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2014-10-08Ghost Context RefactorJason Wilkins
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-08-12Fix T41414, T41386.Antony Riakiotakis
There were a few issues to fix here: * We did not really unpremultiply float image dabs prior to sending them to the GPU. That made float and byte image result different in texture painting and undoing could change the result. * To make textures nicely composited over the mesh, I used decal mode in OpenGL texture environment for the texture unit. This uses the texture's alpha channel with a nice over operator. * Texture creation used to override the alpha setting due to the display restrictions. Not so anymore, people can now create transparent byte images. Also, made alpha zero default for new textures now, since it has such a nice effect here.
2014-08-12Fix undo in texture painting not refreshing float images in viewport ifAntony Riakiotakis
16 bit float textures was off
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.
2014-07-19Defines: replace ELEM3-16 with ELEM(...), that can take varargsCampbell Barton
2014-05-30Followup to rB1973b17fce65, partially bring back GLSL lamp's previous behavior.IRIE Shinsuke
Using layer visibility in active render layer makes more accurate preview but can cause problems in some cases: https://developer.blender.org/rB1973b17fce65a4dfececb45b19abec37898c1ab5#comment-1 GLSL lamps now ignore layer visibility if lock_camera_and_layers is OFF or game engine is running. The material lamp group still works unconditionally though.
2014-05-22Mistake naming in recent commitCampbell Barton
2014-05-22Fix for image garbage collection failing to run for render-only viewsCampbell Barton
Check for freeing old images was running per-object, move this to viewport drawing.
2014-04-26Code cleanup: use 'const' for arrays (blenloader, gpu, imbuf, makesdna, ↵Campbell Barton
modifiers, nodes)
2014-04-11Code cleanup: use boolCampbell Barton
2014-04-09View3D: disable LOD when game engine is disabled or ifdef'dCampbell Barton
2014-04-08Matcaps.Antony Riakiotakis
Instead of setting color every time, just set it on material enable. Handles all cases of surfaces. Thanks to Campbell for pointing out!
2014-04-03Fix T39517,Antony Riakiotakis
Issue here is that "show diffuse" option does not respect its intended purpose which is to be used only for masking. There are a couple of caveats here: Dyntopo and multires -always- have mask data enabled, and thus as soon as one goes to dyntopo mode or adds a multires modifier he would get the default grey color instead. Matcaps would break when nodes asked for a diffuse material color (this was broken before too). Solved by adding global material state for when matcaps are enabled. Also matcaps don't always played well with VBOs off. Added a few more missing updates for mask operators to notify show_diffuse property as changed. This was also needed on rebuilding dyntopo pbvh. Also make zero mask color duller again after artist feedback.
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-02-24Tweak to T38766 fix: cycles now support setting viewport alpha for a material.Brecht Van Lommel
2014-02-24Fix T38766: blender material transparency setting not taken into account for ↵Brecht Van Lommel
viewport.
2014-02-24Fix T38766: cycles viewport incorrectly taking blender internal alpha into ↵Brecht Van Lommel
account.
2014-02-03Code cleanup: use bools where possibleCampbell Barton
2014-01-23BGE Bitmap Text: add in check if the character is outside the rangeCampbell Barton
2014-01-23Fix T38325: Game Engine Bitmap fonts failed for characters >128Campbell Barton
2014-01-19Docs: doxygen file descriptions for BLF, GPU and WMCampbell Barton
2014-01-13Code Cleanup: replace checks for ima->source with BKE_image_is_animatedCampbell Barton
2014-01-09Code cleanup: remove BKE_object_where_is_calc_simul function.Brecht Van Lommel
It doesn't make any sense anymore with the current depsgraph and probably was not useful for a long time, just a leftover from the pre 2.04 game engine.
2014-01-03Fix T38045: Clone stamp crashesSergey Sharybin
Issue seems to be caused by thread-unsafe IMB_freeImBuf. Now use generic BKE_image_release_ibuf to de-reference image buffer which was acquired from image datablock.
