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2013-06-25style cleanupCampbell Barton
2013-06-25Fix OpenGL render not working correct with display color space set to NoneBrecht Van Lommel
(color management off).
2013-06-25Render stats text: show elapsed time for blender internal, hide useless ↵Brecht Van Lommel
"Single Layer" at the start, more clearly indicate what the render time of the last frame was, some other tweaks for consistency.
2013-06-11Fix #35405: properties editor preview render restarted unnecessarily after ↵Brecht Van Lommel
F12 render.
2013-06-10Fix #35681: cycles excluded layers still got evaluated before and afterBrecht Van Lommel
rendering even if they were not used on any render layers.
2013-06-09Fix #35677, #35525: cycles viewport not updating properly in some situations.Brecht Van Lommel
Revision 56883 broke a mechanism where cycles tags itself to be updated later while it is busy.
2013-06-03quiet compiler warning building with internationalization enabled.Campbell Barton
2013-05-31Fix #35497: rendering preview range gives wrong durationSergey Sharybin
Was a mistake in PTS calculation when using opengl animation render.
2013-05-25Bug fix, irc submitted:Ton Roosendaal
3D Viewport render (internal) didn't render bump maps (it was black even).
2013-05-23Fix #35449: image sequences to drive e.g. particle length or used in modifiersBrecht Van Lommel
were no properly updating when rendering animations. The render engine was only updating the image user current frame on images used by material textures. Now moved the function that updates all from the editors to blenkernel level and do it on all frame changes.
2013-05-20code cleanup: scons - binreloc include was copied all over the place for no ↵Campbell Barton
reason, -pthread too.
2013-05-20code cleanup: split scons includes onto multiple lines, reduce chance of ↵Campbell Barton
include conflicts later on.
2013-05-20code cleanup: replace PARALLEL define with _OPENMPCampbell Barton
2013-05-17More work on 3d view render:Ton Roosendaal
- reverted fix for bug 32537 (error report drawing after thread job didn't show) This solves very bad 3d view render updates while using transform, it was getting into an eternal feedback loop for dependencies. (jobs sending mousemoves causing jobs to end, causing mousemoves, causing etc). - The render-update code was not going over all windows, but over every screen to send signals (also the invisble ones)
2013-05-173D Viewport rendering (Blender Internal)Ton Roosendaal
Added incremental re-render on view changes. That means all data preprocessing only needs to be done once on view changes, quite faster that way. Also fixed a bug in raytracing strands with soft shadows, was wrongly changing coordinates in a static array. Note: proper signals for re-renders is still on the todo. Many button options don't signal a re-render yet. Work around: press G+ESC for quick full renders.
2013-05-15Fixes for blender internal viewport render:Brecht Van Lommel
* Particles did not render at viewport resolution like meshes. * Properties editor preview render of hair was crashing, solution is to have two separate flags for this preview render and viewport preview render.
2013-05-15Fix #35362: using dyntopo gives wrong render resultsSergey Sharybin
Made it so dynamic topology will flush changes from SculptSession->bm to Object->me. Used the same approach as sculptsession_bm_to_me does, but instead of using DAG_id_tag_update used in-place DerivedMesh release. Otherwise this lead to some update issues resulting in missed object after render. Also fixed multires modifier not being applied for render when rendering from dyntopo sculpt mode. P.S. Apparently sculpsession_bm_to_me was declared in BKE_paint.h but implemented in object.c. Rather confusing and better make it so this functions are declared and implemented in consistent files. But will solve this in a separate commit.
2013-05-12Speedup for rendered viewport for blender internalSergey Sharybin
Display code was a bottleneck here, so made it so render result draw follows Image Draw settings.
2013-05-12Viewport Render Internal:Ton Roosendaal
Animated characters were not rendering yet, the render code for it caused a signal for re-draw and re-render, in eternal loop. Solved by forcing viewport render to use the same derivedmesh data as for 3d viewport drawing. Faster too.
2013-05-123D viewport render preview:Ton Roosendaal
- Put it available as a default now (no debug value needed) - Fixed viewport size error, viewport was badly set (visible with border render, property regions) - Fixed hanging lock in conflict between drawing and initialize new renders.
