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2012-10-29Bugfix #33004Ton Roosendaal
Screencast recording stopped on a undo/redo. This was because all thread jobs were killed then. Now it leaves screen jobs (screen cast) running, that's data that doesn't change on undos. Also renamed jobs_stop_all() to jobs_kill_all() - it terminates threads.
2012-10-26Big i18n commit: add "reports" from bmesh/readfile/tracking/dynapaint (and a ↵Bastien Montagne
few others), and another bunch of UI messages tweaks/fixes, as well as some BKE_report()<->BKE_reportf()...
2012-10-23use min_ max_ functions in more places.Campbell Barton
also fix minor error in MOD decimate when the modifier did nothing the reported face count would be wrong.
2012-10-23Fix #32941: Sequencer Preview shows texture which is apart of the window.Sergey Sharybin
Issue was caused by buffer shadows were binding buffer after offscreen buffers was bind which lead to some unpredictable results. Made it so ED_view3d_draw_offscreen wouldn't bind any buffers and for proper shadows ED_view3d_draw_offscreen_init should be manually be called before drawing to an offscreen. This should also make open gl render with AA enabled a bit faster. Also fixed missing sequencer cache invalidation when open gl render type is changing. Material and Rendered modes are still a TODO for sequencer.
2012-10-23style cleanup: also rename bmesh_decimate.c --> bmesh_decimate_collapse.cCampbell Barton
2012-10-21style cleanup: bge, switch statements mostly.Campbell Barton
also left bmesh decimator on in previous commit.
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-10-21style cleanup: commentsCampbell Barton
2012-10-16Cycles: fix some update issues with camera motion blur, and do some more workBrecht Van Lommel
for getting object motion blur ready.
2012-10-13And more UI messages spell check.Bastien Montagne
2012-10-13Cycles: progressive refine optionSergey Sharybin
Just makes progressive refine :) This means the whole image would be refined gradually using as much threads as it's set in performance settings. Having enough tiles is required to have this option working as it's expected. Technically it's implemented by repeatedly computing next sample for all the tiles before switching to next sample. This works around 7-12% slower than regular tile-based rendering, so use this option only if you really need it. This commit also fixes progressive update of image when Save Buffers option is enabled. And one more thing this commit fixes is handling display buffer with Save Buffers option enabled. If this option is enabled image buffer wouldn't have neither byte nor float buffer until image is fully rendered which could backfire in missing image while rendering in cases color management cache became full. This issue solved by allocating byte buffer for image buffer from tile update callback. Patch was reviewed by Brecht. He also made some minor edits to original version to patch. Thanks, man!
2012-10-13Bugfix [#32865] Usercounts for World Textures not decremented after previewJoshua Leung
render When adjusting settings for world textures (with Both/World preview modes), every tweak would result in the usercount of the texture increasing. As a result, before long the texture would claim to have over 100 users. Fortunately, this only appeared to be just a cosmetic issue (i.e. no real memory leak here), though it was a bit unsettling. NOTE: this is still a bit glitchy, as now we have flickering when updating texture settings - the texture still temporarily has a second user during preview rendering.
2012-10-12fix for many RNA definitions having soft/hard ranges swapped, make this ↵Campbell Barton
BLI_assert() on debug builds.
2012-10-10Color Management: fixed color management-less texture renderingSergey Sharybin
There was a missing check for whether color management enabled or not when converting byte textures to linear space. This commit also fixes wrong texture preview rendering, which was applying sRGB transform twice, making procedural textures bright. This will make float textures being previewed dark (in a linear space) but that's how it used to behave in pre-OCIO color management.
2012-10-07style cleanup: if();Campbell Barton
2012-10-01Disable render part of display transformation for icon/texture previewSergey Sharybin
This change mainly caused by too dark icon generated for texture brushes, but also makes it a bit more straightforward from what's going on point of view.
2012-09-24Proper fix for #32626: TIFF renders are limited to 8 bit even when we choose 16.Sergey Sharybin
Color management would be applied on both of float and byte buffers on image save in cases if file format doesn't require linear float buffer and if image is saving as render result. This solves both initial report issue and TODO marked in previous fix. Also de-duplicated image buffer color managing code and gave some more meaningful names for few functions. Also wrote documentation around this function, so current assumptions about spaces should be clear enough. Made regression tests by saving EXR/PNG images to all supported format and rendering OpenGL/Normal animation, in all cases seems everything is fine, but more tests for sure would be welcome.
