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2011-12-10fixes scale on derivative mapsMorten Mikkelsen
2011-12-02move editmesh derived mesh functions into their own file to match bmesh, ↵Campbell Barton
without this all merges in this area have to be done manually.
2011-12-01Slight refactor of VBO code to deal with multiple textures.Sergey Sharybin
Added compareDrawSettings callback to driver mesh's callbacks which are drawing textured faces (mapped and not mapped). This new callback checks if two faces are drawing with the same settings (testures, shading etc) and if they not, flush of faces happens into ogl using glDrawArrays and next face would be drawn with it's own settings. Currently implemented compareDrawSettings is used to resolve issue from bug report only, probably there are extra places where this callback is needed, but haven't seen configuration where current logic will fail, so it should be ok. Also reordered arguments passing to drawMappedFaces DM's callbacks, so now all drawing callback are accepting list of callbacks and then userData, instead of using mixed order of callbacks and userData which was a bit confusing to work with. This commit fixes: - #26410: VBO & multitexture doesnt work - #29464: VBO enabled causes UV coruption
2011-11-26minor edit - weight_to_rgb() and ramp_blend() now take a float vector rather ↵Campbell Barton
than 3 float pointers. also make particle draw use a float vec.
2011-11-11correct indentation and some whitespace edits (no functional changes)Campbell Barton
2011-11-08Texturing: texture and 3d view draw type changes, these should only have anyBrecht Van Lommel
effect for a render engine using new shading nodes. In short: * No longer uses images assigned to faces in the uv layer, rather the active image texture node is what is edited/painted/drawn. * Textured draw type now shows the active image texture node, with solid lighting. * Material draw mode shows GLSL shader of a simplified material node tree, using solid lighting. * Textures for modifiers, brushes, etc, are now available from a dropdown in the texture tab in the properties editor. These do not use new shading nodes yet. http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-23some speedup for drawing mesh in texture mode.Campbell Barton
- 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.
2011-08-29Fix #28347: VBO's highlights wrong faces when Mirror modifier is in useSergey Sharybin
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.
2011-08-12Code cleanup: small glsl mesh drawing code changes, getting rid of an ugly ↵Brecht Van Lommel
macro.
2011-03-20Fix/change in normal computation, now the viewport uses the same angleBrecht Van Lommel
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.
2011-02-18doxygen: blenkernel under core as module.Nathan Letwory
2011-02-14This commit will switch blender to use tangent space generated withinM.G. Kishalmi
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.
2011-02-12Sculpting on deformed meshSergey Sharybin
========================== 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.
2011-02-11Made some function from DerivedMesh.c be avaliable from other modules.Sergey Sharybin
Some naming changes to make naming more uniform. No functional changes. It's necessery for further crazyspace changes and improvenments.
2011-01-31Todo issue: sculpting on deformed meshSergey Sharybin
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?
2011-01-23BGE: support modifiers without mapping to original mesh both graphically and ↵Benoit Bolsee
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.
2010-10-05bugfix [#23506] Bevel Modifier display problemCampbell Barton
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.
2010-04-11Solidify ModifierCampbell Barton
- 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
2010-03-22Sculpt Mode Bugfixes:Brecht Van Lommel
* #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.
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-03-05Constructive modifiers for curves and surfacesSergey Sharybin
Used approach with creating DerivedMesh for curves whet they've got such modifiers. Available modifiers are: array, edge split, mirror, solidify, subsurf.
2010-02-12correct fsf addressCampbell Barton
2010-01-25Added simplification back for quicker preview renders with less subdivisionBrecht Van Lommel
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.
2010-01-06Fix #20519: shrinkwrap modifier doesnt work with subsurface modifier.Brecht Van Lommel
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.
2010-01-04Sculpt:Brecht Van Lommel
* 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.
2009-12-11Sculpt Branch:sculpt25Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r25245:25315
2009-12-03Sculpt Branch:Brecht Van Lommel
* 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.
2009-11-25Sculpt:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24483:24889
2009-11-25Sculpt: Fast Navigate option for multires. This will show the lowest multiresBrecht Van Lommel
level when rotating/panning/zooming the viewport, and only draw the full thing at the end, to make the viewport more interactive.
2009-11-25Sculpt: SubsurfBrecht Van Lommel
* 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
2009-11-22* New option on modifiers that don't change topology: Apply as ShapeMatt Ebb
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.
2009-10-28Moved the PBVH from sculpt session to DerivedMesh/CDDM.Nicholas Bishop
* Multires sculpting appears to work now * PBVH gets recalculated in some cases where it shouldn't, haven't looked into this yet
2009-10-27Commit of the sculpt patch (#19672). Further development will be in this ↵Nicholas Bishop
branch until we merge to trunk.
2009-10-03imbusy GSoC'09 branch merge (Vertex Buffer Object support)Lukas Steiblys
2009-06-092.50:Brecht Van Lommel
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.
2009-04-202.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r19323:HEAD Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-15Merging Shrinkwrap Constraint!Andre Susano Pinto
+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.
2009-01-072.5Ton Roosendaal
Finished a couple of XXX todo's in drawing code, attempt to fix subsurf crash... didnt work yet!
2009-01-042.5 / CleanupNathan Letwory
- 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.
2009-01-042.5Ton Roosendaal
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.
2009-01-022.5Ton Roosendaal
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.
2008-12-312.5Ton Roosendaal
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.
2008-09-05svn merge -r 16320:16369 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
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.
2008-08-05svn merge -r 15800:15973 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-07-29Game Engine: alpha blending and sortingBrecht Van Lommel
======================================= 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.
2008-07-28Phase1: fluidsim obstacles/control objects are grabbed from the specific ↵Daniel Genrich
position in modifier stack now (introducing new funciton in DerivedMesh.c), fixed some UI glitches.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-03-26made editmode face copy menu appier with when there is no active face ↵Campbell Barton
(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.