2013-05-08code cleanup: remove references to BLI_rand.hCampbell Barton
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.
2013-04-28warning cleanup: assignment to unused vars, r56359 changes how brush falloff ↵Campbell Barton
is used slightly but this isn't so important so just remove falloff adjustment.
2013-04-26Fix preview render not starting in some cases, now starts the preview renderingBrecht Van Lommel
job if no render result is found and no preview render job is already running.
2013-04-24Fix blender internal preview rendering continuously restarting after recentBrecht Van Lommel
viewport render changes. Actually was an older issue that would cause unnecessary preview render restarts if the render result was not allocated before it was drawn. Now the render result is being reallocated each time for freestyle which made the issue worse.
2013-04-17Fix for render results acquire/release in viewport render, should only releaseBrecht Van Lommel
after drawing to be thread safe.
2013-04-17style cleanupCampbell Barton
2013-04-16Blender Internal Render in viewportTon Roosendaal
Because of our release soon, feature has been added behind the Debug Menu. CTRL+ALT+D and set it to -1. Or commandline --debug-value -1. When debug set to -1, you can put the viewport to 'render' mode, just like for Cycles. Notes for testers: (and please no bugs in tracker for this :) - It renders without AA, MBlur, Panorama, Sequence, Composite - Only active render layer gets rendered. Select another layer will re-render. - But yes: it works for FreeStyle renders! - Also does great for local view. - BI is not well suited for incremental renders on view changes. This only works for non-raytrace scenes, or zoom in ortho or camera mode, or for Material changes. In most cases a full re-render is being done. - ESC works to stop the preview render. - Borders render as well. (CTRL+B) - Force a refresh with arrow key left/right. A lot of settings don't trigger re-render yet. Tech notes: - FreeStyle is adding a lot of temp objects/meshes in the Main database. This caused DepsGraph to trigger changes (and redraws). I've prepended the names for these temp objects with char number 27 (ESC), and made these names be ignored for tag update checking. - Fixed some bugs that were noticable with such excessive re-renders, like for opening file window, quit during renders.
2013-04-16code cleanup: use BKE naming conventions for functions in BKE_editmesh.h and ↵Campbell Barton
BKE_editmesh_bvh.h
2013-04-14Fix for r55961 which revered texture icons fix at r55499Sergey Sharybin
Reported by Antony Riakiotakis, thanks!
2013-04-14code cleanup: rename BKE_tessmesh -> BKE_editmesh, rename ↵Campbell Barton
EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere).
2013-04-13Usability fix, own collection.Ton Roosendaal
If you have two windows, each with different scene, the render output for a window would go to the other, if it was already drawing a render for the other scene. Now you can have renders draw correct in two windows for two scenes.
2013-04-12Paint refactoring commit, non-disruptive (in theory :p)Antony Riakiotakis
* Fix precision overflow issue with overlay previews, * Expose alpha mask mapping to UI (still not functional but coming soon). * More overlay refactoring: Overlay now does minimal checking for texture refresh. Instead, we now have invalidation flags to set an aspect of the brush overlay as invalid. This is necessary because this way we will be able to separate and preview different brush attributes on the overlays, using different textures: These attributes/aspects are: Primary texture (main texture for sculpt, vertex, imapaint) Secondary texture (mask/alpha texture for imapaint) Cursor texture (cursor texture. It involves brush strength and curves) Modified the relevant RNA property update functions and C update callback functions to call the relevant cursor invalidation functions instead of checking every frame for multiple properties. Properties that affect this are: Image changes, if image is used by current brush, Texture slot changes, similarly Curve changes, Object mode change invalidates the cursor Paint tool change invalidates the cursor. These changes give slightly more invalidation cases than simply comparing the relevant properties each frame, but these do not occur in performance critical moments and it's a much more elegant system than adding more variables to check per frame each time we add something on the system.
2013-04-12code cleanup: warnings and style.Campbell Barton
2013-04-11Compile fix for r55970. Thomas Dinges
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.
2013-04-11Fix for material icon rendering with cyclesSergey Sharybin
Materials icons used to miss transparent background and were using world environment which didn't give so nice results. Reviewed by Brecht, thanks!
