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2006-07-03Mac intel commitTon Roosendaal
- patch from Douglas with endian fixes - Makefile adds static libiconv.a from lib/ - this version will use OpenEXR libs from lib/ too, and is latest release with threading support - openAL is missing, added it as default to not include it
2006-06-23Newer versions of openal require linking against lib alut.Kent Mein
I added a $(wildcard libalut) to the linked libraries. So if it exists its linked in. (Was causing issues on my laptop) Kent
2006-03-12Forgot Cineon lib in Makefile :)Ton Roosendaal
2006-02-27pthreads for Makefiles/cygwin (don't forget to update lib/windows).Chris Want
2006-02-05Adds ffmpeg-support on Linux-platforms. Since ffmpeg is installedPeter Schlaile
always statically (you have to force it to build a dynamic library) the resulting binary is redistributable. The code is made ffmpeg-version independent using #ifdef's.
2006-01-28Final merge of HEAD (bf-blender) into the orange branch.Chris Want
Here are my notes on things to look out for as potential problem spots: source/blender/blenkernel/intern/displist.c: + is initfastshade(void) supposed to be empty? I had to make it empty to get the merged tree to compile. source/blender/python/api2_2x/Armature.c: + went with the version that had Armature_getLayers() source/blender/python/api2_2x/Object.c + went with the version of Object_getPose() from bf-blender. (#ifdef 0-ed the other version) source/blender/python/api2_2x/Pose.[ch] + had problems linking due to no Pose_Init() ... copied these two files straight from bf-blender. source/blender/src/drawview.c: + view3d_panel_properties() had things shifted a few things shifted a few pixels, otherwise, things were painless source/blender/src/splash.jpg.c: + went with bf-blender version (orange is dead) source/gameengine: + went with bf-blender version -- does not compile due to IMB_rect* stuff, Ton should look into this.
2006-01-24Giant commit!Ton Roosendaal
A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-11- sanitize spacings and tabs a bit. It's still not completely clean though.Hans Lambermont
2006-01-10OpenEXR support for Windows MakefilesChris Want
2006-01-09Ton forgot a few modifications to the Scons and Makefile build systems.Kent Mein
These should make it so that other people can compile with OpenEXR support. (I also added the OPENAL fix erwin commited to bf-blender since I need it for my machine, and this syncs up the file) Kent
2006-01-06Sorry to break the cvs-closed status, so if you really need to make a new ↵Erwin Coumans
2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan. Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
2005-10-28Somehow, most files are missing from this commit, and I have no idea why,Alexander Ewering
so there will be more files following. Anyway: NEW BOOLEANS from Google Summer of Code (Courtesy of Marc Freixas) Known problems: - Random freezes while using them as a modifier. This may not be directly related to modifiers though - it's maybe just the huge number of operations that leads to a higher probability of triggering a bug - Static booleans (the first 3 entries in the WKEY menu) are borked anyway, this is not due to this commit. - Errors when exiting Blender (dupli_alloc stuff), is not related to this commit, either. Please test if everything works, and check the other build systems, I only know that make works. Also, compare the results of, say, cube-cylinder, in old and new booleans :)
2005-10-23updated SConstruct and Makefile so that if you compile the gameengine, is ↵Erwin Coumans
always enables bullet, independent of sumo/ode. So for the 2.4 release, both bullet AND sumo will be enabled. You can choose in the world buttons which physics engine is active for a scene. sorry if this breaks your builds!
2005-09-18initial commit of the fluid simulator.Jean-Luc Peurière
Ton reviewed and gave his blessing. Zr, can you have a look ? see : http://projects.blender.org/tracker/?func=detail&atid=127&aid=3039&group_id=9 for initial comments. N_T : the solver itself (elbeem) needs some works to get rid of warnings
2005-08-23On windows/gcc (aka. FREE_WINDOWS), build the blenderplayer wheneverChris Want
blender is configured to build with the gameengine.
2005-08-18Support for 'Bullet' in the Makefiles. Enable with:Chris Want
export NAN_USE_BULLET=true in environment, or in user-def.mk
2005-07-26 - move libdecimation in link order to keep gnu ld happyDaniel Dunbar
2005-05-22late night commit:Stefan Gartner
* build blenderplayer on linux/ppc * fix 'make clean' for darwin
2005-05-01Moved sinclude for user-def.mkChris Want
2005-04-30Allow make to find user-def.mk even when compiling in subdirectoriesChris Want
using the 'mke' trick.
2005-03-25Commented out some old cruft in the Makefile which seemed to be unrelatedChris Burt
to the Cygwin platform. This produced some silly error message about files which haven't existed in the CVS repository for many months now. I can remember seeing this message for at least a year and since it has *never* changed I decided to investigate. Looks like unmaintained part of the build system that nobody pays attention to but just in case I've left it in tact with the following comment: This code below seems outdated and doesn't even seem to apply to the Windows platform. I've commented it out until someone can take a look at it and confirm or deny. If it breaks anything blame Chris Burt / Desoto Hopefully that's clear enough, but I really think this is a trivial change and if after review nobody minds I'll simply erase the offending code.
