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2016-06-11BLI_rand: add BLI_rng_get_char_nCampbell Barton
Use to fill an array of bytes to random values.
2015-04-16Docs: BLI_rand non-obvious behaviorCampbell Barton
2015-02-03Revert "Keep mingw specific includes ifdef'd"Campbell Barton
This reverts commit ba8b9ae307010ee5e8e43c6afc4c9d0571c2bf73. Turns out this is needed on other systems, just happened to be indirect included on them.
2015-02-03Keep mingw specific includes ifdef'dCampbell Barton
2015-02-03MinGW64 complains about clock, include time.hAntony Riakiotakis
2015-01-09BLI_rand: add a function returning a random point whithin given 2D triangle.Bastien Montagne
Needed by transfer data.
2014-10-09Minor cleanup.Antony Riakiotakis
* Use pie direction, not draw type for pie item collision * Strict function definitions. * Initialize random array with system time
2014-10-09Fix T42139, vertical noise stripe patterns in noise texture.Antony Riakiotakis
Two fixes here (only the second one is strictly needed to fix the issue, but both make the system better). First is introduction of a random generator array for use with threaded systems where each thread needs to access its own number generator. The random texture now uses this so it should not be influenced by other random generator reseedings of the main random generator like it did before. Second, I reshuffled the texture code to resample the upper bits of the random number first. According to Numerical Recipes, this is where the most variance can be found, so by sampling those we avoid correlation issues. Also, multiplying here is not ideal because if a pair of bits are zero, then the whole result will also be zero. Overall this is much more random (tm) than before, however result will also be brighter, since we now have less black spots. Tweaking the brightness/contrast should somewhat fix that, generally having the same result as before is not possible anyway if we are to really fix this. Also, seems like exposing procedural depth might be nice here since it influences the precision of the texture lookup.
2014-07-19Code cleanup: warningsCampbell Barton
2014-06-14BLI_rand: add BLI_rng_get_float_unit_v2Campbell Barton
2014-05-27PIL_time is no longer used in BLI_random.Lukas Tönne
The last remnant of using the system time for random seed was removed in rBafb4b65, now seeds are always explicit for BLI_random.
2014-04-02Fix for BLI_rng_shuffle_array noted by mont29Campbell Barton
2014-04-02Code cleanup: use uint64_t for BLI_randCampbell Barton
2014-03-30And another compile fix for M_PI and msvc2008...Thomas Dinges
2014-03-30Correct own recent changes broke release buildsCampbell Barton
2014-03-30Enable GCC pedantic warnings with strict flags,Campbell Barton
also modify MIN/MAX macros to prevent shadowing.
2014-03-30Code cleanup: use strict flags for BLI_randCampbell Barton
2014-03-30BLI_rand: Add BLI_rng_get_float_unit_v3, was static rayshade funcCampbell Barton
2013-09-01Fix [#36479] Particle instance Modifier random position snaps objects to 0 ↵Bastien Montagne
position Most work (tracking bug) done by Anthony Edlin, many thanks! Great example of why having duplicate code is never a good idea... ;)
2013-04-16Random number generator: replace a bunch of usage of the global random numberBrecht Van Lommel
generator with a local one. It's not thread safe and will not give repeatable results, so in most cases it should not be used. Also fixes #34992 where the noise texture of a displacement modifier was not properly random in opengl animation render, because the seed got reset to a fixed value by an unrelated function while for final render it changed each frame.
2012-10-23code cleanup: give rng functions BLI prefix.Campbell Barton
2012-10-15code cleanup: check for msvc directly when using warning pragma's.Campbell Barton
2012-05-12style cleanup: whitespace, bli & makesdnaCampbell Barton
2012-04-21style cleanup: multi-line if statements.Campbell Barton
2012-04-19BMESH_TODO: randomize vertices working again.Bastien Montagne
That whole "element re-arrange" area could use some love, though (e.g. make a single vert operator with more options, as faces; and make faces work in edit mode, probably no more reasons to switch to object mode?). Post-release TODO, anyway. Also spotted a glitch in BLI_rand code, imho, which makes first element of an array not guarantied to be shuffled by BLI_array_randomize()... No correction though, as this might/would affect other parts of the code!
2012-03-24style cleanup: follow style guide for formatting of if/for/while loops, and ↵Campbell Barton
else if's
2012-03-19fix for error reported on IRC, sorting zero sized lists would cause a crash.Campbell Barton
2011-12-17style edit only - move parenthesis onto second line of function definition ↵Campbell Barton
(in keeping with most of blenders code) also split some long lines in own code.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-05-10remove some duplicate declarationsCampbell Barton
2011-02-27doxygen: blender/blenlib tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2010-04-18remove config.h references, was added for automake build system rev around ↵Campbell Barton
124-126 but isnt used by any build systems now.
