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
2012-10-10Google Summer of Code project: "Smoke Simulator Improvements & Fire".Daniel Genrich
Documentation & Test blend files: ------------------ http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements Credits: ------------------ Miika Hamalainen (MiikaH): Student / Main programmer Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch Google: For Google Summer of Code 2012
2012-10-06Improve flat-shaded VBO drawing for sculpt meshesNicholas Bishop
Separate vertex copies are now made for flat-shading, such that the normal is correctly flat-shaded. The element index buffer is not created in this case.
2012-10-06Code cleanups for PBVH GPU buffersNicholas Bishop
* De-duplicate GPU code to check if VBO should be used. * Add a flag to indicate if the buffer should be drawn smooth or not, rather than checking each time the node is drawn.
2012-10-05Cycles: add "From Dupli" option for texture coordinate node. This gets theBrecht Van Lommel
Generated and UV coordinates from the duplicator of instance instead of the object itself. This was used in e.g. Big Buck Bunny for texturing instanced feathers with a UV map on the bird. Many files changed, mainly to do some refactoring to get rid of G.rendering global in duplilist code.
2012-10-01Fix #32695: Can't disable color management for 3D viewSergey Sharybin
Made it so viewport will disable color management if display device set to None. This solves couple of regressions, mainly related on old BGE files and made None display behave exactly as old color management disabled.
2012-10-01Fix: gpu_colors_enable could cause 3d display corruption because it always ↵Antony Riakiotakis
enables glColorMaterial. Make sure to call gpu_colors_disable even if we don't have a mask layer, to match gpu_colors_enable above
2012-10-01mask data is no longer automatically added when sculpting (except when there ↵Campbell Barton
is a multi-res modifier).
2012-09-30Revert changes made to support diffuse color when sculptingSergey Sharybin
This changes are not stable enough and trying fix it could backfire in some other regressions which isn't wanted so much close to the release. This means objects will have gray color as diffuse which becomes darker in masked areas for 2.64. Proper fix is aimed for 2.65. This commit reverts 50827 and 50898.
2012-09-26Fix #32663: Sculpt masks are too darkSergey Sharybin
Scaled mask multiplier to 0.25..1.0 instead of 0.0..1.0.
2012-09-23Fix #32522: Object's diffuse color not showing in Sculpt ModeSergey Sharybin
It was missing since sculpting mask implementation. Now object's color would be multiplied by sculpt mask value. For VBOs it's done by storing final color in VertexBufferFormat and mimic behavior of setMaterial callback for getting current diffuse color. For non-VBOs diffuse color is getting from current OpenGL context.
2012-09-20style cleanupCampbell Barton
2012-09-18Fix #31539, painting in image editor while in object mode does not update ↵Antony Riakiotakis
mipmaps. While we could disable/enable mipmaps on stroke begin/end, it is a bit hacky (but worthy of consideration for later) for my taste just to paint in the image editor. Instead we generate mipmaps on the fly. Since we can update texture levels below the first only with GPU mipmapping, partial update when painting in the image editor will actually work only with GPU mipmapping from now on (which is fast enough I hope not to get any lags!).
2012-09-17fix for node socket text buttons not scaling with DPI, also quiet -Wundef ↵Campbell Barton
warning WITH_DDS.
2012-09-15Color Management, Stage 2: Switch color pipeline to use OpenColorIOSergey Sharybin
Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15code cleanup: remove paranoid/invalid NULL checks and also reduce some ↵Campbell Barton
unneeded size_t -> int conversions.
2012-09-09Fix #32513: incorrect color management in Material draw mode for Cycles.Brecht Van Lommel
2012-09-04Cycles: merge of changes from tomato branch.Brecht Van Lommel
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
2012-09-04fix for building on msvc2008 (also style cleanup)Campbell Barton
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.
2012-08-18Moving more duplicate code from GPU_create_gl_tex_compressed() and ↵Mitchell Stokes
BL_Texture::InitGLCompressedTex() into GPU_Upload_dxt_texture(). This reduces code duplication and ensures that both paths are using the same settings.