2005-03-14This commit reverses the OpenEXR specific stuff in the OpenEXR commit IKent Mein
did last friday. A patch will be available in the patches tracker that will have the current stuff there until everything is working. Kent
2005-03-11Gernot Ziegler's patch to add OpenEXR support to blender.Kent Mein
To enable it you will need to download OpenEXR and install it. For the Makefiles you will need to set WITH_OPENEXR=true and set NAN_OPENEXR to point to where OpenEXR is installed. For scons you'll need to remove config.opts to get the new options so you can enable OpenEXR, I was not able to get blender to link with scons so the scons stuff may need to be tweaked a little but I think it should work. For other platform managers The OpenEXR stuff is similar to QUICKTIME you need to define WITH_OPENEXR and setup the library stuff and as you'll notice in this commit there are two extra files. Kent
2005-01-24Fixed the Makefiles so the Joystick stuff works.Kent Mein
Kent
2005-01-05Had to add a circular dependancy fix for debugging version of blenderplayerKent Mein
on linux: I added this after the yafray library. COMLIB += $(OCGDIR)/blender/blenlib/$(DEBUG_DIR)libblenlib.a Kent
2004-12-09Bug fix #1995Ton Roosendaal
Unpacking a file with packed sounds didn't save the samples... was due to *very* weird method samples were put in Blender.
2004-12-09I had to change a bit of the stuff I added to get solaris openal working.Kent Mein
I also removed a redundant bit of config stuff for freebsd that didn't do anything. Kent
2004-12-08This commit makes it so openal finally works on solaris.Kent Mein
Kent
2004-11-14Update make system for darwin;Ton Roosendaal
- using python framework (default on, set it off with define in definitions.mk) - not installing .bfont.tff
2004-11-03build on Linux/x86_64Stefan Gartner
2004-08-27We don't use ODE anymore, so I commented out some lines that make itChris Want
required to build.
2004-07-19windows-gcc vs. solid, round 2Chris Want
Doing it the Kester way, but in a way that it actually compiles and links for non-Kester people. >=P (translation: FREE_WINDOWS now builds the stuff in extern and overwrites the pre-compiled solid libs).
2004-07-18This makes the windows-gcc build finish (only link to libsolid.a)Chris Want
... might not be the best way, but it works.
2004-07-17Remove all the autoconf stuff for QHull & SOLID and use the Makefiles.Kester Maddock
This should make building Solid & Qhull much more reliable.
2004-07-13Added SuperLU 3.0:Brecht Van Lommel
http://crd.lbl.gov/~xiaoye/SuperLU/ This is a library to solve sparse matrix systems (type A*x=B). It is able to solve large systems very FAST. Only the necessary parts of the library are included to limit file size and compilation time. This means the example files, fortran interface, test files, matlab interface, cblas library, complex number part and build system have been left out. All (gcc) warnings have been fixed too. This library will be used for LSCM UV unwrapping. With this library, LSCM unwrapping can be calculated in a split second, making the unwrapping proces much more interactive. Added OpenNL (Open Numerical Libary): http://www.loria.fr/~levy/OpenNL/ OpenNL is a library to easily construct and solve sparse linear systems. We use a stripped down version, as an interface to SuperLU. This library was kindly given to use by Bruno Levy.
2004-04-16This commit removes the glue from Blender, and with itNathan Letwory
the directories decrypt, deflate, encrypt, inflate, readstreamglue, sign, writeblenfile and writestreamglue. Sirdude was so kind to modify the makefiles, so SCons and Make are ready to build with the new Blender. Visual Studio workspaces, solutions and projectfiles still need to be updated (I'll do the .vcprojs and .sln myself after this commit). Runtimes created with the Blender Publisher are not anymore recognised - if you want these available, you'll have to convert them first to .blends with the Publisher.
2004-04-14enable openal support for os x and linux-powerpcStefan Gartner
as there is a conflict between openal and sdl (when compiled with cdrom support), i had to disable support for cd playing using sdl on os x for the time being.
2004-04-04Making the SDL CD stuff link right.Chris Want
2004-03-29Makefile support for solid -- assumes solid and qhull are in the libChris Want
dir, i.e., ../lib/your_platform/{solid|qhull}.
2004-03-21Added 2 options to the Makefiles (enable in environment, user-def.mk,Chris Want
or whatever): NAN_NO_KETSJI: when set to true, disables compilation of the game engine. NAN_JUST_BLENDERDYNAMIC: when set to true, only dynamic executable is build (i.e., no plugin, etc). Note that NAN_NO_KETSJI implies NAN_JUST_BLENDERDYNAMIC.
2004-01-28Makefile updateMichel Selten
* In a previous commit, the following targets on Linux were commented out: - plugin - xplink - blenderstatic - blenderplayer This commit uncommented those targets again.
