Age | Commit message (Collapse) | Author |
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G.is_rendering
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commit was 2x too large too).
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Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
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the mouse about to see the result).
also remove print from last commit.
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utility metaball functions to (de)select all.
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and just use float[3] instead.
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used term in Blender
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- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
from public header file.
Further cleanup is coming.
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where the values are unchanged.
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Implemented Set Origin operator for Meta Balls.
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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http://markmail.org/message/fp7ozcywxum3ar7n
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- remove some redundant declarations
- changed VertexTangent and Path structs to avoid compiler alignment padding.
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flagged as PROP_THICK_WRAP.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
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added rna funcs...
elem = metaball.elements.new()
metaball.elements.remove(elem)
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Fix #22051: crash when scaling parent metaball. Keep the constant resolution
for any motherball's scale.
This avoids running out of memory when scaling the metaball down, but there's
a reason it depends on this scaling, for example for instancing it's more
useful to have this. It also doesn't really solve the problem but only moves it,
it's still possible to run out of memory with different setups/scales.
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Fix #21187: 2.5svn26947 - particles + meta sphere = crash in rendering
Use separated displists for mballs in view3d and render stuff.
Do not recalculate displist for view3d while rendering - mball.c
uses several global variables which shouldn't be accepted from
parallel threads.
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Keep the constant resolution for any motherball's scale
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* Added callback function for some metaball properties:
When some properties (wiresize, threshold, update flags) of metaball are changed, then these properties are copied to all metaballs in the group (all metaballs with same base name). This is important to "share" some properties between metaballs, because polygonisation of metaball is influenced only by properties of base metaball and base metaball can be changed.
* Improved drawing of selected Metaball objects
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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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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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were using an ugly trick to store render orco's, but there's really no
reason for it, now it works like other primitives.
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previously only some datatypes adding functions accepted a name.
also updated the Bpy.py epydocs
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polygonization of 512 MetaBalls:
- version 2.33a: 76 s
- current cvs version 8 s
- button "Never" is added in button window: Metaballs are polygonized only during render time (it is useful for particle animation) http://e-learning.vslib.cz/hnidek/misc/bowl_metaballs.blend
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even for each redraw! Now its all smooth & fast again.
introduced new kernel API call: int is_basis_mball(ob), this provides a
quick check of the object is the actual basis for the displaylist and
polygonization.
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So we should be all set now :)
Kent
--
mein@cs.umn.edu
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(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu
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little minor spacing issues.
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