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
2012-01-04derivative 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)
2012-01-02Remove some silly variable copies that stuck around from a previous refactor.Nicholas Bishop
2011-12-28Fix #29715: cycles and glsl normal node not working correct.Brecht Van Lommel
2011-12-28more changes from bmesh into trunk (mesh mpoly strict member)Campbell Barton
2011-12-23Cleaning up the GPU_extensions_init/exit() code a bit to keep the ↵Mitchell Stokes
Blenderplayer from crashing on exit and restart.
2011-12-23Code cleanup: fix some clang static checker warnings.Brecht Van Lommel
2011-12-17better to generate the library string always because it could lead to null ↵Antony Riakiotakis
pointer dereferences. I don't have a non-shader system to check so skipping the conditional just to be safe
2011-12-17move GPU_code_generate_glsl_lib to GPU_extensions_init. This makes more ↵Antony Riakiotakis
sense as we cleanup the library string in GPU_extensions_exit. Thanks to Mitchel Stokes for reporting and proposing this
2011-12-17style edit only - move parenthesis onto second line of function definition ↵Campbell Barton
(in keeping with most of blenders code) also split some long lines in own code.
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
2011-12-16static functions for getting power of 2 values were being copied about too ↵Campbell Barton
much, add to the BLI_math api. - is_power_of_2_i - power_of_2_min_i - power_of_2_max_i
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!
2011-12-10Compile fix for r.42546 typoJoshua Leung
2011-12-10picky edits & regen man pageCampbell Barton
2011-12-10verify existence of dmMorten Mikkelsen
2011-12-10fixes scale on derivative mapsMorten Mikkelsen
2011-12-08Fix #29520: issue drawing with VBO + GLSL + alpha pass. Includes some ↵Brecht Van Lommel
refactoring to hopefully make alpha material drawing code more clear.
2011-12-01Cycles: fix glsl error when using light path node.Brecht Van Lommel
2011-11-29remove header text:Campbell Barton
"The Blender Foundation also sells licenses for use in proprietary software under the Blender Licens" also remove NaN references from files that have been added since blender went opensource.
2011-11-24pep8 edits and avoid naming conflicts with python builtinsCampbell Barton
2011-11-20Muting node patch: second part. Also fix [#27636] Muting shading nodes is ↵Bastien Montagne
ignored Now, compositing, shading and texture nodes have a consistent muting system, with default behaving as previous (for compo), and which can be optionaly customized by each node. Shader nodes are also GLSL muted. However, Cycles is currently unaware of muted nodes, will try to address this…
2011-11-14Cycles: Oren-Nayar BSDF support. This is not a separate shader node, rather itBrecht Van Lommel
is available through the Roughness input on the Diffuse BSDF. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Diffuse Patch by Yasuhiro Fujii, thanks!
2011-11-14Fix #29252: GLSL not working with geometry material node after recent changes.Brecht Van Lommel
2011-11-11correct indentation and some whitespace edits (no functional changes)Campbell Barton
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
2011-11-08Nodes: add cycles shader nodes, these will only be available to render enginesBrecht Van Lommel
that use the new shading nodes system. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes
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
2011-11-05GPU BuffersNicholas Bishop
Small type cleanup, use `GPU_Buffers *' rather than `void *'. Should be no functional changes.
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
2011-10-05Fix #28766: object properties > display > transparency no longer worked in solidBrecht Van Lommel
draw mode, after texface changes.
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
2011-09-28whitespace edits, make formatting for functions consustent at least within ↵Campbell Barton
the file.
2011-09-25whitespace cleanupCampbell Barton
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/
2011-09-16use replace 0 with NULL for pointers, set some functions staticCampbell Barton
also fixed own errors in recent static check commit.
2011-09-16- fix for access past the buffer size (paint / sculpt used some 2d vecs as 3d)Campbell Barton
- remove redundant NULL checks on old code where it would crash if the result was NULL later on. - add some missing NULL checks.
2011-09-12Fix #28613: SEGFAULT: When setting Best-Quality on a Bump Map in GLSL viewportSergey Sharybin
Problem was caused by CRLF line ending instead of LF line ending. Re-generate pu_shader_material to use LF line ending and made gpu codegen treat \r as space character.
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.
2011-09-06Merged the particles-2010 branch with node improvements into trunk.Lukas Toenne
This branch adds mostly organizational improvements to the node system by renaming the node folders and files. A couple of internal features have been added too. Detailed information can be found on the wiki page: http://wiki.blender.org/index.php/User:Phonybone/Particles2010
2011-08-30Fixes for snprintf usage:Brecht Van Lommel
* replace by BLI_snprintf in various places, note _snprintf on windows does not properly null terminate the string. * fix overflow in sequencer proxy code due to buffer being smaller than specified size. * fix some usage of snprintf as strcpy, this is will go wrong if the string contains % characters. * remove BLI_dynstr_printf function in gpu module, use BLI_dynstr_appendf
2011-08-28- use static vars and functions where possible.Campbell Barton
- use NULL rather than 0 when used as pointers.
2011-08-27- use %u rather tham %d for unsigned ints in string formatting funcs.Campbell Barton
- replace (strlen(str) == 0) with str[0]=='\0'
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.