Age | Commit message (Collapse) | Author |
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- wm draw method is now initialized correct when reading older
files, but the SDNA bug causing the problem is still unsolved.
is due to // char pad[8]; not being recognized as commented.
- triple buffer proxy texture test follows spec better now,
was disabling triple buffer unnecessarily on some drivers.
- some cmake compile fixes related to sequencer pthread usage
and removed bad level calls lib for player.
- show outliner header buttons in oops mode as well until that
can be switched in the UI.
- fix region data free issue for tooltips
- warning fixes
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whether to use brush spacing.
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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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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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- Alt+click edge loop select.
- Next to Align X/Y, Align Auto which will pick X or Y automatically,
should give the expected result for nearly all cases.
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but only when the UV's are connected. That fixes some artifacts when
baking and using tangent space normal maps. It does mean increased
memory usage because it now stores 4 tangents per face like UV's,
and increased processing time, but there's no simple way around that.
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Array modifier could generate edges with twice the same vertex, fix
provided by Ken, thanks.
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Fixed bad level calls in sculptmode.
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not mirrored exactly, though the problem is not completely solved.
The way local frames are computed for particles is still not fully
symmetric, which shows especially on long hairs...
Also made the shift+o subsurf switch work recursively into
dupli-groups, did only the first level before.
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used for clipping were being stored in the mesh, but modifiers
can result in two objects with the same mesh having a different
bounding box. Solution is to store bounding box in the object.
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=========
- Texture orco coordinates for particles are now actual orcos instead
of just the vertex positions, which means they are the same under
deformations and the same as the ones on the mesh.
- Particle distribution now uses these orcos to get consistent
distributions independent of deformation.
- This required changing the way orco's are computed for meshes. Now
instead of generating an orco derivedmesh separately, the derivedmesh
is generated alongside the regular one and stored in an orco custom
data layer.
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====================
The MeshDeform modifier can deform a mesh with another 'cage' mesh.
It is similar to a lattice modifier, but instead of being restricted
to the regular grid layout of a lattice, the cage mesh can be modeled
to fit the mesh better.
http://www.blender.org/development/current-projects/changes-since-244/modifiers/
Implementation Notes:
- OpenNL has been refactored a bit to allow least squares matrices to
be built without passing the matrix row by row, but instead with
random access. MDef doesn't need this actually, but it's using this
version of OpenNL so I'm just committing it now.
- Mean value weights for polygons have been added to arithb.c, a type
of barycentric coordinates for polygons with >= 3 vertices. This
might be useful for other parts of blender too.
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made the UV layer menu a generic functions (can make a menu from the names of any custimdata layer type)
added a menu in the UV window for selecting teh editnmode UV layer - If there ends up not being enough room in the header this may need to be removed.
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Notes
* you cant edit UV's in the image window in "UV Face Select" mode. (removed UV from the name)
* going into Face Select mode no longer adds UV's and does not need UV's to work.
* The UV Calculation menu is now in editmode (Alt+W)
Todo..
* Image replace - partly broken in stable also.
* Rotate/Mirror UV/VCol are still only in Face Select mode.
* Hide/Reveal is not quite right, (issue with editmode flushing)
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previously only some datatypes adding functions accepted a name.
also updated the Bpy.py epydocs
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All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
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handles to be more consistent.
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This fixes most of the UV distortion issues with subsurf. Near seams
however there might still be some distortion, but this should at least
not be worse than before. Subsurf UV is enabled by default on new meshes,
and can be enabled in the modifier panel for existing ones.
Before and after:
http://users.pandora.be/blendix/notsmooth.png
http://users.pandora.be/blendix/smooth.png
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reads from the old mface->edcode flag to set edge drawing.
ALso; added a pointer check in draw_mesh_object(), here the derivedmesh
gives NULL on reading regression file lostride.blend. Zr needs to check!
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morning)
- fun for the whole family, boolean mesh modifier... doesn't work
with layered modifiers yet (just uses base mesh), although may
god have mercy on your soul if you want to run boolean on a
subsurf anyway
- added displistmesh_add_edges
This exposes a bug in boolean, apparently the output is somehow
random (hash on alloc'd pointer value perhaps) which is sortof
lame.
It also makes more apparent the desire for some level of control
over dep graph evaluation during editmode (at the moment dep
graph is reevaluated for a mesh object in editmode, but since
mesh changes are on editmesh other objects don't really see
any change, so it is a wasted recalc).
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to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
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mapping (instead of Edit{Vert,Edge,Face} pointers)
- dropped convertToDispListMeshMapped (whew, glad of it too)
- added DerivedMesh drawMappedFaces function
- dropped EM suffix for DerivedMesh functions, it was neither
particularly correct nor descriptive
- converted test_index_mface to test_index_face that also corrects
MCol and TFace. Good thing we had three versions of this routine,
you never know when one might burn down.
