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
2018-06-29Cleanup: trailing newlinesCampbell Barton
2018-06-04Cleanup: strip trailing space in editorsCampbell Barton
2018-03-12Cleanup: sync EDBM_uv_* functions w/ 2.8Campbell Barton
They're nearly the same, so keep names matching to avoid conflicts.
2017-10-20Cleanup: redundant castsCampbell Barton
2017-04-24Cleanup: remove unnecessary texface checksCampbell Barton
2016-10-17UV Editor: Add filter option to control what is visible when Draw Other ↵Sergey Sharybin
Objects is enabled Previously the editor will always try to only show UV faces with the same exact active image or image texture, which is quite difficult to control on a production shaders, where each material can have multiple objects assigned. The idea of this commit is to bring option which allows to easily control what to display when "Draw Other Objects" is enabled, so currently we can have old behavior ("Same Image") or tell editor to show everything ("All"). In the future we can extend it with such filters as "Same Material" and things like that. Hopefully this will help @eyecandy's workflow of texturing.
2016-06-09Flat shading for basic shaderAlexander Romanov
The purpose of the patch is to replace deprecated glShadeModel. To decrease glShadeModel calls I've set GL_SMOOTH by default Reviewers: merwin, brecht Reviewed By: brecht Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D1958
2016-01-23OpenGL: call glLineWidth less oftenMike Erwin
Each LINES draw call is now responsible for its own line width. No need to set it back to its 1.0 default after every draw. This eliminates half our calls to glLineWidth , similar to last week’s work on glPointSize.
2016-01-16OpenGL: fixes related to GL_POINTSMike Erwin
I put all usage of GL_POINTS under the microscope. Fixed problems & optimized a couple of spots. - reduce calls to glPointSize by about 50% - draw selected & unselected vertices together for UV editor & EditMesh - draw initial gpencil stroke point the proper size - a few other smaller fixes New policy: each GL_POINTS draw call needs to set its desired point size. This eliminates half our calls to glPointSize (setting it back to its 1.0 default after every draw).
2016-01-08OpenGL: remove glPointSize hackMike Erwin
2015-12-27OpenGL: stipple support added to basic GLSL shaderAlexander Romanov
The is intended to replace the deprecated glPolygonStipple() calls with a shader based alternative, once we switch over to GLSL shaders. Reviewers: brecht Differential Revision: https://developer.blender.org/D1688
2015-10-04BLI_Buffer: add BLI_buffer_reinitCampbell Barton
Useful for re-using a buffer when the existing data can be thrown away.
2015-09-20Cleanup: Use new vector transform functionsJulian Eisel
2015-07-02DerivedMesh: cleanup & minor edirsCampbell Barton
- place return args last position - move crazyspace function out of DerivedMesh header - use bool for args - flow control on own lines to ease debugging
2014-11-28Cleanup: unused headersCampbell Barton
2014-11-14Reuse local view for UVs for previous commit, thanks to Campbell for theAntony Riakiotakis
suggestion. Also minor compile fix after viewport patch
2014-11-14Fix T42561 (semi feature request/comeback) UVs in image editor can getAntony Riakiotakis
too crowded. UVs in the same layer can be used for many images. It used to be possible to filter UV faces based on the image, but this is impossible now due to the way the system works, so I added an option to allow filtering UVs based on active material index. Rationale on using option and not being smart here (options are bad tm) is that for some workflows, such as preserving image space by using the same image for many materials, people might want to turn this off.
2014-11-11Avoid calling powf with integer exponent in more placesSergej Reich
Move powX functions from particle code into math library and use them.
2014-10-31Cleanup: namingCampbell Barton
2014-10-02Fix T42033 UVs shown while rendering in texture paint mode.Antony Riakiotakis
This should be included in final release build.
2014-07-23Texture painting:Antony Riakiotakis
Add ability to select UV layer from the layer panel.
