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2015-03-12View3D: Quad-view opposite axis switchingCampbell Barton
Pressing Numpad9 now orbits to the opposite side in any viewport, with the advantage that it can switch locked-quadview axis to their opposite side.
2015-03-12Cleanup: de-duplicate view3d clippingCampbell Barton
2015-02-24Fix T43785 crash with border select.Antony Riakiotakis
Naming here is slightly misleading. We have: * Number of elements (objects) that can be picked * Buffer size * Number of integers in buffer. Interestingly enough, bufsize in OpenGL (as far as I could find in examples on the web) and in most of the code refers to the latter and actual buffer size is only used whenever we do allocations on the heap. Added an extra defines here to make things a bit clearer: * MAXPICKELEMS refers to the number of objects that can be picked * MAXPICKBUF refers to the number of integers in the selection buffer Also made all buffers use MAXPICKBUF where some used MAXPICKBUF * 4. That means that some parts of blender will use less space for selection now. MAXPICKBUF is set to 10000 for 2500 object selection, which can be changed at any time, but I think 10000 integers on the stack touches the borders of uglyland anyway.
2015-02-12Viewport compositing - first codeAntony Riakiotakis
This commit introduces a few ready made effects for the 3D viewport and OpenGL rendering. Included effects are Depth of Field, accessible from camera view and screen space ambient occlusion. Those effects can be turned on and tweaked from the shading panel in the 3D viewport. Off screen rendering will use the settings of the current camera. WIP documentation can be found here: http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
2015-01-28Add theme option for cliping borderAntony Riakiotakis
2014-12-05Grease Pencil sketches get included when doing OpenGL previews for scene ↵Joshua Leung
strips in sequencer After double checking the sequencer code, there doesn't seem to be any reason to exclude these from the sequencer previews. This makes it possible to use the sequencer to non-destructively chain together difference Grease Pencil animated shots together without having to render each image sequence first, allowing for a smoother workflow. Just in case the initial assumption isn't entirely correct, I've put in place an extra arg to the relevant functions which can be hooked up to a suitable option on the scene strip later to turn this on/off as needed.
2014-08-25View3D: Add ED_view3d_dist_range_getCampbell Barton
remove hard coded limits
2014-08-05Add missing forward declaration and missing 'struct' keywordNicholas Bishop
2014-07-31Fix T41258: Crash when entering edit mode while viewport render is enabledSergey Sharybin
The issue was caused by the render engine loading edit mesh, which re-allocates mesh array which might be referenced by other object's derived meshed. Worst thing about this is that updating render engine happens from the end of scene update function, after all the objects are updated and so. This is needed so render engine gets the update objects which is correct. The only proper way to solve the issue is to make it so viewport engine does not leave objects in inconsistent state, meaning nobody will reference to freed data. In order to reach this we do edit mesh loading before running objects update so all the objects which uses that mesh will have proper references in the derived mesh. This also solves old creepyness which happened before when having single object in edit mode. tweaking it will calculate derived mesh as a part of scene update, then this derived mesh will be freed by edit mesh loading and viewport will be creating derived mesh again. Now render engine is expected to do nothing with meshes which are in edit mode, but they still need to load edit data for non0meshes. It's not really easy to do from the BKE level because needed functions are implemented in the editor. Thanks Campbell for the review! Differential Revision: https://developer.blender.org/D697
2014-07-23Occlusion Query based selection.Antony Riakiotakis
This patch creates an interface for selection mechanisms in opengl. This makes it possible to switch between occlusion query based or select rendermode based selection transparently. This is really useful on graphics drivers that do not accelerate the select rendermode path (some ATI cards are notorious for this, and the new path is used by default there), since occlusion queries are always hardware accelerated due to their use in games. The option can be found under system - selection. Auto just enables occlusion queries for ATI users while the rest of the options enforce one of the two methods always. There is just one known change, previous code enforced nearest bone to always get selected, even when mouse selecting near the same position, I couldn't replicate the behaviour though. patch by me with edits and review by Campbell. Thanks!
2014-07-21GSOC 2013 paintAntony Riakiotakis
Yep, at last it's here! There are a few minor issues remaining but development can go on in master after discussion at blender institute. For full list of features see: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting Thanks to Sergey and Campbell for the extensive review and to the countless artists that have given their input and reported issues during development.
2014-06-30Fix T40867: Autokeyframe in camera viewCampbell Barton
2014-06-19Code cleanup: use const passing rectsCampbell Barton
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-03-25Fix T39397: Leaving leaving camera from quadview set orthoCampbell Barton
2014-03-20View3D: remove orbit snapping LUT, allow to snap axis but not rollCampbell Barton
2014-03-11View3d: take pixelsize into account for selection distanceCampbell Barton
2014-02-24NDOF: various fixes for view3dCampbell Barton
- allow zooming when in ortho+user mode - fix for using VIEW3D_OT_ndof_orbit_zoom when the camera is locked. - fix for locked camera changing the dist value when used with ndof. - de-duplicate ndof_pan_zoom and ndof_all operators
2014-02-20NDOF: define 2 default navigation modes: free & orbitCampbell Barton
After some discussion it seems both are valid defaults but useful for very different purposes. - 'free' lets you explore the scene with full 6dof (like fly mode) - 'orbit' is closer to typical mouse view orbit, constraining to orbiting about a central location. This doesn't effect orbit/pan which are available with modifier keys.
