Age | Commit message (Collapse) | Author |
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http://markmail.org/message/fp7ozcywxum3ar7n
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- only pass if the mesh has vertex colors to drawParams() rather then the mcol its self, this saves a lookup on the color.
- drawing textures in editmode with no vertex colors would still lookup vertex colors on each face, instead cache this info for all faces.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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Added callback to drawMappedFaces which checks if two faces have got equal draw options.
After discussion with Brecht we found it's nicest solution for now:
- Disabling VBOs in edit mode for this case wouldn't be nicer for this case -
some additional flag stored in DM should be added in this case.
- Adding new callback in DM isn't nicer that this solution.
- Handling face selection in drawobject would lead to duplicated code
which is also not nice.
Hopefully, this callback could handle all cases in the future.
Also, Brecht mentioned current VBO implementation isn't perfect, so maybe
when we'll redesign this area dealing with edit mode wouldn't be so tricky.
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macro.
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http://wiki.blender.org/index.php/Dev:2.5/Source/Render/TextureWorkflow
* Added "active texture node" in shading node trees.
* Texture draw mode draw active texture node now, and new Material draw
mode shows GLSL material.
* GLSL materials now match solid draw mode lighting better.
* Texture properties can now texture nodes from material/world/lamp.
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weighted normals as the render engine, and the render engine will copy
normals from the mesh rather than always recalculating them.
Subsurf/multires still use regular vertex normals, but they are expected
to be sufficiently high resolution to not need this.
This means that normal maps displayed in the viewport actually match the
render engine exactly and don't have artifacts due to this discrepancy.
It of course also avoids unexpected surprises where your render normals
look different than your viewport normals.
Subversion bumped to 4 for version patch to recalculate normals.
Patch by Morten Mikkelsen, with some small changes.
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the two files mikktspace.h and mikktspace.c. These are standalone files
which can be redistributed into any other application and regenerate the
same tangent spaces. The implementation is independent of the ordering
of faces and the vertex ordering of faces.
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==========================
Removed limitation of armatured-only objects for sculpting -- now all
deformation modifiers are allowed in sculpt mode. Use crazyspace corrections
like from transformation modules was used to support all deformation modifiers.
Internal change: all crazyspace-related functions were noved to crazyspace.c
P.S. Brush could make quite unexpected deformation for meshes which are
deformed in specified way. Got patch for this and discussing with Brecht
if it's really needed or maybe it could be done in better way.
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Some naming changes to make naming more uniform. No functional changes.
It's necessery for further crazyspace changes and improvenments.
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Used a crazyspace approach (like in edit mode), but only modifiers with
deformMatricies are allowed atm (currently shapekeys and armature modifiers only).
All the rest modifiers had an warning message that they aren't applied because
of sculpt mode. Deformation of multires is also unsupported.
With all this restictions users will always see the actual "layer" (or maybe
mesh state would be more correct word) they are sculpting on.
Internal changes:
- All modifiers could have deformMatricies callback (the same as deformMatriciesEM but
for non-edit mode usage)
- Added function to build crazyspace for sculpting (sculpt_get_deform_matrices), but it
could be generalized for usage in other painting modes (particle edit mode, i.e)
Todo:
- Implement crazyspace correction to support all kinds of deformation modifiers
- Maybe deformation of multires isn't so difficult?
- And maybe we could avoid extra bad-level-stub for ED_sculpt_modifiers_changed
without code duplicating?
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physically, fixes bug #24942 and #25286.
Support for physics is done by skiping the modifiers that
don't support mapping to original mesh. This mapping is
required to report the hit polygon to the application
by the rayCast() function.
Support for graphics is done by using the same render
function that blender uses for the 3D view. This guantees
equal result.
Limitation: there is still a known bug if all these conditions are met:
- Display list enabled
- Old tex face with a several textures mapped to the same material
- no armature or shape keys
- active modifiers
In this case, only a part of the mesh will be rendered
with the wrong texture. To avoid this bug, use the GLSL
materials or make sure to have 1 material=1 texture in
your old tex face objects.
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This is a more general problem that drawing functions would skip faces when the original index could not be found, screw result for example wasnt visible in editmode too.
Fixed by adding a material set argument to DerivedMesh->drawMappedFaces(), this was already being done in some of the other drawing functions.
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- vertex normals were not being flipped (though faces are)
- rim faces didnt influence edge vertex normals
apply solidify on top of solidify modifier now works correctly
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* #20833: layer brush doesn't work with multires.
* #20946: sculpt mode partially removes parts of the mesh in the viewport.
* #20420: grab brush stops after moving some distance.
* #20906: sculpt grab tool moves in wrong direction.
* #21132 and #21272: undo on object with subdivision surface modifier crashes.
* #21115: subsurf + multires + sculpting + undo causes crash.
* #20683: sculpt + multires apply + undo crash.
* #19094: wrong outline in solid mode.
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Used approach with creating DerivedMesh for curves whet they've got such modifiers.
Available modifiers are: array, edge split, mirror, solidify, subsurf.