2013-04-08Fix [#34920] Hit Spacebar, search for freestyle, click Move Freestyle Module ↵Bastien Montagne
- crash Simply add a poll func to (re)move freestyle module ops, to check whether we actually have an active module in context.
2013-04-07Usual typo fixes... ;)Bastien Montagne
2013-04-07freestyle lineset `tag` attribute was defined but not used, also some code ↵Campbell Barton
cleanup.
2013-04-06svn merge ^/trunk/blender -r55815:55840Sergey Sharybin
2013-04-05code cleanup: include orderCampbell Barton
2013-04-04svn merge ^/trunk/blender -r55700:55776Campbell Barton
2013-04-03Bunch of fixes for GLSL display transformSergey Sharybin
- GLSL shader wasn't aware of alpha predivide option, always assuming alpha is straight. Gave wrong results when displaying transparent float buffers. - GLSL display wasn't aware of float buffers with number of channels different from 4, crashing when trying to display image with different number of channels. This required a bit larger changes, namely now it's possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE) to glaDrawPixelsTex, This also implied adding format to glaDrawPixelsAuto and modifying all places where this functions are called. Now GLSL will handle both 3 and 4 channels buffers, single channel images are handled by CPU. - Replaced hack for render result displaying with a bit different hack. Namely CPU conversion will happen only during render, once render is done GLSL would be used for displaying render result on a screen. This is so because of the way renderer updates parts of the image -- it happens without respect to active render layer in image user. This is harmless because only display buffer is modifying, but this is tricky because we don't have original buffer opened during rendering. One more related fix here was about when rendering multiple layers, wrong image would be displaying when rendering is done. Added a signal to invalidate display buffer once rendering is done (only happens when using multiple layers). This solves issue with wrong buffer stuck on the display when using regular CPU display space transform and if GLSL is available it'll make image displayed with a GLSL shader. - As an additional change, byte buffers now also uses GLSL display transform. So now only dutehr and RGB curves are stoppers for using GLSL for all kind of display transforms.
2013-04-03Fix/Workaround #34854: render buffer update writes to wrong layerSergey Sharybin
Was caused by recent change in image_buffer_rect_update which was writing data to ibuf-rect_float. Apparently, this buffer could point to different render layer than came from RenderResult. Made quick fix for this, which ends up in skipping float buffer update in image_buffer_rect_update and skipping GLSL when image has both byte and float buffers. This will bring speed down a bit, but slower blender is better than broken blender. Proper fix will arrive later this week.
2013-04-02More usage of GLSL for color managed image drawingSergey Sharybin
Uses GLSL for drawing image in Image Editor space. This requires change in image_buffer_rect_update, so original float buffer is being updated as well. This is unlikely be something bad, but will keep an eye on this change. Also no byte buffer allocation happens there, this is so because byte buffer used for display only and in case of GLSL display such allocation and partial update is just waste of time. Also switched OpenGL render from using CPU color space linearization to GLSL color space transform. Makes OpenGL rendering pretty much faster (but still slower than in 2.60). internal changes: - Added functions to setup GLSL shader for color space conversion in colormanagement.c. Currently conversion form a colorspace defined by a role to linear space is implemented. Easy to extend to other cases. - Added helper functions to glutil.c which does smarter image buffer draw (calling all needed OCIO stuff, editors now could draw image buffer with a single function call -- all the checks are done in glutil.c). - Also added helper function for buffer linearization from a given role to glutil.c. Everyone now able to linearize buffer with a single call. This function will do nothing is GLSL routines fails or not supported. And one last this: this function uses offscreen drawing, could potentially give issues on some cards, also will keep an eye on this.
2013-04-01Merged changes in the trunk up to revision 55700.Tamito Kajiyama
Conflicts resolved: source/blender/editors/mesh/mesh_intern.h
2013-03-29misc minor edits.Campbell Barton
- pass string size to BLI_timestr() to avoid possible buffer overrun. - quiet warning for mingw. - include guards for windows utf conversion funcs. - fix for mistage in edge-angle-selection check. - some style cleanup.
2013-03-28svn merge ^/trunk/blender -r55594:55635Campbell Barton
2013-03-26I18n: various "new data translation" fixes...Bastien Montagne