to be found still.
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* [#31285] VSE: audio pitch change delays audio
* [#31260] VSE Trimmed audio plays when overlaped
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Fix unneeded warnings with c++ guardedalloc, delete NULL is valid.
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the FOV formular is: R = 2 * lens * sin (theta / 2)
in this case theta is fov/2 already, thus the fix
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For sample images see:
http://www.dalaifelinto.com/?p=399 (equisolid)
http://www.dalaifelinto.com/?p=389 (equidistant)
The 'use_panorama' option is now part of a new Camera type: 'Panorama'.
Created two other panorama cameras:
- Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...)
this works as a real lens up to an extent. The final result takes the
sensor dimensions into account also.
.:. to simulate a Nikon DX2S with a 10.5mm lens do:
sensor: 23.7 x 15.7
fisheye lens: 10.5
fisheye fov: 180
render dimensions: 4288 x 2848
- Equidistant: this is not a real lens model. Although the old equidistant lens simulate
this lens. The result is always as a circular fisheye that takes the whole sensor
(in other words, it doesn't take the sensor into consideration).
This is perfect for fulldomes ;)
For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can).
Reference material:
http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf
http://www.bobatkins.com/photography/technical/field_of_view.html
Note, this is not a real simulation of the light path through the lens.
The ideal solution would be this:
https://graphics.stanford.edu/wikis/cs348b-11/Assignment3
http://www.graphics.stanford.edu/papers/camera/
Thanks Brecht for the fix, suggestions and code review.
Kudos for the dome community for keeping me stimulated on the topic since 2009 ;)
Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
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Any identifier that looks like an OpenGL identifier, but isn't, causes a false alarm by the glreport.py tool. Most of these were in comments so I just rephrased the comments. There were a couple of static functions/macros that were easy enough to rename. Only the glTexco and glIndex fields of the DMVertexAttribs struct was public and had non-local uses.
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computation and ATI card for OpenGL.
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