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AgeCommit message (Collapse)Author
2011-10-10header cleanup (no functional changes)Campbell Barton
2011-02-27doxygen: blender/blenkernel tagged.Nathan Letwory
2010-06-22Enabled openmp multithreading for multires/subsurf again, but onlyBrecht Van Lommel
if there are >= 1 million faces estimated in the resulting mesh. (merge from render25 branch)
2009-12-11Sculpt Branch: multires conversion from 2.4 working again.Brecht Van Lommel
2009-11-25Sculpt: CCGSubsurf new functions to update normals, update subdivisionBrecht Van Lommel
levels, copy coordinates from face grids, and stitch together face grids.
2008-09-29resolve some compiler warnings with intel c/c++ compilerCampbell Barton
* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later. * some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion. * removed unused vars * obscure python memory leak with colorband. * make_sample_tables had a loop running wasnt used. * if 0'd functions in arithb.c that are not used yet. * made many functions static
2006-01-10Apply Subsurf to UV's.Brecht Van Lommel
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
2005-08-20 - made make_edge mark edges with LOOSEEDGE appropriatelyDaniel Dunbar
- added user settable defaultEdgeData (for auto edge creation in CCGSubSurf) - bug fix, possible crash on meshes with loose edges but in mface not in medge - missed file in last commit, for proper updating in image window
2005-08-20 - convert all DerivedMesh map functions to use index basedDaniel Dunbar
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).
2005-08-18 - added DerivedMesh.drawUVEdges function & implementationsDaniel Dunbar
- removed DerivedMesh.drawLooseEdges and replaced with much more general drawEdgesFlag function that draws based edge flags. - switch DerivedMesh.drawFacesTex to give user control over which faces are drawn - added object_uvs_changed and object_tface_flags_changed functions to do object recalc flag flush/redraw queueing and added calls in appropriate places - added various edge flags to mark TFace information. This is used by the drawEdgesFlag routine and was the best way I could come up with to deal with drawing TFace information from modifier stack. Unfortunate side effects are (1) uses a lot of MEdge flags (although not needed in file so thats fine) and (2) requires recalculation of modifier stack on UV selection changes. #2 is disappointing but I could not find a better solution. - update UV mesh shadow drawing to use modifier result. At the moment just uses the final result but probably should be integrated with the editmode cage option. - convert draw_tfaces3D to use drawEdgesFlag routine which cleaned up the code quite a bit. - convert draw_tface_mesh to draw using result of modifier stack. Same comment about which result actually gets draw in FACESELECT mode as for UV editor shadow drawing applies. There is a still a bug in that selection is using the wrong mesh to draw.
2005-07-22 - shuffled editmesh derived function name/functionDaniel Dunbar
- added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-04-04 - dropped user specified vertex data functions for ccgsubsurf,Daniel Dunbar
didn't really add value. hardcoded to use float[3] now.
2005-04-04 - kinda crazy, but replaced old ME_SIMPLE_SUBDIV method with justDaniel Dunbar
using regular ccgsubsurf but with crease set to full.
2005-04-04 - added vertex normal calculation functionality to CCG subsurf (CCGSSDaniel Dunbar
is fast, but can be rather tedious to work with...) - vertex normals for smooth faces draw correctly now... this code also switched to drawing with GL_QUAD_STRIP which can be quite a bit faster (depends how fast graphics card calcs lighting, I get 50% faster here)
2005-04-01 - take out compile time conditional behavior of creasing for ccgDaniel Dunbar
subsurf (always on) - bug fix, creasing wasn't evaluated properly after incremental change
2005-03-27 - more warning removal/cleanup for CCG, apparently GCC is notDaniel Dunbar
happy about coercing (xxx**) to (void**) (sadly enough)
2005-03-22 - Hacked in blender style creasing support to new subsurfs.Daniel Dunbar
I would like to have proper creasing (following what appears to be the informal standard in the subdivision surface literature) but I do not know when I will get to this or how complicated it will be. With this patch CCGSubSurfs should now have the same capabilities as regular subsurfs (barring possible bugs) and so replacing the old implementation is a reasonable possibility.
2005-03-21 - Initial integration of CCGSubSurf library into blender. The lib isDaniel Dunbar
only in one C file and not worth dropping in extern but presumably will be synced with public CCGSubSurf release I hope to be making soon. - Currently the implementation must be enabled by defining USE_CCGSUBSURFLIB somewhere with your build system. The code should be considered highly experimental.