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2012-10-01Fix #32695: Can't disable color management for 3D viewSergey Sharybin
Made it so viewport will disable color management if display device set to None. This solves couple of regressions, mainly related on old BGE files and made None display behave exactly as old color management disabled.
2012-09-19fix buffer overrun when 5+ sided faces were used for text drawing.Campbell Barton
2012-09-18fix for a strange linking error where set_property() in ↵Campbell Barton
source/blender/blenkernel/intern/property.c would get mixed up with an X11 function of the same name. it crashed blender loading on my system. Give functions in property.c more unique names.
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!
2012-09-15code cleanup: remove paranoid NULL checks (these cases would crash earlier ↵Campbell Barton
of the vars were in fact NULL)
2012-09-15quiet -Wmissing-prototypes warnings, and enable this warning by default for ↵Campbell Barton
C with gcc. helps for finding unused functions and making functions static, also did some minor code cleanup.
2012-09-05fix for various redundant checks and possibly fix some crashes in rare ↵Campbell Barton
situations.
2012-09-04fix for building on msvc2008 (also style cleanup)Campbell Barton
2012-08-30Fix #32404: GLSL normal maps using float images were incorrectly gettingBrecht Van Lommel
color managed.
2012-08-14patch [#32325] textured solid backface culling option Campbell Barton
from Fredrik Hansson (fredrikh)
2012-07-12Fix #31988: VBOs Textured solid : no update of material in 3DviewSergey Sharybin
Issue was caused by VBOs using CD_TEXTURE_MCOL for faces colors. This layer was creating on mesh display (from draw_tface_mapped__set_draw) in cases there's no such a layer. If material settings are changing, this layer wasn't updated and old colors were used. Fixed by performing an update of this layer in cases it's already exists. This would give some % of slowdown, but don't think it'll be dramatically bad. Would be nice to find a nice way to update such a layer in cases material is actually changes only, or get completely rid of it/
2012-07-12Fix #32050: UV map and game engine property cause crashSergey Sharybin
2012-07-09style cleanupCampbell Barton
2012-06-07fix for armature specular material color overriding the wire color when ↵Campbell Barton
instanced in a dupli
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.
2012-05-10fix for fix, own fix for [#31368] didnt work right, now move shadeless & ↵Campbell Barton
wire paint drawing into draw_mesh_paint().
2012-05-08style cleanup: view3dCampbell Barton
2012-05-05code cleanup: BKE_scene api naming.Campbell Barton
also stop numpy from being found in /usr/include with cmake.
2012-05-04There is no GLenum called LIGHT_POSITIONJason Wilkins
There is an FAQ that mentions a mythical GL_LIGHT_POSITION, and lots of programmers speak of it, but this mythical creature does not exist! The correct symbol is GL_POSITION
2012-05-02bmesh: use fixed stack size for face flipping array.Campbell Barton
also quiet unused var warnings
2012-05-02Fix #31199 & #31112: cycles not working well with vertex/weight paint selectionBrecht Van Lommel
mask drawing. Now refactored the code a bit so that in no longer calls textured mesh drawing for the face mask drawing, just handle it as part of regular paint color drawing. Should also make the blender internal behavior more logical where it would start showing textures in solid mode when enabling face masking.
2012-04-25now vertex paint uses the same overrides as weight paint - so wire draw mode ↵Campbell Barton
allows vertex paint to be unlit (which is quite handy, previously you had to hide lamps).
2012-04-12Fix related to #30917: wrong colors in cycles textured draw mode in some cases,Brecht Van Lommel
missed call to glColorMaterial made glEnable(GL_COLOR_MATERIAL) behavior undefined.
2012-04-10Fix #30664: Texturepaint color does not match texture color (3D View vs ↵Sergey Sharybin
UV/Image Editor) Another regression since bmesh merge which was caused getting CD_MTFACE from polys datablock instead of face datablock.
2012-04-10Fix #30874: Single texture display in Edit ModeSergey Sharybin
It was a regression since 2.62 caused by how texface is passing to drawParamsMapped Previously it was used from CD layer but now it's getting copied from MexPoly into a variable allocated in stack for function void emDM_drawFacesTex_common. To set texture needed to draw particular face function set_draw_settings_cached is used, which tries to not to copy texture into GPU when it's not needed (for example, when drawing bunch of faces with the same texture) and one of condition if texture should be updated in GPU was comparing address of texface passed to this function and cached texface. But this address are exactly the sane and points to a memory inside stack of emDM_drawFacesTex_common. Fixed by cacheing texface content, not it's address.
2012-04-05fix [#30788] Weight paint mode draws mask single sided only when selected.Campbell Barton
error with recent refactoring.
