Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2012-01-19use color conversions functions in more places.Campbell Barton
also add rgba_float_to_uchar, rgba_uchar_to_float
2012-01-11svn merge ^/trunk/blender -r43278:43294Campbell Barton
2012-01-11fix [#29794] Cannot hide faces in weight-paint modeCampbell Barton
bug was introduced with cycles merge.
2011-12-20svn merge ^/trunk/blender -r42757:42759Campbell Barton
2011-12-20Get rid of hardcoded structure definition in DM drawing callbacksSergey Sharybin
Structures passing to DM callbacks as userData used to be defined in both callee and callbacks itself which made it difficult and unsafe to add new properties to user data. Added typedefs for this structures and use them in callbacks and callee functions.
2011-12-10svn merge ^/trunk/blender -r42521:42550Campbell Barton
2011-12-09Mesh drawing optimization and fixes:Sergey Sharybin
- Pass MFace, MTface and OrigIndex arrays via userData to compareDrawParams callback rather than looking up for this layers for each face - This allowed to avoid massing DM to compare callback which seems like a bad-level pass - Fixed crashes on some video cards when assigning different materials to different faces in edit mode. Both of intel and nvidia cards in my laptop were affected by this error
2011-12-02svn merge ^/trunk/blender -r42303:42329Campbell Barton
2011-12-01Fixed issue with multiple textures and editmode when VBOs are enabledSergey Sharybin
2011-12-01Fixed crash caused by recent VBO's changesSergey Sharybin
Crash was caused by non-initialized original index passing to compareDrawOptions callback. Due to in some cases it's enough to know indices of faces in final DM (like for comparing if the same texture used for mesh drawing) assume this callback receives index in final DM and if it's needed it will make conversion to original index itself. This should help reaching extra speed if textured object is affected by bevel modifiers, i.e.
2011-12-01Slight refactor of VBO code to deal with multiple textures.Sergey Sharybin
Added compareDrawSettings callback to driver mesh's callbacks which are drawing textured faces (mapped and not mapped). This new callback checks if two faces are drawing with the same settings (testures, shading etc) and if they not, flush of faces happens into ogl using glDrawArrays and next face would be drawn with it's own settings. Currently implemented compareDrawSettings is used to resolve issue from bug report only, probably there are extra places where this callback is needed, but haven't seen configuration where current logic will fail, so it should be ok. Also reordered arguments passing to drawMappedFaces DM's callbacks, so now all drawing callback are accepting list of callbacks and then userData, instead of using mixed order of callbacks and userData which was a bit confusing to work with. This commit fixes: - #26410: VBO & multitexture doesnt work - #29464: VBO enabled causes UV coruption
2011-11-30More DM func renames, fixing some build breaks, renaming more stuff, also ↵Andrew Wiggin
seems like it might be fixing the recent CDDM_copy corruption/leak bug
2011-11-29Rename DM *_face_* funcs to be either *_tessface_* or *_poly_* to avoid ↵Andrew Wiggin
confusion This is the first step in a few changes to cleanup confusing/missing DM funcs
2011-11-23fix for error in drawing face selection overlay (was using polygon index ↵Campbell Barton
against face array)
2011-11-13Add CD_POLYINDEX layer to reduce need for retesselationsAndrew Wiggin
2011-11-11svn merge -r41723:41751 ^/trunk/blenderCampbell Barton
2011-11-11svn merge -r41722:41723 ^/trunk/blenderCampbell Barton
2011-11-10quiet some warnings from recent mergeCampbell Barton
2011-11-10fix compile errors for previous mergeCampbell Barton
2011-11-10svn merge -r41650:41655 ^/trunk/blender --- cycles merge, this wont copile, ↵Campbell Barton
still need to manually update some funcs
2011-11-09Merge with trunk r41701soc-2011-carrotMiika Hamalainen
2011-11-08Texturing: texture and 3d view draw type changes, these should only have anyBrecht Van Lommel
effect for a render engine using new shading nodes. In short: * No longer uses images assigned to faces in the uv layer, rather the active image texture node is what is edited/painted/drawn. * Textured draw type now shows the active image texture node, with solid lighting. * Material draw mode shows GLSL shader of a simplified material node tree, using solid lighting. * Textures for modifiers, brushes, etc, are now available from a dropdown in the texture tab in the properties editor. These do not use new shading nodes yet. http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
2011-10-28Merge with trunk r41342Miika Hamalainen
2011-10-26svn merge -r41266:41287 ^/trunk/blenderCampbell Barton
2011-10-24svn merge ^/trunk/blender -r41226:41227 .Campbell Barton
2011-10-24svn merge ^/trunk/blender -r41200:41226 .Campbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-23Code refactoring: split main 3d view drawing function into object drawing andBrecht Van Lommel
info overlay drawing functions.
2011-10-14svn merge ^/trunk/blender -r40872:40890Campbell Barton
2011-10-14Merge with trunk r40991Miika Hamalainen
2011-10-10mesh VBO drawing code was swapping red/blue vertex colors - this is ↵Campbell Barton
confusing because MCol.r is blue and MCol.b is red but not excuse! (and how come nobody noticed this?). - fixed this error in 4 places.
2011-10-09svn merge ^/trunk/blender -r40720:40872Campbell Barton
2011-10-06fix for weight paint with face mask enabled drawing with lights.Campbell Barton
2011-10-04Missed a merge conflict.Miika Hamalainen
2011-10-04Merge with trunk r40782Miika Hamalainen
2011-09-27svn merge ^/trunk/blender -r40511:40587Campbell Barton
2011-09-24fix [#28736] FaceMask crash on Weight PaintCampbell Barton
2011-09-24svn merge ^/trunk/blender -r40498:40511Campbell Barton
2011-09-23some speedup for drawing mesh in texture mode.Campbell Barton
- only pass if the mesh has vertex colors to drawParams() rather then the mcol its self, this saves a lookup on the color. - drawing textures in editmode with no vertex colors would still lookup vertex colors on each face, instead cache this info for all faces.
2011-09-23svn merge ^/trunk/blender -r40381:40382Campbell Barton
2011-09-23svn merge ^/trunk/blender -r40372:40379Campbell Barton
2011-09-23svn merge ^/trunk/blender -r40371:40372Campbell Barton
2011-09-22svn merge ^/trunk/blender -r40367:40368 --- raddish weight paint mergeCampbell Barton
2011-09-20Merge with trunk r40409Miika Hamalainen
2011-09-20changes for materials to treat them as shorts not int/chars (since they are ↵Campbell Barton
stored as shorts intermally) - converting nurbs to mesh was casting the material to unsigned char. - subsurf was casting to char, then int -> short in a loop. - have material functions take & return shorts.
2011-09-20fix possible crasg in recent texface commit - material pointer could be used ↵Campbell Barton
un-inirialized.
2011-09-19TexFace to Material Settings big patchDalai Felinto
Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-13svn merge -r39558:39800 https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2011-09-05Merge with trunk r39928Miika Hamalainen
2011-08-30svn merge -r39765:39781 https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton