Age | Commit message (Collapse) | Author |
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Running this operator and and closing Blender gives this:
Error: Not freed memory blocks: 2
ImBuf_struct len: 2480 0x69ba4f8
imb_addrectImBuf len: 1048576 0x6ccc2d8
Fixed with added call to IMB_freeImBuf in BKE_image_add_from_imbuf.
Could be fixed in the operator instead, but I think the BKE function
is the correct place since the comment says it should take ownership
of the ImBuf.
Reviewers: sergey
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D1084
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also minor warning cleanup
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* Radial operators were completely wrong
* Dynamic topology detail was also using unscaled number
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avoids nasty zero size brushes.
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the UI sliders.
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Also quiet some other minor warnings
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also use 'const' bucket rect args
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strokes
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still, will look into it later.
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projection painting (2D will be separate commit).
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Divide only the length of the edge by the homogenous coordinate, not the
final coordinate. Also fix the swapping (though it's still a bit
doubtfull if it's really needed)
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Yet another color space issue, we multiplied texture color with srgb
brush color and retrasnformed it to srgb. Now use the linear brush color
for the multiplication.
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This initialization function was massive with lots of local variables,
quite hard to follow. Splitting up doesn't make it perfectly clear,
but a bit better.
The changes are mostly quite mechanical splitting apart code, plus a
few new temporary structs for passing data without too many confusing
args. No intentional changes to functionality.
Reviewed By: psy-fi
Differential Revision: https://developer.blender.org/D1035
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The issue was caused by the conflict between preview render which would set
R_NO_IMAGE_LOAD flag on the renderer and texture samplers called outside of
the render pipeline trying to use this flag.
Now the sampler functions accepts extra argument so render pipeline can
still skip image load, but calls outside of the pipeline will nicely load
all the images.
Not cleanest change in the world but good enough to unlock gooseberry team,
and assuming we already had pool passed all over the place it should be all
fine.
Will need to reshuffle arguments into SamplerOptions structure later.
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Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
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These warnings are false positives & confuses intended logic to set dummy values.
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returns indices in mesh face range
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texpaint
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textures slots
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MacOS.
This looks like an oldie and should not influence release, but if we do
make an 'a' build it's safe to include.
Report by Craig Jones, thanks!
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curves.
Issue here is that brush curve could return negative values. This would
result in overflow of mask values. Those were not visible during real
time preview because result would be clamped.
We had two functions in the code, one of which allowed negatives but I
don't think that we really want that, users have no control over the
negative values at all anyway.
Thanks to the reporter, Leon Cheung for figuring out the issue :)
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paint too.
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can be reused by other paint systems too.
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did that anyway, just kept the result in an intermediate variable)
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This commit includes a few things:
* It moves the Rake and Random flags from the brush to the MTex.
* The first change allows mask textures to have independent rake
support.
* Random rotation now has an angle value that controls the width of the
effect from the rake or default angle
* Rake and Random are now supported together.
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This is UV barycentric interpolation failing for triangles where vertices are
colinear in screen space. To fix this, we detect this early on so we do the
interpolation on edges instead of triangles.
Such triangles will never be painted on unless we have occlusion and culling
off (since, arguably they are self occluded and almost back-facing).
The code still does not fill the whole area but this can be checked separately.
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It should now fill the whole mesh with color even if parts of it are
outside the screen - still need to be in fron of the camera though.
Thanks @Campbell for the trick :)
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Reported by sebastian_k over IRC, thanks!
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Basically this commit gets rid of most of the derived mesh immediate mode
drawing (cases such as subsurf excluded). Even when VBO is turned off
in user preferences, we still use vertex arrays, which are very similar to
VBOs but memory is client side. Vertex arrays are OpenGL 1.1 so compatibility
is not an issue here.
Reviewers: campbellbarton, sergey, jwilkins
Differential Revision: https://developer.blender.org/D919
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