- removed flipnorm_mesh, not used anymore (and was incorrect to
boot)
- Getting face select to work with modifiers turned out to be much
more complicated than expected. Reworked mapping architecture for
modifiers - basically elements in a DispListMesh are now required
to be stored in an order that corresponds exactly to original
ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX
that is set on each element that is set on the first derived element
of each original element. I can't say the code to follow these
requirements for subsurf is particularly transparent, but on the
upside it is a reasonably consistent and simple system that is memory
efficient and allows keeping the DispListMesh structure.
- rewrote mirror modifier to be simpler/conform to new requirements
for mapped DispListMesh structure. This also means that mirror interacts
much better with incremental subsurf calculation (it used to recalc
one entire side on any topology change, now it generally avoids that).
- added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index
functions to handle mapping indices back into appropriate EditMesh
structures.
- bug fix, make edges didn't recalc object data
- bug fix, initial image assignment to TFace's didn't recalc object data
- new feature, added circle select support for FACESELECT
- bug fix, creating new faces in editmode duplicated the TFACE active
flag - but there should only be one active tface
- bug fix, possible crash when deleting all faces in faceselect mode
on mesh with tfaces...
Still todo: TFace edge drawing is still not always correct in face
mode, in particular with a mirror modifier when mesh has edges (and
no preceeding subsurf). Have not yet decided how to deal with this.
Best solution is probably to do switch to meshes all having MEdge's,
in which case I can get rid of TFace edge flags (and need to recalc
modifiers on tface selection change).
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and this is better left to user (whee this was a fun commit! so
much deleting!)
- removed mesh_calculate_vertex_normals (replaced by mesh_calc_normals)
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- make mesh_modifier build vertex locations on demand
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- switch renderer to store orco's in a hash table instead of
caching in mesh (I don't like the renderer caching data
in the actual mesh structure)
- added mesh_create_orco[_render] function
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- convert MeshDerivedMesh to calculate new vertex normals and such
on initialize, means copy free conversion to DispListMesh
- replace vertex access through function by direct access fo
MeshDerivedMesh
- shadeDispList was not getting correct orco's
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to that in editmesh as well as for edit{curve,lattice}
- added a G.editModeTitleExtra string that gets displayed in header info
string in editmode. currently used to display "(Key)" when editing a
key (before there was not UI level display of this info).
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- added mesh_get_active_key and replaced code in editmesh to use this
- removed obsolete code in object_deform
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which calculates texspace on demand if need be.
- removed almost all calls to tex_space_mesh
There may be a few corner cases where this goes wrong (meshes with vertex
keys) but these should get ironed out by coming modifier system.
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- switch all mesh boundbox access to go through mesh_get_bb
- switch object_handle_update to call mesh_changed instead of making
the displist data immediately (delayed calculation)
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still a makeDispList that dispatches to the appropriate one.
makeDispList is on the way out and this makes it easier to track down
exactly which places use makedispList and for what types of objects.
- switch calls to makeDispList to appropriate more specific function (if
the object type is known by caller).
- added mesh_changed function that invalidates cached mesh data (but does
not rebuild, mesh data gets rebuilt on access). Most old calls to
makeDispListMesh use this instead now.
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into drawobject.c (just used for calculating weight
map)
- removed two_sided (replace with glLightModeli calls)
- huge rewrite of drawobject.c for meshes, extracting simple
drawing functions and then reworking to bring some order
and clarity back to the code.
A lot was changed here so it is likely I missed a few
things in testing although I tried to be very careful.
Please let me know if you find any changes in drawing.
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Edges in Mesh
- adds automatic when you use creases. For other situations; call the
void make_edges(Mesh *me) in mesh.c. Of course, once in editmode the
edges are automatically recreated.
- in F9 buttons you can add/remove edges too
- both for Mesh and DisplistMesh, so it speeds up drawing quite some in
wireframe
- render for edges can't work... edges have no material nor tface nor col..
so here still the faces are rendered in wire
Creases in Subsurf
- based on the code by Chris McFarlen
- main changes is that now edges are used, saving quite some data in file
- use SHIFT+E in editmode to set edges-sharpness. values go from 0-1
- in F9 buttons you can set draw-crease mode. It draws now blended from
wire color to edge-select color (as provided in Theme)
Known issue: setting sharpness on 1 cube (subdiv 2) gives weird results
with some values... Chris, can you check?
Further; code cleanups, changing 0 in NULL when needed, no warnings, etc etc
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- added mesh_set_smooth_flag, mesh_delete_material_index function
- isolated some globals
- got rid of reliance on meshdata in buttons_editing.c and material.c
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- removed rendermesh_uses_displist (no longer relevant)
- converted appropriate me->flag tests to using mesh_uses_displist
- made vert and face counting (for info header) use proper counts
- changed flip_subdivision to allow level==0 argument
- ps. thanks for subsurf orco fix ton
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outside edit mode.
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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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