2014-02-12View3d: add utility function to get the quat from a view axisCampbell Barton
2014-02-12View3d: ensure locked views are on an axis - behavior wasn't well defined.Campbell Barton
2014-02-11Code cleanup: fix a few visual studio compiler warnings.Brecht Van Lommel
2014-02-04View3d: move lock check for orbit into a function and use for dolly tooCampbell Barton
2014-01-29Fix T38358: Face snapping fails on Orthographic viewBastien Montagne
Issue is caused by start point of ray used to detect faces under the mouse is set rather far away in ortho 3dviews. The loss of precision on the ray location induced by this can lead to face snapping failures. Solution is to do the raycasting with a temp start point, much closer to the object we check, and add back to the found distance the diff to the real start point once detection is done (as we need all hit distances from all tested objects to be relative to a common point!). Note this commit only addresses the "face snapping on mesh" case, other kind of snapping do not seem to suffer from this issue. Reviewers: brecht, campbellbarton Differential Revision: https://developer.blender.org/D268
2013-12-09Fix T37727: z-offset problems with camera viewCampbell Barton
2013-12-09View3D API: rename view3d_camera_get to ED_view3d_camera_data_getCampbell Barton
2013-10-26rename give_cursor to ED_view3d_cursor3d_getCampbell Barton
2013-10-18Pampa Project request: FPS in sequencer editorSergey Sharybin
perhaps ED_scene_draw_fps is actually better to be placed to a better place, but consider this is good for now.
2013-10-04Fix #36948: blender internal viewport render crashes holding shift+Z pressedBrecht Van Lommel
to quickly toggle it on/off. Problem is accessing freed data, now the job is ended immediately. Fix based on patch from Sergey and investigation from Bastien.
2013-09-16fix [#36732] Auto depth feature misbehaves on orbit with mouse cursor ↵Campbell Barton
outside the model. ortho mode didn't store the depth for re-use when the cursor had no depth.
2013-05-25Bug fix, irc submitted:Ton Roosendaal
3D Viewport render (internal) didn't render bump maps (it was black even).
2013-05-08add in asserts when rv3d->viewmatob, rv3d->persmatob are not initialized.Campbell Barton
This is often hard to spot since in many cases it works correctly even when not initialized but may still fail in other situations.
2013-05-03disable view3d dolly, move, pan -- when the view offset is locked, also ↵Campbell Barton
corrected fly modes offset lock check and added ED_view3d_offset_lock_check() to reuse between functions.
2013-05-01Fix #35149: solidify modifier + vertex parent not working after going in and outBrecht Van Lommel
of editmode on the child object. Problem was that the object custom data mask was not taken into account when rebuilding the derivedmesh in some cases, which is needed for the derivedmesh to contain the mapping back to the original vertices. Now this data mask is used for any derivedmesh build that will be cached. Also problematic was that the datamask for the active object was applied to all objects in the scene, which caused the parent object to be recalculated when it didn't need to be. Now this datamask is only used for the active object.
2013-04-23fix [#35007] clipping border errorCampbell Barton
add clip option to ED_view3d_win_to_ray(), ED_view3d_win_to_segment()
2013-04-15Cycles: optimization for 3D viewport border render with heavy scenes, the OpenGLBrecht Van Lommel
render of objects could slow things down when redrawing the view each time a new sample is displayed. Now it does a partial redraw of the viewport with only the render border area, skipping OpenGL object drawing while the render is refining.
2013-04-11Fix #34817: improve OpenGL preview render speed, it got quite a bit slower ↵Brecht Van Lommel
since 2.60. Doing linearization with GLSL was already faster, but even faster is to just read the bytes instead of floats and convert those to linear, since byte => float is just a quick 256 entry table lookup. Also made it assign the bytes directly to the image buffer so they do not need to be converted back from float to byte for file saving, and made sky render write the background color with OpenGL instead of doing it on the CPU.
2013-04-05code cleanup: use bool's for vgroup and editmode.Campbell Barton
2013-03-26replace view3d_get_view_aligned_coordinate with ED_view3d_win_to_3d_int()Campbell Barton
2013-03-21code cleanup: use bool where values are true/false, for view3d and related ↵Campbell Barton
functions.
2013-03-20code cleanup: use booleans for mesh and selection code.Campbell Barton
2013-03-18Fix: Setting cursor to semitransparent objects will fail because of clipAntony Riakiotakis
alpha, added option when drawing depth to disable alpha clip override. We use that in texture paint cursor now. Not too common but may be useful for people dealing with cloning plugins. Reported by kgeogeo on irc, thanks.
2013-03-17code cleanup: name mesh functions more consistently, also use bools for mesh ↵Campbell Barton
args.
2013-03-15Fix: multisample viewport drawing didn't work well with selection or particleBrecht Van Lommel
brushes, due to issues with color coded drawing or slow/buggy reading from such a buffer on some systems. In case multisample is enabled now, it uses an offscreen buffer for such drawing, which is not multisampled and so should not cause issues. This does mean there is some extra GPU memory usage when multisample is enabled, and we could optimize triple buffer to work together here somehow to share buffers, but it's better than having selection not working.
2013-03-14minor knife refactor to prepare for running non interactively.Campbell Barton
2013-03-14code cleanup: de-duplicate view clipping function for paint and knife tool, ↵Campbell Barton
minor changes to knife initialization.
2013-03-09code cleanup: move runtime var zfac out of RegionView3D. rename initgrabz() ↵Campbell Barton
-> ED_view3d_calc_zfac() and have it return the zfac to use.
2013-03-09ruler3d: replace ED_view3d_cursor3d_position() with lower level function ↵Campbell Barton
view3d_get_view_aligned_coordinate()
2013-03-09code cleanup: favor braces when blocks have mixed brace use.Campbell Barton
2013-03-04code cleanup: view3d_clipping_test was making a vector copy for no reason.Campbell Barton