2014-07-23Bake-API: Test for cyclic node connectionDalai Felinto
If the active image node contributes to the final material shader (meaning it's either directly or indirectly connected to an Output Node) the user will receive an alert about circular dependency. Similar to what we do for Blender internal the baking will still happen, but the user will receive the alert which should prevent the image saving to happen if the result was not intentional. Core function to check for node output written by Lukas Toenne. Reviewers: lukastoenne, campbellbarton Differential Revision: https://developer.blender.org/D673
2014-07-21GSOC 2013 paintAntony Riakiotakis
Yep, at last it's here! There are a few minor issues remaining but development can go on in master after discussion at blender institute. For full list of features see: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting Thanks to Sergey and Campbell for the extensive review and to the countless artists that have given their input and reported issues during development.
2014-07-21CleanupCampbell Barton
2014-07-19Fix T41100: draw other object UVs doesn't work when both objects have no image.Brecht Van Lommel
2014-06-13BLI_bitmap: rename macrosCampbell Barton
- BLI_BITMAP_SET -> BLI_BITMAP_ENABLE - BLI_BITMAP_CLEAR -> BLI_BITMAP_DISABLE - BLI_BITMAP_GET -> BLI_BITMAP_TEST - BLI_BITMAP_MODIFY -> BLI_BITMAP_SET
2014-06-06Code cleanup: styleCampbell Barton
2014-06-05Fix T40423: UV Editing 'Draw Other Objects' fails with CyclesCampbell Barton
2014-05-07Fix T39653 crash on drawing modified UVsAntony Riakiotakis
Just a case of uninitialized material array. Make sure object materials are initialized properly when drawing UVs. This might look strange since we do not really need materials here. However, the same GPU object may be used in a 3D viewport and if we try to avoid initializing the materials somehow this will break. Also, this breaks on full screen UV editor as is apparent from this report.
2014-04-30Code cleanup: remove unused includesCampbell Barton
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-04-21Code cleanup: view2d api namingCampbell Barton
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-03-27Code cleanup: use consistent arg order for math api poly funcsCampbell Barton
2013-12-10Style changes to refactor commit.Antony Riakiotakis
2013-12-08Add themable colors for edges in UV editor. Reuse WIRE_EDIT for outlinesAntony Riakiotakis
and EDGE_SELECT theme colors for selected edges.
2013-12-06Forgot to theme-ify color of shadow UVs (color used to draw uvs duringAntony Riakiotakis
image painting)
2013-09-05Expose theme color of shadow UVs (These include UVs that are drawn inAntony Riakiotakis
texture paint modes and as modified mesh uvs overlay) and UVs of other objects.
2013-08-27Mask primitivesSergey Sharybin
Currently only circle and square, might be easily extended in the future. New primitives are creating at cursor location. This also implied adding 2d cursor to space clip. Also fix set 2D cursor location which didn't work in image editor's mask mode since 2.67. TODO: draw_image_cursor better be moved to some more generic file, but it's not so much important for now and might be solved later. Thanks Campbell for the review!
2013-07-28move alloca define into its own header since its not related to BLI_arrayCampbell Barton
2013-07-26fix [#36286] UV face display not working for concave ngonsCampbell Barton
2013-06-24add api calls for BM_mesh_active_vert/edge_get.Campbell Barton
inspecting the edit-selection inline was cumbersome.
2013-05-10avoid customdata lookups for selection test/enable disable.Campbell Barton
also add uvedit_face_select_set, uvedit_edge_select_set, uvedit_uv_select_set - since quite a few areas where setting based on a boolean.
2013-04-16code cleanup: use BKE naming conventions for functions in BKE_editmesh.h and ↵Campbell Barton
BKE_editmesh_bvh.h
2013-04-14code cleanup: rename BKE_tessmesh -> BKE_editmesh, rename ↵Campbell Barton
EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere).
2013-03-16fix for own mistake in using alloca in a loop, replace with BLI_bufferCampbell Barton
2013-01-12reduce customdata lookups for UV drawing and tools.Campbell Barton
2013-01-10bmesh todo: uv stretch area draw mode wasn't calculating ngon area - added ↵Campbell Barton
area_poly_v2().
2012-12-14use UI_view2d_getscale() to get the scale for image cursor drawing and ↵Campbell Barton
ED_mask_pixelspace_factor(). - was getting the image width/height when its not needed before.
2012-12-13image view cursor wasn't scaling up with the DPICampbell Barton
2012-12-12replace BLI_array_declare with BLI_array_staticdeclare() and ↵Campbell Barton
BLI_array_alloca() for smaller arrays.