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2012-12-12Fix for svn:executable.Tamito Kajiyama
Reported by Bastien Montagne, thanks!
2012-07-17Better handling of the ESC key during Freestyle rendering.Tamito Kajiyama
This commit is meant to improve the response of the ESC key for stopping Freestyle rendering throughout the rendering process. The rendering with Freestyle consists of several steps including: (1) mesh data loading, (2) winged edge construction, (3) silhouette edge detection, (4) view map construction, and (5) stroke drawing. All these steps have been extended to frequently check if the ESC key is pressed, so that users can abort time-consuming rendering at any point of time.
2012-02-20Fix for a bug in the computation of smooth edges (used for ridges and valleys).Tamito Kajiyama
2011-10-06Fine control of feature edge selection with mesh face and edge marks.Tamito Kajiyama
New "face marks" and "edge marks" have been introduced in mesh data blocks. In the edit mode of a mesh object, face marks can be put to selected faces by choosing Mesh >> Faces >> Mark Freestyle Face from the menu of a 3D View window or Ctrl-F >> Mark Freestyle Face from the context menu. Similarly, edge marks can be put to selected edges by Mesh >> Edges >> Mark Freestyle Edge or Ctrl-E >> Mark Freestyle Edge. These marks should work fine with the Subdivision surface modifier. Moreover, two new conditions for feature edge selection have been added to the Parameter Editor mode as described below: 1. The Selection by Edge Types option has now the new Edge Mark type, which can be used to (de)select feature edges having edge marks. This option can be used to add to (or remove from) the view map arbitrary edges of mesh objects. 2. Selection by Face Marks option has been newly introduced, in which face marks are used for feature edge selection in two ways. One option is called "One Face" which is to (de)select feature edges if one of faces on the left and right of each feature edge has a face mark. The other option is "Both Faces" to (de)select feature edges if both faces on the left and right have a face mark.
2011-09-13Fix for a crash reported (four months ago!) by bupla, thanks!Tamito Kajiyama
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.
2010-06-03Fix for a memory leak in WingedEdgeBuilder.Tamito Kajiyama
2010-05-23Made object names accessible from within style modules.Tamito Kajiyama
ViewShape objects in the view map, as well as SShape objects that can be retrieved with ViewShape::sshape(), now have a getName() method that returns the name of the object from which each shape is created. For instance, visible feature edges of specific mesh objects (e.g., Cube.001 and Cube.002) can be selected using custom predicate ObjectNamesUP1D as follows: class ObjectNamesUP1D(UnaryPredicate1D): def __init__(self, names): UnaryPredicate1D.__init__(self) self._names = names def getName(self): return "ObjectNamesUP1D" def __call__(self, viewEdge): return viewEdge.viewShape().getName() in self._names upred = AndUP1D(QuantitativeInvisibilityUP1D(0), ObjectNamesUP1D(["Cube.001", "Cube.002"])) Operators.select(upred)
2010-05-23New option for detecting feature edges at material boundaries.Tamito Kajiyama
A checkbox "Material Boundaries" has been added to the Freestyle options in the Layers tab of the Render buttons. By enabling the option, any edge between two faces with different materials is detected as a feature edge. In style modules, edges at material boundaries can be tested with pyNatureUP1D(Nature.MATERIAL_BOUNDARY).
2008-09-15soc-2008-mxcurioni: added Aldrik Dunbar's patch for 64bit Linux buildsMaxime Curioni
2008-09-09soc-2008-mxcurioni: file cleanup (swig, extgl, pbuffer, python...)Maxime Curioni
2008-08-07soc-2008-mxcurioni: first version of lib3ds code. It does NOT work yet and ↵Maxime Curioni
has to be debugged. It can be activate in app_blender/api.cpp by replacing the FRS_scene_3ds_export call in FRS_prepare, by FRS_load_mesh. All of the reference to the original Material class were renamed to FrsMaterial to resolve a name collision with Blender. To keep the window context necessary to draw the strokes after RE_Database_FromScene has been called, the display_clear function is used.
2008-07-24soc-2008-mxcurioni: added (without testing) the following classes: BBox, ↵Maxime Curioni
SShape, ViewShape. Also corrected a few typos (Get#->get#).
2008-07-22Added StrokeAttribute class. Beginning of StrokeVertex.Maxime Curioni
IMPORTANT: The setters functions' names were normalized due to constant confusion regarding capitalization. All the function names start with set... instead of Set.... This convention was changed all throughout Freestyle. To use Freestyle as an external renderer, the SWIG library MUST be regenerated.
2008-07-17soc-2008-mxcurioni: SWIG removal - completed SVertex and CurvePoint classes ↵Maxime Curioni
migration. Stabilized a lot of the code for C++ -> Python conversion. Added the correct rich comparison operator and tested it. Corrected 'dupplicate' typo and changde to __copy__ for Python API. From now on, when a set should be output (PySet_Type), it is given as a list (PyList_Type). The reason is that it doesn't really matter what we bring back to the Python interpreter. The set is guaranteed in memory on the C++ side. For the CurvePoint class, the userdata variable is not yet ported (and will probably available as a list or a dictionary). The CurvePoint implementation works except for the initialization from other CurvePoints: somehow, the inner variables don't seem to be correctly handled. I do not know if it is a bug in Freestyle or if the CurvePoint object's state is correct for my test case. CurvePoint needs more testing.
2008-05-10soc-2008-mxcurioni: towards Freestyle compilation, removing Qt's QString and ↵Maxime Curioni
QImage dependencies. Up to this commit, the following directories compile well (and without any warning): system, image, geometry, graph, winged_edge, view_map, stroke. Modified code is commented by //soc and unused variables by //soc unused
2008-05-08soc-2008-mxcurioni: merged changes to revision 14747, cosmetic changes for ↵Maxime Curioni
source/blender/freestyle