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2014-02-26Paint API: add BKE_paint_select_elem_test: to check on paint selectionCampbell Barton
2014-02-14Code cleanup: duplicate headersCampbell Barton
2014-02-03Code cleanup: use bools where possibleCampbell Barton
2013-12-09Fix T37727: z-offset problems with camera viewCampbell Barton
2013-10-28move bmesh array lookup data and utility functions from editmesh into bmesh,Campbell Barton
since enough bmesh operations can also take advantage of direct index lookups on verts/edges/faces. developers note: - EDBM_index_arrays_init/ensure/free -> BM_mesh_elem_table_ensure/init/free - EDBM_vert/edge/face_at_index -> BM_vert/edge/face_at_index - EDBM_uv_element_map_create/free -> BM_uv_element_map_create/free - ED_uv_element_get -> BM_uv_element_get
2013-10-17Fix #37109: missing cycles texture display in edit mode.Brecht Van Lommel
My previous fix for uninitialized texture coordinates was not working well, and in fact there was a bigger issue with GLSL drawing and missing attributes with immediate draw mode. Now it will explicitly pass zero rather than having it use whatever value was set last.
2013-10-16style cleanupCampbell Barton
2013-10-153D view: textured draw mode now has a Shadeless option in the Shading panel,Brecht Van Lommel
to draw textures without shading. For Cycles this was not possible yet, and for Blender Internal you had to move away all lights which was also not ideal. (Caminandes feature request)
2013-10-14Fix cycles textured draw mode problem with objects that have an image textureBrecht Van Lommel
but not UV coordinates, it would show a different color with the object selected and deselected.
2013-07-23remove the pointer from BLI_bitmap's typedef, Campbell Barton
hides that an arg passed is really an array which may be modified by other functions.
2013-07-19code cleanup: use boolean for derived mesh face test functionCampbell Barton
2013-07-15fix for own regression, face index ranges still need checking in some places.Campbell Barton
2013-07-01tweak to commit r57891, dont draw hidden faces/edges in editmode.Campbell Barton
2013-07-01fix [#35911] Show weights not working with a weight edit modifier in edit modeCampbell Barton
2013-06-26Fix #34837 Texture Painting using Face Selection Mask fails to showAntony Riakiotakis
texture if more than 1 texture is used The problem here is that no flushing is done when the texface image changes between rendered triangles. Added a compare function and slightly modified the draw_tface_mapped__set_draw callback to compliant with the new user data.
2013-06-20remove NULL checks for return values from EDBM_***_at_index calls.Campbell Barton
2013-05-14Code cleanup: fix confusing line of code with useless ||.Brecht Van Lommel
2013-05-13BGE: Fix for [#35320] "Crash When Adding Property without Setting Material" ↵Mitchell Stokes
reported by Leon Cheung. Adding an extra NULL check to draw_mesh_text() to avoid accessing a NULL material array.
2013-05-12Optimize face-select drawing (weight/vertex paint mode face selection) Campbell Barton
with bmesh theres no need for edge-hash lookups, replace EdgeHash with BLI_bitmap.
2013-04-18Fix #34970: in glsl mode the vertex paint face mask is not visibleSergey Sharybin
Added face selection code to GLSL draw. We do this for Cycles already, shall behave expected now. Checked by Ton, 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).
2013-03-21code cleanup: use bool where values are true/false, for view3d and related ↵Campbell Barton
functions.
2013-03-09code cleanup: favor braces when blocks have mixed brace use.Campbell Barton
2013-02-18Fix #34290: backface culling option in 3d view was not interacting well with theBrecht Van Lommel
option in the material in texture draw mode, now it always overrides the material.
2013-02-13dont draw stippled lines without z-depth in vertex paint mode. (only weight ↵Campbell Barton
paint).
2013-01-22Matcap fix:Ton Roosendaal
Setting Cycles as render engine skipped matcap drawing. Logic for checking drawing types needed a shuffle.
2013-01-15Fix #33741,#33856: multi texture drawing problem with VBO's after a recent ↵Brecht Van Lommel
bugfix.
2013-01-05Fix #33753: Not selected surface objects don't update in view if shading is ↵Sergey Sharybin
changed In fact surfaces should be displaying the same way in textures and solid shading, but they used to change a way they're displaying by draw_textured_end not resetting light model properly, leaving two-sided shading for all further objects draw.
2013-01-01remove vertex selection check for weight paint mode so you can paint ↵Campbell Barton
`through` the mesh. also made the wire draw without depth masking when the depth check is off, similar to mesh editmode drawing, nice hint about whats going on.
2012-12-23fix for bug where weight paint would draw hidden faces but not draw then ↵Campbell Barton
with the backbuffer (depth selection).
2012-12-18Fix #33599: VBO textured draw mode did not update correctly when an image ↵Brecht Van Lommel
filepath was changed to an invalid one. Also fixed Object Color not being displayed correctly with VBO's. The way it has to clear the VBO buffers here is quite poor though and slow, we really need textures and materials in the depsgraph to do this quicker.
2012-11-26Fix #33292: cycles material draw mode selection not working on some cards, nowBrecht Van Lommel
skip glsl for picking as was already done for other GLSL drawing.
2012-11-15Image thread safe improvementsSergey Sharybin
This commit makes BKE_image_acquire_ibuf referencing result, which means once some area requested for image buffer, it'll be guaranteed this buffer wouldn't be freed by image signal. To de-reference buffer BKE_image_release_ibuf should now always be used. To make referencing working correct we can not rely on result of image_get_ibuf_threadsafe called outside from thread lock. This is so because we need to guarantee getting image buffer from list of loaded buffers and it's referencing happens atomic. Without lock here it is possible that between call of image_get_ibuf_threadsafe and referencing the buffer IMA_SIGNAL_FREE would be called. Image signal handling too is blocking now to prevent such a situation. Threads are locking by spinlock, which are faster than mutexes. There were some slowdown reports in the past about render slowdown when using OSX on Xeon CPU. It shouldn't happen with spin locks, but more tests on different hardware would be really welcome. So far can not see speed regressions on own computers. This commit also removes BKE_image_get_ibuf, because it was not so intuitive when get_ibuf and acquire_ibuf should be used. Thanks to Ton and Brecht for discussion/review :)
2012-10-26code cleanup: use min_/max_ math functions, add minmax_v2_v2v2.Campbell Barton
2012-10-22style cleanupCampbell Barton
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-10-12quiet some -Wshadow warningsCampbell Barton
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