Age | Commit message (Collapse) | Author |
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remove missing includes and use more strict formatting.
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works the same as for operators. Also includes some refactoring of render error
reporting code to use ReportList.
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convert to grayscale when saving renders rather then only writing the red channel.
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Full Sample AA (FSA) was failing in cases. Bug report was an empty
scene (with compo nodes) linking in another .blend scene (with render).
That case gave warning "FSA not supported with rendering". That now is
allowed.
Then I noticed FSA was giving corrupt sample buffers or crashes in cases,
especially on first buffer, this appeared to be a missing compo tag on
first sample buffer.
Lastly, to make FSA render a tiny bit less frustrating: added render window
statistic to show which of the FSA steps is being done.
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(when the mouse was over the inactive window).
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blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
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and texture.
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separate files, no functional changes.
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char comparisons.
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also fix for mistake with rendering stars from previous commit.
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- add BKE_write_ibuf_stamp() since saving environment maps & screen shots shouldn't have stamp.
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icon is set'
* Main problem was calling BKE_icon_changed too much, blocked previews
from updating
* Also fixed clearing the icon when it's not a valid image path
Review link: http://codereview.appspot.com/4356045/
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corrected these and replaced 'sizeof(((ID *)NULL)->name)-2' with 'MAX_ID_NAME-2'.
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- the frame from the current scene wasn't used - whereas with rendering it is, set the current frame as is done when node rendering.
- camera switching also failed, added a call to it.
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length wrong?!
also fix for OBJECT_OT_proxy_make and RENDER_OT_render using incorrect lengths for ID names.
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- Assigning local materials to library objects disabled
(crashes on undo/redo cases)
- Disabling options in Material buttons to add/remove slots
on library data
- Drawing Object ID template in Object properties, this
allows browse active Object, but especially shows library
status then.
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own glew library.
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Problems was in 0-based numbering vs. 1-based. Fonts are getting converted to
displists when they're displaying and here base conversion happens, so no need
in conversion when assigning material to selected text.
This makes indices more inconsistant, but saves compatibility in both of
directions. Maybe in further releases we'll make indices consistent.
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Texture preview render now doesn't increment/decrement material->texture
user counts anymore. Blenders library.c code could use some overhaul
once to support data relinkage and copying around better. :)
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was not recursively restoring sound strips on paste.
also found many duplicate functions were defining the transform mode as in int but getting as an enum, use enum for both now.
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adjust to use floats.
+ minor update to demo_mode
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The purpose was to set a wait-cursor draw on 3d windows. I tried for
but it keeps failing... inside threads you can't do UI stuff. Needs
further thinking, probably something via jobs system.
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When rendering, during processing scene data, drawing in 3d window
is now locked. Can get extended to more areas in UI easily.
At least this solves all crashes with conflicting memory access in
render && 3d drawing. Deleting objects via operators or delete
modifiers isn't locked yet.
Also fixed: crash on quitting a renderwindow when it was rendering.
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workaround for view3d datamask not being correct on opengl render.
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Pressing ESC on material icon preview changes made it stop updating
the icons. Was caused by default 'break' callback testing ESC and
not resetting it. Now it uses same break callback as other previews.
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we cant ensure that a requested buffer can be allocated so report opengl errors when failing to allocate the buffer (rather then printing to console).
this is common enough and generic error isn't too helpful to users.
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& editors.
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- "need exec" flag was cleared in wrong tree for preview renders
(it should clear it in the copy, i did in original).
This fixes projection paint on images with previews open
- Previews for nodes were copied always, now only for previews
invoked by node editor itself.
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ImageWindow + 3D view texture paint + texture preview render + texture nodes.
Threading hell! But it works now :)
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Two bugs in one:
- Lukas commit monday for new group/socket handling accidentally removed
to set socketype in stacks, which as used by (texture) nodes to detect
whether value, color or vector had to be read.
Result was that all texture nodes were rendering as B&W
- Old 2.5 bug: preview renders for texture nodes didn't call a
NodeEndExec function, which gave crashes on deleting nodes.
The change in interface_hanlers.c is only a comment to explain
how keymaps are being found.
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Having 2 or more windows open, a render in another window made the
other (active) window fail badly on F11 key (show render).
Now things should go smoothly. If a render is being shown in
inactive windows, they get popped to the front nicely.
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PointerProperty
blender wasnt freeing ID-Properties when freeing the material copy.
Checked that this isnt a problem for other preview types - texture/world/lamp.
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embedding python.
CMake build option WITH_PYTHON_MODULE, will build ./bin/bpy.so
This allows 'bpy' to be imported from python or other applications/IDE's which embed python, eg:
python -c "import bpy ; bpy.ops.render.render(write_still=True)"
This runs in background mode and has similar restrictions to running a script:
blender --background --python test.py
TODO:
- install to site-packages with blender scripts
- add support for imp.reload()
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New render output option "No Output", which renders without
forcing an editor to show an image. Nice for people who
prefer to setup composites with background image view.
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render out short segments of shots to be previewed with accurate
timing.
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header static for blenlib, blenkernel and editors.
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* Moving a texture slot didn't keep the moved slot active.
* Copy & paste for particle textures didn't work.
* New textures weren't freed properly.
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what did I learn from this?
"if at first you don't succeed..
you're not kaito." ;)
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