2012-04-04rename MPoly vars called mface or mf, to avoid confusion with MFace types.Campbell Barton
2012-03-27style/name cleanup: have EDBM_* functions match our style guide and also ↵Campbell Barton
match BM_ function naming conventions
2012-03-26style cleanup: mostly whitespace around operatorsCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-03-24style cleanup: follow style guide for formatting of if/for/while loops, and ↵Campbell Barton
else if's
2012-03-22Renaming CD_WEIGHT_MCOL/MLOOPCOL and their masks from WEIGHT to PREVIEW, as ↵Bastien Montagne
this layer is now also used for various preview tasks in Object mode. “Cleanup” commit, no functional changes.
2012-03-18swap BMLoopCol r/b color, requires subversion bump.Campbell Barton
old mesh MCol 'r' was blue, 'b' was red, but theres no reason to keep this for bmesh with MLoopCol. Loading old files works, saving legacy format works too. What wont work is loading a file after this revision and loading it in an older revision since the bmesh merge. (it wont crash but the blue and red will be swapped on vertex color layers).
2012-03-11style cleanup: + some warning fixes, also remove unused metaelem extern.Campbell Barton
2012-03-09style cleanup: spelling.Campbell Barton
also remove large, duplicate comments from sunsky.h
2012-03-08Code cleanup: use named values for options in DerivedMesh drawing.Nicholas Bishop
The DMSetDrawOptions[Tex] callbacks return 0 (skip), 1 (draw), or 2 (either stipple or skip mcols.) In the CDDM, EDDM, and CCGDM draw functions, as well as the callbacks in drawmesh/drawobject, replace these numbers with values from an enum, DMDrawOptions.
2012-03-07Code cleanup: simplify the DerivedMesh.drawMappedFaces interface.Nicholas Bishop
This function pointer's 'setDrawOptions' parameter took a slightly different type than the other drawing callbacks. In particular, it could set a 'drawSmooth' value to indicate that smoothing should always be enabled, overriding the face flag. However, all callbacks either did not set this value, or set it unconditionally to 1. Replaced this by adding a new 'flag' parameter to drawFacesMapped, which can be set to DM_DRAW_ALWAYS_SMOOTH where appropriate. Also removed the 'useColors' parameter and replaced it with another flag value, DM_DRAW_USE_COLORS. Removed the 'wpaint__setSolidDrawOptions' callback, was only being used to set the shading to smooth.
2012-03-07Fix textured-mode drawing in editmode.Nicholas Bishop
It's currently not respecting the material color, probably since the BMesh merge. There are a couple problems, both involving "dummy" variables taking the place of actual MTFace/MCol data. Code review: http://codereview.appspot.com/5753050/
2012-03-03style cleanup - use aligned * prefixed blocks for descriptive comments (was ↵Campbell Barton
already used a lot and part of proposed style guide).
2012-02-25code cleanup: white space, spelling & ';;' end of lines.Campbell Barton
2012-02-22code cleanyp - no functional changes.Campbell Barton
2012-02-20- remove some unused editmesh functions.Campbell Barton
- copy & rename EditMesh stricts for use with scanfill (remove unused members)
2012-02-12code refactor, function renaming for bmesh.Campbell Barton
These changes are to make the bmesh api more consistent and easier to learn, grouping similar functions which is convenient for autocomplete. This uses similar convention to RNA. * use face/loop/edge/vert as a prefix for functions. * use 'elem' as a prefix too for functions that can take any type with a BMHeader. * changed from camel case to underscore separated (like RNA).
2012-02-12rename BM_ flags for `BMHeader->hflag` to BM_ELEM_ to be more clear that ↵Campbell Barton
these flags apply to bmesh elements.
2012-02-08use MPoly's rather then MFaces (since these don't necessarily exist) for ↵Campbell Barton
drawing game engine bitmap font text. minor edits to draw_tface_mapped__set_draw() to make it more efficient.
2012-02-08Code Cleanup:Campbell Barton
macro for copying polygon settings
2012-02-05fix for weight paint face selection.Campbell Barton
since removing tesselation faces we can no longer rely on me->totface & me->mface being set. now use polygons instead.
2012-01-23Merged with trunk (-r43609:43611): updated modifier preview.Bastien Montagne
Noted preview code for DynamicPaint is currently disabled, will see if I can re-enable it…
2012-01-22Add weight preview to WeightVG modifiers, and first, simple/basic refactor ↵Bastien Montagne
of how modifiers can generate preview. User side: * Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though. * Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one. * Last active preview modifier in stack wins! Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now. Dev side: * In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW * Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope). * Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data. * Added three new modifier funcs, to handle preview modifiers in draw code / mod stack. * For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s). So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-19svn merge ^/trunk/blender -r43482:43524Campbell Barton