2010-02-12correct fsf addressCampbell Barton
2008-08-18a) New unified effector system by Janne (jahka) + Me (genscher): particle ↵Daniel Genrich
and cloth/sb don't use different systems anymore. b) cloth wind corrected for new system c) Wind has noise option now d) @ Bjornmose: since the old factors are gone SB doesn't need to divide by 1000 etc. anymore. I didn't want to touch your code - you might like to take a look at it :)
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!
2007-12-04ParticlesBrecht Van Lommel
========= - Fix crash in particle transform with the particle system not editable. - Particle child distribution and caching is now multithreaded. - Child particles now have a separate Render Amount next to the existing Amount. The render amount particles are now only distributed and cached at render time, which should make editing with child particles faster. - Two new options for diffuse strand shading: - Surface Diffuse: computes the strand normal taking the normal at the surface into account. - Blending Distance: the distance in Blender units over which to blend in the normal at the surface. - Special strand rendering for more memory efficient and faster hair and grass. This is a work in progress, and has a number of known issues, don't report bugs to me for this feature yet. More info: http://www.blender.org/development/current-projects/changes-since-244/particles/
2006-11-29Render Monster support: (part 1)Ton Roosendaal
Removed all limitations from render code for maximum threads. The only define for this now is in BLI_threads.h, and currently set to 8. Note that each thread renders an entire tile, and also allocates the buffers for the tiles, so; more threads might work better with smaller tiles. IMPORTANT: node system won't work yet with more than 2 threads! So, don't try material nodes or compositing with over 2 threads. That I'll commit later today. What does work (should work :) is AO and soft shadow now.
2006-11-21Bugfix, own collection:Ton Roosendaal
Random seeding is still not perfect in render, especially lack of good thread support still. - VectorBlur node was calling seed for each exec, causing other nodes to get fixed random too. - added seed in non-OSA main loop for render - use BLI_srandom, is better than BLI_srand
2005-11-06Bugfix #3249Ton Roosendaal
Error in BLI_array_randomize(), an unused call in Blender until the Build Modifier was added. It did a weird modulus I don't really grasp... somehow that caused the bug (create a corrupt mesh). But why? Dunno...
2005-08-26 - tsk tsk, ll suffix for constants is not C standard, doesn'tDaniel Dunbar
work on msvc
2005-08-25Random() issues with rendering...Ton Roosendaal
- AO and soft shadow AreaLight tables were generated without fixed seed, causing animations to give unwanted amounts of noise. - Made sure these tables now are calculated before render, with fixed seed - Then found out the BLI_rand() has very bad seeding... it showed up as patterns. After some experimenting, found a nice method using noise.c hash tables. For compatibility with old code, named it BLI_srandom() to use this next to the BLI_srand(). This follows libc rand() and random() naming convention. - Then of course threading should work... so made a BLI_thread_rand version of the calls. Now supports up to 16 threads, comments added in .h and .c Result is stable animation render with AO and soft shadow. But, please test and feedback!
2005-07-26 - mixed up RNG type definitionDaniel Dunbar
2005-07-26 - added RNG abstract random object rng_{new/free/seed/get{Int,Double,Float}}Daniel Dunbar
to avoid use of global generator. at the moment the renderer owns the number generator and this is important for retaining render consistency.
2005-07-20 - added an array shuffling function to BLI_randDaniel Dunbar
2003-05-25Support for building bf-blender under windows with gcc (huge thanks toChris Want
Florian Eggenburger). Full instructions are in doc/README.windows-gcc. Main differences from Florian's patch: - the 'lib' dir should now be the same level as the 'blender' dir (rather than being a subdir of 'blender'). This is consistent with the other platforms that bf-blender supports (tuhopuu will also adopt this convention hopefully soon). - the script 'free_windows-env.mk' is no longer needed ... see the docs about how this is overcome (again, tuhopuu will hopefully also follow this route soon). - the dlltool dir has it's own Makefile that builds all of the needed stub libraries from the dll's in cvs.
2002-11-25updated .c files to include:Kent Mein
#ifdef HAVE_CONFIG_H #include <config.h> #endif Just need to finish cpp files now :) Kent -- mein@cs.umn.edu
2002-10-12Initial revisionv2.25Hans Lambermont