2012-08-12style cleanupCampbell Barton
2012-08-11simplified data_to_c macro in cmakeCampbell Barton
2012-08-11generate glsl shaders c files at build time.Campbell Barton
2012-08-04style cleanupCampbell Barton
2012-07-31Tweak to commit related to non-power-of-two textures, some cards claim toBrecht Van Lommel
support this but actually don't, so use the function that checks for that.
2012-07-29Fix for [#27484] "Run-time command line options don't work in Multi-texture ↵Mitchell Stokes
mode." reported by Josiah Lane (solarlune). The -g nomipmap = 1 option only changed the mipmapping option for bf_gpu, which BL_Texture wasn't checking.
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
2012-07-17code cleanup: spellingCampbell Barton
2012-07-10Scaling non-power-of-two (NPOT) textures to powers of two is really time ↵Mitchell Stokes
consuming and not necessary on graphics cards that can support NPOT textures. So, if the graphics card has NPOT texture support, don't bother scaling. If this patch causes issues, it can always be reverted and applied to Swiss instead.
2012-07-08style cleanupCampbell Barton
2012-07-04Spellfixes: colour -> colorBastien Montagne
2012-07-01A little bit of cleanup for the new DXT code:Mitchell Stokes
* Using TRUE/FALSE instead of 1/0 * Checking to make sure GL_EXT_texture_compression_s3tc is supported * Removing some debug error checking
2012-06-30fix for some build warnings.Campbell Barton
2012-06-30GPU_upload_dxt_texture failed to compile if WITH_DDS was not definedJason Wilkins
2012-06-30Finally committing support for compressed textures on the GPU (DDS+DXT). ↵Mitchell Stokes
This patch started out as a patch by me, then cleaned up by Kupoman during his work on Cucumber. One important thing to keep in mind when using this feature is that you'll need to flip your textures vertically (both the GIMP and Photoshop DDS tools I've seen have support for this on export). This is a quirk in using a texture format originally made for DirectX/DirectDraw, and flipping the compressed data is a real headache. Another quick fix for this issue is to change the Y value for the Size in the Mapping panel in the Texture properties to -1 (default is 1).
2012-06-20style cleanupCampbell Barton
2012-06-17style cleanup:Campbell Barton
also fix for building ghost test and fix double free in one of the tests
2012-06-11Add user preference "GPU Mipmap Generation" under the System/OpenGLAntony Riakiotakis
subpanel to calculate image mipmapping on the GPU, saving upload and calculation time. Default is off just in case.
2012-06-08Index: source/blender/gpu/intern/gpu_draw.cAntony Riakiotakis
=================================================================== --- source/blender/gpu/intern/gpu_draw.c (revision 47568) +++ source/blender/gpu/intern/gpu_draw.c (working copy) @@ -230,11 +230,12 @@ Image *ima, *curima; int domipmap, linearmipmap; + int texpaint; /* store this so that new images created while texture painting won't be set to mipmapped */ int alphablend; float anisotropic; MTFace *lasttface; -} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, 1.f, NULL}; +} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.f, NULL}; /* Mipmap settings */ @@ -256,7 +257,7 @@ static int gpu_get_mipmap(void) { - return GTS.domipmap; + return GTS.domipmap && !GTS.texpaint; } static GLenum gpu_get_mipmap_filter(int mag) @@ -730,6 +731,8 @@ if (!GTS.domipmap) return; + GTS.texpaint = !mipmap; + if (mipmap) { for (ima=G.main->image.first; ima; ima=ima->id.next) { if (ima->bindcode) {
2012-06-07style cleanupCampbell Barton
2012-06-06style cleanupCampbell Barton
2012-06-05Fix #31593: Every time I switch between edit and object mode, it crashesSergey Sharybin
Crash was caused by incorrect restoring OpenGL context due to some weird bit operations used to indicate whether stuff like color arrays is initialized resulting in some unpredictable results on different platforms and drivers.
2012-06-05style cleanupCampbell Barton
2012-05-28style cleanup: defines with bracesCampbell Barton
2012-05-25style cleanupCampbell Barton
2012-05-253D View: add Backface Culling option, to hide faces when seen from the back ↵Brecht Van Lommel
side, found in the Display panel. Patch by Simon Kirk and Irie Shinsuke, refactored to also work for non-mesh objects and avoid globals.
2012-05-24style cleanup: brace placement/newlinesCampbell Barton