Age | Commit message (Collapse) | Author |
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limits.
add BLI_strncpy_utf8() which which ensures there are no partially copied UTF8 characters, limited by the buffer size.
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printing operators.
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copying, some parts of the code are copying float -> short normals without scaling. fix coming next.
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- use 'const float *' and array size in some function declarations.
- replace macros for BLI_math functions INPF, VECCOPY, VECADD etc.
- remove unused VertRen.clip struct member.
- remove static squared_dist() from 2 files, replace with BLI_math function len_squared_v3v3().
- use vertex arrays for drawing clipping background in the 3D viewport.
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* inline of math funcs for Apple PPC
* eltopo big/little endian ifdef
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written in manually but had incorrect func names in places).
- add __func__ define to BLI_utildefines.h for MSVC.
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This branch adds mostly organizational improvements to the node system by renaming the node folders and files. A couple of internal features have been added too.
Detailed information can be found on the wiki page:
http://wiki.blender.org/index.php/User:Phonybone/Particles2010
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noise, patch from Campbell,
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from Jesse Kaukonen (gekko)
--- text from the patch.
Recently Campbell Barton added callback functionality for Python's usage, but this only includes pre- and post-render callbacks. There are no callbacks for the duration of the render. This patch adds the few lines required for executing a callback while Blender Render is working. The callback resides in the rendering pipeline stats function, so whenever statistics are printed, the callback is executed. This functionality is required if one wants to:
1) Observe what is happening while Blender is rendering via the command line
2) Add custom statistics that Blender prints while the renderer works
3) The user wants to continue executing his Python script without the code halting at bpy.ops.render.render()
Personally I'm currently using this for printing out more detailed progress reports at Renderfarm.fi (such as CPU time, time spent rendering, total progress in regards to the entire rendering process). Tested on Windows, Linux and OS X.
Example on how to use the callback:
def statscall(context): print("Thanks for calling!")
bpy.app.handlers.render_stats.append(statscall)
bpy.ops.render.render(animation=False, write_still=True)
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* replace by BLI_snprintf in various places, note _snprintf on windows
does not properly null terminate the string.
* fix overflow in sequencer proxy code due to buffer being smaller than
specified size.
* fix some usage of snprintf as strcpy, this is will go wrong if the
string contains % characters.
* remove BLI_dynstr_printf function in gpu module, use BLI_dynstr_appendf
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strings with ", \n etc), also fixed a bug in string escape length limit.
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- use NULL rather than 0 when used as pointers.
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math functions rather then double since the noise functions range is already limited by casting to ints in many places.
- gives a very small speedup.
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http://projects.blender.org/tracker/download.php/9/498/28388/17476/screen_bad.png
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overwriting with 255).
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for drag and drop ID's into the console but should eventually be used for the animsys too.
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saving a 194mb blend file and only slightly bigger.
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functions.
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and increase binary size by 30kb, (tested on stripped, cmake release build).
Ran some speed tests and difference was close to the noise level, but inlining gives only ~2 - 3% speedup with build modifier which uses ghash a lot.
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OK, after that failure of committing a bunch of old junk, hopefully
this is what I actually meant to commit :)
* Added big comments to some of the fields in struct PBVHNode. I
always forget the details of these, so finally wrote it down
properly.
* Changed types of PBVHNode.face_vert_indices and PBVHNode.flag to
better reflect their contents.
* There should be no functional changes here.
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also added GPLv2+ header to resources.c.
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from Scott Giese (sgiese)
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remove missing includes and use more strict formatting.
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Solution is to replace "long" by "int64_t" and "fseek" by "_fseeki64", because
long on 64 bit windows is still 32 bit.
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- panorama mode was scaled 2x too high.
- scaled camera objects would incorrectly effect the result.
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lambda_cp_line --> line_point_factor_v3
lambda_cp_line2 --> line_point_factor_v2
correction to previous commit function name
isect_seg_sphere_v3 --> isect_line_sphere_v3
... since its not clipped.
added a clip argument to the python version of the function.
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C/python.
from python:
i1, i2 = mathutils.geometry.intersect_line_sphere(l1, l2, sphere, radius)
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Python:
* adds bpy.app.handlers which contains lists, each for an event type:
render_pre, render_post, load_pre, load_post, save_pre, save_post
* each list item needs to be a callable object which takes 1 argument (the ID).
* callbacks are cleared on file load.
Example:
def MyFunc(scene): print("Callback:", data)
bpy.app.handlers.render_post.append(MyFunc)
C:
* This patch adds a generic C callback api which is currently only used by python.
* Unlike python callbacks these are not cleared on file load.
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for new callback api)
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convert to grayscale when saving renders rather then only writing the red channel.
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