Age | Commit message (Collapse) | Author |
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--debug
--debug-ffmpeg
--debug-python
--debug-events
--debug-wm
This makes debug output easier to read - event debug prints would flood output too much before.
For convenience:
--debug-all turns all debug flags on (works as --debug did before).
also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
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rather then printing a warning and failing - convert them to polys.
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else if's
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Seems too simple, just missing call to convert_mfaces_to_mpolys.
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differences)
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On collada import a -1 layer_index from CustomData_get_layer_index (CD_MTFACE) was used.
This then managed to overwrite last mface's data with uv-set's name so at least it gave a clue where to look for :]
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comparing bmesh to trunk, mesh_calc_normals() in bmesh is a much more comprehensive function, calculating mpoly,mface normals, where trunk only calculated vertex normals.
renamed:
* mesh_calc_normals() --> mesh_calc_normals_mapping_ex
* mesh_calc_tessface_normals --> mesh_calc_normals_tessface() - only calculates normals from tessface
* added mesh_calc_normals() - only calculates normals from poltys
this way we can have mesh_calc_normals() remain fast for parts of the code which only need vertex normals to be updated.
only refactor, no func changes- didnt replace mesh_calc_normals_mapping_ex() with mesh_calc_normals() anywhere yet.
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by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
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http://markmail.org/message/fp7ozcywxum3ar7n
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stored as shorts intermally)
- converting nurbs to mesh was casting the material to unsigned char.
- subsurf was casting to char, then int -> short in a loop.
- have material functions take & return shorts.
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reference the same material
Reported by David Roy
Multi-materials used on different meshes would get ignored (resulting in white faces in textured view).
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Reported by Chad Gleason
Imported index order could put mface->v4==0. We already know amount of verts, so use that instead.
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Reported by David Roy
Patch by Brecht van Lommel
UV import code wasn't taking possible stride into account (always assuming stride==2), thus reading UV coords totally wrong.
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Reported by Valeriy Firsov
Use the node name if it exists, fall back to id otherwise.
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reported by Rebin Cornelius.
This needs patch from upstream report http://code.google.com/p/opencollada/issues/list?thanks=164 applied to OpenCOLLADA. lib/windows/collada and lib/win64/collada have already been updated. Ensures we don't read past array boundaries.
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Submitted by David Roy
Multiple nodes can reference the same geometry, and specify the same materials. This lead
to the import code overwriting material mappings of faces in a destructive way. Instead of
just writing the material bindings always we now keep book of what geometry+material mapping
we've already handled.
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Submitted by Alexey Zakharov
This patch adds support to Blender for reading geometry data that's
represented as triangle fans.
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r827).
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Reported by Michael Williamson
Fixed by Jeroen Bakker
Wrong UV index was being used.
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Bug reported by alarionfirn
Patch submitted by Jeroen Bakker
It took the read the N+N of the uv-layer, it should be the Nth uv layer.
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Import unit_settings to scene.
Note: I use here RNA to do this, and I think I might slowly work on replacing low-level DNA usage with RNA where possible.
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TextureCoordinateBinding.getSemantic(); as per my own patch on OpenCOLLADA issue tracker.
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own files.
No functional changes.
Where necessary extern "C" {} blocks have been added.
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