Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2012-01-09have add_weight_mcol_dm() set the 4th corner of a tri faces color to 0, ↵Campbell Barton
otherwise uninitialized memory gets copied about.
2011-12-20minor edits to previous commit & set VKey to toggle vertex select in weight ↵Campbell Barton
paint mode.
2011-12-20calculate weight paint colors once per vertex rather then on every face ↵Campbell Barton
corner (was doing the same deform vert lookup and color calculation multiple times per vertex), Quick shows over 2x speedup in my tests, will give bigger speedup with more vertex groups. If you happen to have vertices with no faces using them - vertex colors will be calculated unnecessarily, but this isnt a common use case for weight paint mode.
2011-12-18cleanup of weight paint color setting code, no functional changesCampbell Barton
2011-12-15reenabled auto scale for derivative mapsMorten Mikkelsen
2011-12-10disabling DM_calc_auto_bump_scale() until after releaseMorten Mikkelsen
2011-12-10picky edits & regen man pageCampbell Barton
2011-12-10fixes scale on derivative mapsMorten Mikkelsen
2011-12-09went over all uses of MDeformWeight.def_nr and made sure the value is ↵Campbell Barton
clamped when used as an array index.
2011-12-07remove initilaizing weight collor with dummy value (from recent commit), ↵Campbell Barton
harmless but not needed.
2011-12-07fix for uninitialized memory use drawing 'nan' vertex groups, noticed while ↵Campbell Barton
looking into [#29521]
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.
2011-11-24patch: [#29382] Arbitrary Length Array Function Additions and ModificationsCampbell Barton
from Andrew Hale (trumanblending), with some edits to use these in mathutils.Vector added. Added Functions: - dot_vn_vn - Dot product of two arrays - normalize_vn_vn - Normalize an array and store the result in a second array - normalize_vn - Normalize an array inplace Renamed Functions: Some functions have been renamed to make them consistent with the naming conventions used by fixed length array functions. - fill_vni to fill_vn_i - fill_vn to fill_vn_fl
2011-11-09Merge with trunk r41701soc-2011-carrotMiika Hamalainen
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
2011-11-07Merge with trunk r41625Miika Hamalainen
2011-11-06more macro --> bli math lib replacements.Campbell Barton
2011-10-28Merge with trunk r41342Miika Hamalainen
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-22Merge with trunk r41197Miika Hamalainen
2011-10-22header cleanup and typo'sCampbell Barton
2011-10-14Merge with trunk r40991Miika Hamalainen
2011-10-11- bpy.path.abspath(), added optional library argument since any paths from ↵Campbell Barton
linked datablocks are relative to this, not the blend files path, this saves kludgy path code wherever libraries may be used. - Image "Edit Externally" operator can now edit relative library images. also minor edits to navmesh.
2011-10-10updates to navmeshCampbell Barton
- 2 new navmesh operators, reset and clear navmesh data. - rename operators to be more consistent with existing names. - some minor edits to draw function, was getting the custom data for every index when it already had the array.
2011-10-10- for some reason navmesh wasnt drawing when VBO was enabled.Campbell Barton
- fix navmesh crash (may well have been from own changes) - changing VBO's now redraws all windows - useful for checking if VBO draws differently.
2011-10-10fix for editmode opengl drawing (bug from own recent optimization), need to ↵Campbell Barton
set glShadeModel() outside glBegin(GL_QUADS / GL_TRIANGLES).
2011-10-10fix crash for recent navmesh edits when setting a non-mesh object to a navmesh.Campbell Barton
also minor cleanup.
2011-10-10move NavMesh draw code out of being a modifier and into DerivedMesh drawing ↵Campbell Barton
hack (which IMHO is less bad then mis-using a modifier only to override drawing calls).
2011-10-04Merge with trunk r40782Miika Hamalainen
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.
2011-09-20Merge with trunk r40409Miika Hamalainen
2011-09-20- translation scripts now run with py3.xCampbell Barton
- added convenience make target 'make translations' - some MEM_malloc strings were not unique enough, expanded them.
2011-09-20tag & comment unused vars with /* UNUSED */Campbell Barton
2011-09-20fix for bug in do_version_tface(), was assigning 'tf->mode' before tf was ↵Campbell Barton
defined, also comment unused var.
2011-09-19TexFace to Material Settings big patchDalai Felinto
Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19edits to radish before merge with trunkCampbell Barton
- removed some unused functions. - renamed vars to make more sense paint_vertex.c 'flags' --> 'lock_flags' - some odd modifications were made in unrealted, commented code, copy these back from trunk. - rename vertex_group_fix 'cp' property to 'accuracy' - make style more consistant with trunk. - remove 'Radish' comments.
2011-09-18Split do_weight_paint_vertex() to isolate the simple case.Jason Hays
Added a tool-tip to the "fix deforms" op. Removed code markers: "Radish"
2011-09-18Changed the branch code markers to say "Radish" in response to a review.Jason Hays
They weren't & aren't meant to show ownership, they just help me navigate my related code.
2011-09-18I made multitude of fixes based on the comments provided online:Jason Hays
Removed the drawSelectedVerts and added drawSelectedVertices, which uses dm->foreachMappedVert. In calc_weightpaint_vert_color(): Made the weight paint color black and return instead of input=-1 Made the pose bone selection normal when multi-paint is inactive. Name fix for functions using mv instead of mvert. Used vector functions provided by the math lib. Changed some MEM_callocN references to be stacks. Changed dm_deform_clear to use ob->derivedDeform primarily Made the variable "float **changes" into "float (*changes)[2]" Used CTX_data_active_object() in place of CTX_data_pointer_get_type() Added the invert selection hotkey "Ctrl+I" to weight paint's vertex mask.
2011-09-14remove count_selected_defgroups() function and make get_selected_defgroups() ↵Campbell Barton
return the total selected items. also some variable renameing, no functional changes.
2011-09-14initial cleanup for weight paint branchCampbell Barton
- move get_selected_defgroups & count_selected_defgroups into blenkernel - split calc_weightpaint_vert_color() logic so its more obvious whats default and multipaint behavior
2011-09-14svn merge -r40179:40195 https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2011-09-14resolve bad level calls from blenkenel/ into editors/ & remove editors from ↵Campbell Barton
the include path from CMake & SCons. * ED_curve_editnurbs --> curve_editnurbs * ED_sculpt_modifiers_changed --> object_sculpt_modifiers_changed
2011-09-13svn merge -r40000:40179 https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2011-09-13svn merge -r39558:39800 https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2011-09-12- fix for mesh_get_mapped_verts_nors copying short normals to floats without ↵Campbell Barton
scaling. - BL_SkinDeformer also did this though for that case its not a problem because the normals are later accumulated anyway.
2011-09-11speedup for editmesh drawing.Campbell Barton
- avoid needless context switching quad/tri, flat/smooth. - dont call glNormal3vf() lighting is disabled. gives ~2x speedup with a subdivided cube, but thats probably the best case, quad/tri smooth/flat mix will slow down a bit.
2011-09-05Merge with trunk r39928Miika Hamalainen