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2013-01-18Removed unused variable d2 and calculation of its value in ↵Tamito Kajiyama
GeomUtils::intersect2dSeg2dSegParametric(). It is double-checked that this is not a bug :) This fix was suggested as part of the patch set committed in revision 53887, thanks again Bastien!
2012-12-22Another "insanely" big code clean-up patch by Bastien Montagne, many thanks!Tamito Kajiyama
2012-12-21Fix encoding of those files (was iso-8859-15, i.e 8bit, instead of utf-8!).Bastien Montagne
2012-12-12Fix for svn:executable.Tamito Kajiyama
Reported by Bastien Montagne, thanks!
2011-03-14Optimized view map calculation by Alexander Beels.Tamito Kajiyama
* View map calculation has been intensively optimized for speed by means of: 1) new spatial grid data structures (SphericalGrid for perspective cameras and BoxGrid for orthographic cameras; automatically switched based on the camera type); 2) a heuristic grid density calculation algorithm; and 3) new line visibility computation algorithms: A "traditional" algorithm for emulating old visibility algorithms, and a "cumulative" algorithm for improved, more consistent line visibility, both exploiting the new spatial grid data structures for fast ray casting. A new option "Raycasting Algorithm" was added to allow users to choose a ray casting (line visibility) algorithm. Available choices are: - Normal Ray Casting - Fast Ray Casting - Very Fast Ray Casting - Culled Traditional Visibility Detection - Unculled Traditional Visibility Detection - Culled Cumulative Visibility Detection - Unculled Cumulative Visibility Detection The first three algorithms are those available in the original Freestyle (the "normal" ray casting was used unconditionally, though). The "fast" and "very fast" ray casting algorithms achieve a faster calculation at the cost of less visibility accuracy. The last four are newly introduced optimized options. The culled versions of the new algorithms will exclude from visibility calculation those faces that lay outside the camera, which leads to a faster view map construction. The unculled counterparts will take all faces into account. The unculled visibility algorithms are useful when culling affects stroke chaining. The recommended options for users are the culled/unculled cumulative visibility algorithms. These options are meant to replace the old algorithms in the future. Performance improvements over the old algorithms depend on the scenes to be rendered. * Silhouette detection has also been considerably optimized for speed. Performance gains by this optimization do not depend on scenes. * Improper handling of error conditions in the view map construction was fixed.
2010-02-12More consolidation of the view map creation.Tamito Kajiyama
Made an attempt to fix "2D intersection out of range" warnings. These warnings may cause "3D intersection out of range" warnings, which often lead to a crash.
2009-08-04SUMMARY:Maxime Curioni
The main contribution of this commit is the possibility to save Freestyle configuration information inside .blend files. It required an extensive refactoring of the previous interface code. The code has been tested and does not crash on my machine. If you encounter issues, please let me know (and if possible, sending me an sample .blend file). DETAILS: - refactored code to notify Freestyle when adding/removing render layers (FRS_freestyle_config.{h,cpp}) - corrected the freeing of style modules when files are read from / written to disk - moved Freestyle configuration information into scene renderlayers, to allow loading / saving .blend files (DNA_scene_types.h DNA_freestyle_types.h FRS_freestyle.cpp) - inserted temporary trick to prevent crashes when orthographic camera is used (SilhouetteGeomEngine.cpp), but outputting incorrect feature line calculations
2008-05-08soc-2008-mxcurioni: merged changes to revision 14747, cosmetic changes for ↵Maxime Curioni
source/blender/freestyle