2013-12-18Game Engine: Level of detail support and toolsDaniel Stokes
Levels of detail can be added and modified in the object panel. The object panel also contains new tools for generating levels of detail, setting up levels of detail based on object names (useful for importing), and clearing an object's level of detail settings. This is meant as a game engine feature, though the level of details settings can be previewed in the viewport. Reviewed By: moguri, nexyon, brecht Differential Revision: http://developer.blender.org/D109
2013-12-13Image cache rewrite to using generic movie cacheSergey Sharybin
Summary: Behaves very much the same as cache for Movie Clip datablock: - Image now have `MovieCache *cache` field which replaced legacy `ListBase ibufs`. This allows image datablock to easily keep of image buffers which are owned by itself. This field isn't saved to the file and getting restored on undo steps. However, cache limit is global for movies, sequences and image datablocks now. So overall cached image buffers size will not go above cache limit size in user preferences. - Image buffers which are marked as BITMAPDIRTY will never be freed from the cache. - Added utility function to iterate over image buffers saved in movie cache. - Movie cache cleanup check callback now have ImBuf argument which can be used in a condition of cleanup. - Added some utility functions which replaces legacy ibufs iterations with image cache iteration which happens from inside a lock. - Fixed `image_mem_size()` which was only counting one of the buffers if both float and byte buffer present. Additional notes: - `BKE_image_get_first_ibuf()` is rather stupid, but direct access to ibufs->first was also the same stupid idea. Would consider avoid this function is another project. - There are some places which doesn't look threadsafe, but they already were not so much threadsafe anyway before. So think not a big deal with solving this later. Finally solves infinite memory usage by image sequences! :) Reviewers: brecht, campbellbarton Reviewed By: brecht CC: sebastian_k Differential Revision: http://developer.blender.org/D95
2013-12-03Cleanup: Internal degrees removal.Bastien Montagne
This patch changes most of the reamining degrees usage in internal code into radians. I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them. WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly in previous versions (a few angle properties would use radians values as degrees...). Details: - Data: -- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such (using getter/setter functions), still using radians internally. -- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev. - Modifiers: -- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done. - Postprocessing: -- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done. - BGE: -- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type, it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence can be either distance or angle values, depending on the mode. Will leave this to BGE team. -- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself, as it seems this is the expected value here...). -- bRadarSensor.angle: Done. Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt Thanks to all! Differential Revision: http://developer.blender.org/D59
2013-08-16replace calls to BLI_linklist_append with BLI_linklist_prepend where order ↵Campbell Barton
us unimportant, since append steps over the whole list each time.
2013-08-09OpenGL VBO's: free VBO pool before redraw, otherwise this just holds onto memoryBrecht Van Lommel
after objects are deleted until another big object is added. There's no good reason to do this, or to think that our pool is somehow much faster than using the OpenGL API to allocate and free buffers.
2013-07-01add some missing members to opengl debug print, also use a macro to avoid ↵Campbell Barton
passing each arg twice.
2013-07-01opengl debug info, make GPU_state_print() only show values in arrays that ↵Campbell Barton
are set. (was print 32 values every time)
2013-06-26quiet double promotion warning and some style cleanupCampbell Barton
2013-06-25Fix #34909 Texture paint mode does not correctly update when usingAntony Riakiotakis
textures larger than 2048x2048. Check if texture is over user preference or GPU limit in texture paint mode and if it is, scale the partial redraw rectangle before uploading to GPU. This should be faster than rescaling the whole texture.
2013-06-23Fix #35848: render crash in background mode due to missing G.main.Brecht Van Lommel
2013-06-15Fix #35768: crash in with "free image textures" option and 3D viewport with ↵Brecht Van Lommel
textured draw mode open. OpenGL texture free needs to happen in the main thread, but it was freeing a copy of the image datablock. I can't understand how this code ever worked, probably it never did.
2013-06-13code cleanup: also fix crash in GPU_state_print(). and confine to debug mode ↵Campbell Barton
builds.