2004-01-05Tweaks to get yafray stuff working with MakefilesKent Mein
Kent
2004-01-05- Revert to NaN makefilesWouter van Heyst
2004-01-05Basic initial yafray integration by Eeshlo.Alejandro Conty Estevez
Materials are exported the best we can do by now. It will look almost as in blender except for the missing procedural textures and some minor issues. You have to tweak normal modulation amount to get the desired result cause is not the same in yafray. We added a panel in render space to adjust some yafray settings (GI and so) Also we export transparency and reflection using new raytracing settings, but that will be changed and improved soon. Remember that you have to set YFexport path in user defaults and yafray must be on path (version 0.0.6) We added the "yafray" button to activate all this stuff in the render window. Panel and settings are only shown when checked. So now when activated the code calls yafray export instead of the internal renderer and finally the resulting image is loaded back into render window's buffer. So animation is also possible and results can be saved using blender usual scheme.
2004-01-02Work done to build blender on Linux [sparc64].Wouter van Heyst
extern/ode/dist/ode/test/test_ode.cpp: - Don't include <ieeefp.h> on sparc linux, it doesn't exist. extern/ode/Makefile: - While hacking on ode, get rid of that annoying infinite rebuild source/Makefile: - Define a default BINTARGETS (just blenderdynamic) for linux, individual archs can override/add to that if they so please source/nan_link.nmk: - Add a sparc64 arch target to the linux section of nan_link.mk, using the same options as powerpc After the first ode problem, the build completed all but the linking of a blender binary, because there wasn't any target defined! On the rebuilding: The usersettings would have a newer date than targets depending on it, so it would rebuild entirely. I haven't really fixed this, but isolated it to the platforms where usersettings need to be moved around (darwin and windows). FBSD patches the usersettings, so it might still happen there. I didn't bother with a proper fix, as it looks like we're moving to scons soon. I'm amazed no one got annoyed enough before to take care of this.
2003-12-26Commit of cursor framework. Cursors now defined in ↵Robert Wenzlaff
source/blender/src/cursors.c and source/blender/include/BIF_cursors.h. Allows large cursors on Win32 and X11. See cursors.c for documentatioin on how to use.
2003-09-01So, for the platform managers to check:Ton Roosendaal
- the link order for Blender has changed, the libradiosity.a has to be moved after the librender.a (obviously for a new dependency!). Check blender/source/Makefile - there's a new file: blender/source/radiosity/intern/source/radrender.c Here's what the new code does: Using the core routines of the Radiosity tool, each renderface with 'emit material' and each renderface with 'radio material flag' set will be used to itterate to a global illumination solution. Per face with high energy (emit) little images are rendered (hemicubes) which makes up lookup tables to 'shoot' its energy to other faces. In the end this energy - color - then is directly added to the pixel colors while rendering, Gouraud shaded. Since it's done with renderfaces, it works for all primitives in Blender. What is doesn't do yet: - take into account textured color of faces. Currently it uses the material RGB color for filtering distributed energy. - do some smart pre-subdividing. I don't know yet if this is useful... Right now it means that you'll have to balance the models yourself, to deliver small faces where you want a high accuracy for shadowing. - unified render (is at my todo list) User notes: - per Material you want to have included in radiosity render: set the 'radio' flag. For newly added Materials it is ON by default now. - the Ambient slider in Material controls the amount of radiosity color. - for enabling radiosity rendering, set the F10 "Radio" button. - the Radiosity buttons now only show the relevant radiosity rendering options. Pressing "collect meshes" will show all buttons again. - for meshes, the faces who use Radio material always call the 'autosmooth' routine, this to make sure sharp angles (like corners in a room) do not have shared vertices. For some smooth models (like the raptor example) you might increase the standard smoothing angle from 30 to 45 degree. Technical notes: - I had to expand the renderface and rendervertices for it... shame on me! Faces have one pointer extra, render vertices four floats... - The size of the hemicubes is now based at the boundbox of the entire scene (0.002 of it). This should be more reliable... to be done - I fixed a bug in radiosity render, where sometimes backfaces where lit In general: I'd like everyone to play a bit with this system. It's not easy to get good results with it. A simple "hit and go" isn't there... maybe some good suggestions?
2003-07-27Added the variable NAN_NO_OPENAL to force building withoutChris Want
openal. Set NAN_NO_OPENAL to true for this behavior. Also removed a comment about EXPYTHON, which is obsolete.
2003-07-22- Make the output bin/ directory for every target that needs it.Wouter van Heyst
Fixes build problems where (for example) plugin was to be made before the real blender targets, and the entire build failed because of this missing directory. It used to be so that nan_subdirs.mk made the output directory, but that relies on DIR being correctly set, which is no longer the case.
2003-07-18some sdl related stuff:Stefan Gartner
* moved references to libSDL out of ifeq($(INTERNATIONAL), true) (win32) and ifeq($(WITH_FREETYPE2),true) (irix) conditionals in source/Makefile * look for sdl in $(LCGDIR)/sdl if sdl-config isn't found thanks to LarstiQ for doing most of the work