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levels, child particles, and shadow/SSS/AO quality.. Now also works on what
is displayed in the 3d view instead of only rendering, see panel in the scene
properties.
Most file changes were to make scene available in the isDisabled modifier
callback function.
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Fix #20516: subsurf modiefier+pressing add for smoke sims results in crash.
Fix retopo not working correct on subsurf mesh.
Various deforming modifiers were not correctly taking into account that a
derivedmesh is not necessarily a CDDerivedMesh, made utility functions for
this now.
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* Fix #20482: grab brush + size pressure sensitivity don't work
together, disabled the pressure sensitivty for that case now.
* Fix for smooth brush messing up mesh sometimes, smooth factor
is now clamped to reasonable range.
* Fix #20449: smooth brush + mirror modifier could crash.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r25245:25315
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* Multithread parts of multires and subsurf. Only loops working on
face grid data and do no memory allocation have been multithreaded,
others would be more complicated.
* Force some CCGSubsurf functions to be inlined, gives a small overall
speedup in subsurf code.
* Fix sculpting not working correct with transformed objects.
* Fix a few cases of "spikes" on lower level multires levels. There's
still cases where it happens, usually on boundary cornders. The
problem is that in such cases the limit surfaces can be very different
from the low res surface, so the tangent space is very different too..
* Fix crash deleting multires higher levels with level set to 0.
* Fix crashes that happened sometimes when adding faces in editmode.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24483:24889
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level when rotating/panning/zooming the viewport, and only draw the full thing
at the end, to make the viewport more interactive.
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* Now uses the CCG DerivedMesh also in object mode, used to be edit mode only.
* Create CD_ORIGINDEX layer on demand, to save memory.
* Removed ss_to_cdderivedmesh function, and instead create ccgdm and then
convert that to cddm, to avoid code duplication.
* Added and implement DerivedMesh interface functions to obtain face grids.
* Store edge/face flags more memory efficient.
* Export CCGDerivedMesh struct in BKE_subsurf.h
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Rather than applying the modifier to the object data, it will create a new shape
with the deformed vertices in there. Only mesh at the moment, other object
types on the todo.
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* Multires sculpting appears to work now
* PBVH gets recalculated in some cases where it shouldn't, haven't looked into this yet
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branch until we merge to trunk.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
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-r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
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+bvhtree cache (if the derived model doenst gets destroyed then the same BVHtree can be used)
this was needed to allow shrinkwrap constraint to be usable.
It has been ready for a long time.. but only got merged now, for 2.49.
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Finished a couple of XXX todo's in drawing code,
attempt to fix subsurf crash... didnt work yet!
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- remove Verse support. This will be brought back in The Future (probably jiri + me)
This means 5k lines less in blenkernel.
- fix two small errors for global cleanup, now compiles properly with FFMPEG enabled too.
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Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
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From the anti-globalization department:
G.obedit terminated!
Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.
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So, editmode mesh is back! :)
At the moment only TABkey works and mouse select, 1 vertex at a
time. More will follow of course.
Note for the devs:
- G.editMesh has been removed, be careful with old code.
- EditMesh now is property of Mesh itself
Although it means unlimited editmodes, for migration purposes we
better stick to 1 "obedit" per scene, which is in Context too
- G.obedit will get removed soon, so use CTX_data_edit_object(C)
Or if you can't, just scene->obedit for now
- Also removed the CTX_data_edit_mesh(), this has no meaning
anymore. EditMesh is not context senstitive anymore, only the
edit-object for time being is.
- Martin: I've already tucked some EditMesh pointer in T and
removed all G.editMesh there.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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=======================================
Alpha blending + sorting was revised, to fix bugs and get it
to work more predictable.
* A new per texture face "Sort" setting defines if the face
is alpha sorted or not, instead of abusing the "ZTransp"
setting as it did before.
* Existing files are converted to hopefully match the old
behavior as much as possible with a version patch.
* On new meshes the Sort flag is disabled by the default, to
avoid unexpected and hard to find slowdowns.
* Alpha sorting for faces was incredibly slow. Sorting faces
in a mesh with 600 faces lowered the framerate from 200 to
70 fps in my test.. the sorting there case goes about 15x
faster now, but it is still advised to use Clip Alpha if
possible instead of regular Alpha.
* There still various limitations in the alpha sorting code,
I've added some comments to the code about this.
Some docs at the bottom of the page:
http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/
Merged some fixes from the apricot branch, most important
change is that tangents are now exactly the same as the rest
of Blender, instead of being computed in the game engine with a
different algorithm.
Also, the subversion was bumped to 1.
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position in modifier stack now (introducing new funciton in DerivedMesh.c), fixed some UI glitches.
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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(without options that required an active face)
active face drawing didnt always work since it used the last selected element for drawing.
moved stipple into glutil.c rather then using 128 bytes in the stack for each stipple draw.
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=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
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Weightpaint drawing now allows to define your own range of colors;
using a ColorBand, available in the User settings.
Log:
http://www.blender.org/development/current-projects/changes-since-244/animation-features/
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