2013-04-14BGE: Adding mipmapping control to bge.render via bge.render.setMipmapping() ↵Mitchell Stokes
and bge.render.getMipmapping().
2013-04-12Add function to query maximum texture size. Also, make texture uploadAntony Riakiotakis
functions aware of this limit.
2013-04-08Fix #34908: compressed DDS files did not display properly when their mipmap ↵Brecht Van Lommel
levels did not go down to 1x1 image size, need to set GL_TEXTURE_MAX_LEVEL then.
2013-04-04Fix for [#34754] "Revision 55527 provokes glitchy GLSL shadow map rendering" ↵Mitchell Stokes
reported by Alain Ducharme. Per material uniforms and per object uniforms are now better separated.
2013-03-31style cleanupCampbell Barton
2013-03-21code cleanup: use bool where values are true/false, for view3d and related ↵Campbell Barton
functions.
2013-03-18code cleanupCampbell Barton
2013-03-15Fix #34649: texture size limit user preference not working.Brecht Van Lommel
2013-03-08style cleanupCampbell Barton
2013-02-18Fix wrong alpha channel for OpenGL render results with transparent textures orBrecht Van Lommel
materials, the typical glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); blend function does not give correct destination alpha.
2013-01-28Activate partial redraw of non-power of two textures. This looks likeAntony Riakiotakis
it's working as expected out of the box. I hope nothing breaks.
2013-01-25header cleanup, include BLI before BKE, also use bool for ntreeShaderExecTreeCampbell Barton
2013-01-22Matcap support in 3D Viewport.Ton Roosendaal
Full log is here: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport Implementation notes: - Matcaps are an extension of Solid draw mode, and don't show in other drawmodes. (It's mostly intended to aid modeling/sculpt) - By design, Matcaps are a UI feature, and only stored locally for the UI itself, and won't affect rendering or materials. - Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. It doesn't take memory or cpu time, until you use it. - Brush Icons and Matcaps use same code now, and only get generated/allocated on actually using it (instead of on startup). - The current set might get new or different images still, based on user feedback. - Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get freed immediately. The Matcap icon previews (128x128 pixels) stay in memory. - Loading own matcap image files will be added later. That needs design and code work to get it stable and memory-friendly. - The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing Material previews, which has its limits... especially for textured previews the normal-mapped matcap won't look good.
2012-12-31Alpha premul pipeline cleanupSergey Sharybin
This assumptions are now made: - Internally float buffers are always linear alpha-premul colors - Readers should worry about delivering float buffers with that assumptions. - There's an input image setting to say whether it's stored with straight/premul alpha on the disk. - Byte buffers are now assumed have straight alpha, readers should deliver straight alpha. Some implementation details: - Removed scene's color unpremultiply setting, which was very much confusing and was wrong for default settings. Now all renderers assumes to deliver premultiplied alpha. - IMB_buffer_byte_from_float will now linearize alpha when converting from buffer. - Sequencer's effects were changed to assume bytes have got straight alpha. Most of effects will work with bytes still, however for glow it was more tricky to avoid data loss, so there's a commented out glow implementation which converts byte buffer to floats first, operates on floats and returns bytes back. It's slower and not sure if it should actually be used -- who're using glow on alpha anyway? - Sequencer modifiers should also be working nice with straight bytes now. - GLSL preview will predivide float textures to make nice shading, shading with byte textures worked nice (GLSL was assuming straight alpha). - Blender Internal will set alpha=1 to the whole sky. The same happens in Cycles and there's no way to avoid this -- sky is neither straight nor premul and doesn't fit color pipeline well. - Straight alpha mode for render result was also eliminated. - Conversion to correct alpha need to be done before linearizing float buffer. - TIFF will now load and save files with proper alpha mode setting in file meta data header. - Remove Use Alpha from texture mapping and replaced with image datablock setting. Behaves much more predictable and clear from code point of view and solves possible regressions when non-premultiplied images were used as textures with ignoring alpha channel.