2012-09-18Fixed missing display buffer invalidation when rendering sequencer animationSergey Sharybin
2012-09-16code cleanup: quiet warnings for gcc's -Wundef, -Wmissing-declarationsCampbell Barton
2012-09-15code cleanup: replace macro for BLI_rect size/center with inline functions.Campbell Barton
2012-09-15Color Management, Stage 2: Switch color pipeline to use OpenColorIOSergey Sharybin
Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-08-29Fix wrong user counter in world node treesSergey Sharybin
World is being localized without increasing ID users, so no need to decrease ID users on localized world free.
2012-08-25style cleanup: also spellingCampbell Barton
2012-08-22Fixed regression introduced in 50107Sergey Sharybin
Shader preview job localizes material without referencing it as a user, so don't need to unreference itself as a user from this material. Added BKE_material_free_ex function which could skip user dereferencing. This also removed old hack with mtex users.
2012-08-21code cleanup: use BLI_RCT_SIZE macroCampbell Barton
2012-08-15use job types when checking for jobs in areas of the code that made ↵Campbell Barton
assumptions about job types (that could be wrong)
2012-08-15fix for missing change to fluidsim from last commit and name jobs a more ↵Campbell Barton
useful name - 'wm_job'.
2012-08-15add wm job types they are not used yet, so this just defines them for new ↵Campbell Barton
jobs add add argument to search by job type.
2012-08-12code cleanup: WM naming conventionsCampbell Barton
2012-08-08code cleanup: rename G.afbreek --> is_break, G.rendering --> is_renderingCampbell Barton
2012-08-08code cleanup: rename G.rt to G.debug_valueCampbell Barton
2012-08-08Code cleanup: make some more functions more meaningful nameSergey Sharybin
2012-08-08Code cleanup: BKE_ prefix for public sequencer functionsSergey Sharybin
2012-08-04style cleanupCampbell Barton
2012-08-04style cleanupCampbell Barton
2012-08-01Fix #31800: Blender crash by rendering in connection with linked groupsSergey Sharybin
Seems the issue was caused by render layer node overwritng active scene when render button is clicked. It lead t situations when job was adding with owner of rendering scene, but modal callback was checking for render jobs existing for current active scene. There was no such jobs so operator used to finish at this point and free report list used by render pipeline. Solved by storing operator owner in operator's custom data. Probably there's nicer way to do fix this issue but currently can't think of it.
2012-07-27Fix #32187: OpenGL preview does not take into account overwrite optionSergey Sharybin
2012-07-08style cleanupCampbell Barton
2012-07-03More spell and typo fixes (mostly visualise->visualize, grey->gray, ↵Bastien Montagne
normalise->normalize).
2012-06-04Cycles: show frame number in render info.Brecht Van Lommel
2012-06-01fix for crash when loading a file while rendering.Campbell Barton
2012-05-25Fix for last commit, forgot to update Screen.is_animation_playing python ↵Brecht Van Lommel
property.
2012-05-25Animation playback: now all windows are update during playback, rather thanBrecht Van Lommel
just the active window.
2012-05-19code cleanup: use TRUE/FALSE rather then 1/0 for better readability, also ↵Campbell Barton
replace do prefix with do_ for bool vars.
2012-05-15Fix [#31465] Segmentation Fault when Ctrl+Up/Down arrow to restore size of ↵Bastien Montagne
3d Viewport. Simply added a check for NULL pointer...
2012-05-09fix: #31374 Wrong/Missleading hint texts in material assignment. (as ↵Gaia Clary
clarified with Daniel Salazar & Campbell Barton)
2012-05-09fix: #31374 Wrong/Missleading hint texts in material assignment.Gaia Clary
2012-05-07Style cleanup: change ffmpeg, avi and frame server api to rna-ish naming styleSergey Sharybin
2012-05-05code cleanup: naming - pose/armature/image Campbell Barton
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05code cleanup: BKE_ naming, also make bpy.data.images.load() always load a ↵Campbell Barton
new image. (not use existing one)