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2012-09-09Fix #32513: incorrect color management in Material draw mode for Cycles.Brecht Van Lommel
2012-09-03Fix for usage of un-initialized memory.Sergey Sharybin
Checked by Brecht when were in Blender Institute. Discovered when was looking into #32296: Node Texture - Node Material - GLSL Viewport rendering issue
2012-08-30Fix #32404: GLSL normal maps using float images were incorrectly gettingBrecht Van Lommel
color managed.
2012-08-21change curve evaluation functions never to modify curve data (ensures thread ↵Campbell Barton
safety), now initializations has to be done outside evaluation.
2012-07-26Fix #32138: material trancpareny settingSergey Sharybin
2012-07-24BGE: Bringing over the dynamic lamp properties fixes from Cucumber (thanks ↵Mitchell Stokes
to Daniel Stokes). This means the following KX_LightObject properties now have support when using GLSL materials (in addition to those already supported): * distance * lin_attenuation * quad_attenuation * spotsize * spotblend
2012-07-08style cleanupCampbell Barton
2012-06-05style cleanupCampbell Barton
2012-05-22style cleanup: brace placement.Campbell Barton
2012-05-21Fix #31511: GLSL preview is much darker than F12 resultsDaniel Stokes
A problem caused by Harmony branch code. A value was being set improperly for the GLSL shader.
2012-05-20code cleanup:Campbell Barton
- style - multi-line ifs move braces onto new lines. - iterators - convert some to macros, other split up and move brace.
2012-05-19code cleanup: use TRUE/FALSE rather then 1/0 for better readability, also ↵Campbell Barton
replace do prefix with do_ for bool vars.
2012-05-05code cleanup: BKE_scene api naming.Campbell Barton
also stop numpy from being found in /usr/include with cmake.
2012-05-02Fix 31220: glsl sun lamp shadows did not apparently respect shadow flag whenBrecht Van Lommel
working in blender render rather than blender game mode. Tweaked the flags a bit to make it compatible more, but for full configuration you need to be in blender game mode still.
2012-05-02style cleanup: whitespace, bracesCampbell Barton
2012-05-01Merging phase 1 of the BGE Harmony branch:Daniel Stokes
* Shadow color now usable in the BGE * Simplified the shadow panel while "Blender Game" renderer is active * Added variance shadow maps for the BGE * Buffered shadows on sun lamps in the BGE (orthographic) * Light textures in the BGE
2012-04-29style cleanup: missed these from previous cleanupCampbell Barton
2012-04-29style cleanup: function calls & whitespace.Campbell Barton
2012-04-29style cleanup: whitespace / commasCampbell Barton
2012-04-28style cleanup: changes to brace placement / newlines - for/while/if/switchCampbell Barton
2012-04-21style cleanup: correct typosCampbell Barton
2012-04-21style cleanupCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-03-24style cleanup: follow style guide for formatting of if/for/while loops, and ↵Campbell Barton
else if's
2012-03-09style cleanup: comment blocksCampbell Barton
2012-03-07style cleanup - braces & else / if'sCampbell Barton
2012-02-19replace MIN2 / MAX2 with minf / maxf to avoid calling functions multiple times.Campbell Barton
2012-01-11use BLI_strncpy and BLI_snprintf when the size of the string is known.Campbell Barton
fix for sequencer unique naming which was missed with string length update.
2012-01-04derivative maps must take into account that texture scales can be negativeMorten Mikkelsen
2012-01-04calculate factor before using MAX2 macroMorten Mikkelsen
2012-01-04derivative maps were not working correctly with UV scale (the texture ↵Morten Mikkelsen
setting size)
2011-12-23Code cleanup: fix some clang static checker warnings.Brecht Van Lommel
2011-12-16Math lib: matrix multiplication order fix for two functions that wereBrecht Van Lommel
inconsistent with similar functions & math notation: mul_m4_m4m4(R, B, A) => mult_m4_m4m4(R, A, B) mul_m3_m3m4(R, B, A) => mult_m3_m3m4(R, A, B) For branch maintainers, it should be relatively simple to fix things manually, it's also possible run this script after merging to do automatic replacement: http://www.pasteall.org/27459/python
2011-12-15Bicubic bump map filtering.Antony Riakiotakis
This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs. To use the functionality change the bump mapping method to "best quality" Previous "best quality" setting becomes "medium quality" now. For non OpenGL 3.0 GPUs this becomes the same as "medium quality" Also: * added tooltip descriptions to the bump method settings. * modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL. Bicubic shader by Morten Mikkelsen. Thanks a lot! Oh...and FIRST!
2011-12-10fixes scale on derivative mapsMorten Mikkelsen
2011-11-11quiet -Wdouble-promotion warningsCampbell Barton
2011-11-08Texturing: texture and 3d view draw type changes, these should only have anyBrecht Van Lommel
effect for a render engine using new shading nodes. In short: * No longer uses images assigned to faces in the uv layer, rather the active image texture node is what is edited/painted/drawn. * Textured draw type now shows the active image texture node, with solid lighting. * Material draw mode shows GLSL shader of a simplified material node tree, using solid lighting. * Textures for modifiers, brushes, etc, are now available from a dropdown in the texture tab in the properties editor. These do not use new shading nodes yet. http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
2011-11-07replace VECCOPY with copy_v3_v3, same for 2d copy, also added vec copy ↵Campbell Barton
functions for int & char.
2011-11-06more macro --> BLI math lib, mainly replace VECCOPY in render and blenkernel.Campbell Barton
2011-10-28Fix: OpenGL renders on graphics cards which do not support non-power-of-twoBrecht Van Lommel
textures were stretched and the wrong size.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-30Bump maps flip: now white means salience, black means concavitySergey Sharybin
Files created in blender before this revision should be rendered in exactly the same way they used to render before. Patch by Morten Mikkelsen, finished by Ton and me.
2011-09-28Commented and tagged some unused vars, added some var init (gcc warnings...)Bastien Montagne
2011-09-22addendum to prev bugfix on texture space bumpMorten Mikkelsen
2011-09-19TexFace to Material Settings big patchDalai Felinto
Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-09GPU: add gpu python module with export_shader() function to export GLSL shader.Benoit Bolsee
shader = gpu.export_shader(scene,material) Returns the GLSL shader that blender generates to produce the visual effect of material in scene for the purpose of reusing the shader in an external engine. This function is meant to be used in a material exporter so that the GLSL shader can be exported entirely. The return value is a dictionary containing the shader source code and all associated data. The full documentation is under sphinx. Warning: there has been an API between the patch and this commit: uniform['lamp'] and uniform['image'] now return python reference to ID block instead of ID name as before. The X3D exporter that uses this function must be adapted.
2011-08-27- fix for BL_Shader::SetUniform() missing out the last part of the matrix.Campbell Barton
- particle.c wasn't setting all components of the vector when reading cache and setting dummy velocity values. - some functions incorrectly took a float[3] argument when the 4th value was set. - remove a few redundant lines of code.
2011-08-22glsl and render support for derivative mapsMorten Mikkelsen
2011-07-28Fix part of #27944: color managment discrepancy in GLSL materials with nodes.Brecht Van Lommel
2011-07-27more minor warning cleanups and improve error reporting if text fails to save.Campbell Barton