Age | Commit message (Collapse) | Author |
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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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New "auto render" now prevents calling anim-updates, that's
not needed (and popped back transformed keyed objects).
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When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.
This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
edit in 3D window
The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!
Demo file:
http://download.blender.org/demo/test/auto_composite.blend
Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.
Implementation notes
- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
this is temporarily.
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also removed unnecessary NULL checks (where the pointer was used later without checking).
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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Object color option now is incorporated in preview render, and
in display in 3D window.
Note that Object-color is "modulating" the render result, it just
multiplies... which is very limited for practical use. This was
added for Apricot game project. The original meaning however was
to replace diffuse only... so specular and light work still correct.
ALso made header for properties editor start on top, to reflect
default (report in tracker).
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New option to start threaded wmJobs, with flag WM_JOB_SUSPEND.
This makes the job wait 1 timer step before running.
Used now for Material Icon render renders, which makes the
big preview to be always rendered first while using UI.
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- On each re-render, the node image was cleared. Skipping this gives
nicer pictures
- Node render was using AA, but unfortunately only 1 sample for Nodes
is being stored. Disable AA render for now, nice speedup too.
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compression.
gives minor overall speedup.
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The icons for materials were always lagging or not updating
at all. I also found it suspicious slow...
It appeared that the icons now store a "mip level", where for
every change in Materials 2 render jobs for icons were started,
one for 32x32 pix, one for 96x96. The latter was cancelling out
the first job almost always.
Also made preview renders detect size, to set amount of tiles
to be rendered. Small icons use 1 part, larger previews 16 now.
All in all, behaves much smoother now! But, will also update
the thread Jobs manager to allow "delayed jobs" like for icons,
these are aggressively put as first in the jobs list.
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The bug was 'write_still' was incorrectly being initialized to 'view_context'.
'write_still' should always write an image, so failing silently here is bad behavior.
Also, opengl render and internal render engine operator should use this option the same way.
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- OpenGL still render failed when output format was set to Movie.
Now it just doesn't save a file and renders anyway.
- Bone heat weight was missing 'wait cursor'.
- Waitcursor for Mac Cocoa is back! Made all OS's use the same
nice hourglass cursor.
(Note: this violates Mac UI guidelines, we should rely on the
spinning wheel of death instead. Highly disputable that.)
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OpenGL render now first opens render window.
It used to render first, save file, and then open window to show result.
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Having 2 windows open, rendering to image editor, activate other
window and press F11 -> UI went haywire. Simple fix prevents
render output to be closed in this case.
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Missing ID tag update.
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Material Node trees:
SSS wasn't displaying in Nodes.
Implementation notes:
- Currently copying local data for preview render, only copies
the base material. Node materials are re-used.
- This causes data to be in 2 "main" databases... complex.
- To make it work for preview, I had to add another loop in the
SSS code that checks the original Main dbase. That's marked
as warning in code to be fixed up.
Another bug:
- Material properties "SSS presets" copied settings to the
active material, not to the displayed one. Added RNA call
to retrieve this from Objects.
(Next commit will fix preset scripts)
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Node shaders + textures, showing in Texture properties, with option
"show both previews" had bad ID checking.
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Preview render for node shaders broke, caused by localizing
materials last week, to prevent thread crashes. Fixed now.
Also added a temp fix to draw color-management corrected
node previews default. Will follow scene setting tomorrow.
Also: SSS in nodes doesn't render yet. Was issue in 2.4 too...
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SSS preview render didn't happy.
Was caused by using a Material copy for preview renders (to prevent
crashing in other cases). There were actually 2 errors:
- material copy should be added to preview-main database
- the render was invoked using wrong main database even!
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