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2009-05-28Projection paint, cloning from 1 layer to another would show ugly black ↵Campbell Barton
lines at the seams because interpolation didnt wrap across the image. Added bilinear_interpolation_color_wrap to be used instead of bilinear_interpolation_color for painting.
2009-05-07[#18645] Texture painting smudge brush darkens images - 2.49RC1Campbell Barton
not fixed but the problem is now less bad when projection painting, bilinear interpolation was rounding down. - added gameOb.attrDict to get the internal gameObject dict. - mesh.getVertex wasnt setting an exception.
2008-11-20commit yesterday broke scaling in the sequencer (dumb mistake)Campbell Barton
also changed 3 if's into a switch statement for selecting the interpolation.
2008-11-19Split up the following imbuf functions in 2...Campbell Barton
void bicubic_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout); void neareast_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout); void bilinear_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout); Added... void bicubic_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v); void neareast_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v); void bilinear_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v); This is needed so for projection painting but generally useful if you want to get the interpolated color of a pixel in an image without having a destination imbuf. While editing these I noticed the functons are a bit dodgy, they assume the input ImBuf has matching float/chr buffer to the output.
2008-11-19bicubic_interpolation - dont use pow(val, 3.0f) at all, do (val*val*val) ↵Campbell Barton
instead, Tested overall speedup is about 5x when scaling 4096x4096 -> 4000x4000 in the sequencer. There were some artifacts in the resulting image but double checked and the old code gives the same problems. Added back old code with #if 0's since its a bit more readable.
2008-11-11bicubic_interpolation function was re-calculating a variable it didnt need ↵Campbell Barton
to - (was calling 32 pow()'s per pixel, now only 8 - approx 3-4x speedup on my system).
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-01-20== Sequencer / FFMPEG ==Peter Schlaile
This fixes: [#7989] Sequence editor preview and anim render output broken on Linux PPC and also optimizes RGBA -> ABGR conversion function a little bit. (Fixing also a crash, if there is no ibuf->rect available...)
2007-10-29Routine purge of compiler warnings. Yet again, they were mostly ↵Joshua Leung
uninitialised vars.
2007-09-15== Sequencer ==Peter Schlaile
Bugfix for transform effect by Damiles. Fixes crash with float buffers. (Don't try to render into output buffers, that do not exist...)
2007-07-10Removed comments with non ascii chars...Kent Mein
I left the link that points to documentation on the web so not really needed anyway. Kent
2007-07-10This is patch [#6929] Interpolation MethodsKent Mein
http://projects.blender.org/tracker/index.php?func=detail&aid=6929&group_id=9&atid=127 Its a subset of patch [#6766] Transform Sequencer effect It adds 3 image functions for different types of interpolation. For people that like pictures: http://wiki.blender.org/index.php/User:Damiles#Interpolations_Algorithms Patch provided by David Millán Escrivá (damiles) Kent
2006-01-09Orange branch: OpenEXR finally in Blender!Ton Roosendaal
Credits go to Gernot Ziegler, who originally coded EXR support, and to Austin Benesh for bringing it further. Kent Mein provided a lot of code for integrating float buffers in Blender imbuf and ImBuf API cleanup, and provided Make and Scons and static linking. At this moment; the EXR libraries are a *dependency*, so you cannot get the Orange branch compiled without having OpenEXR installed. Get the (precompiled or sources) stuff from www.openexr.com. Current default is that the headers and lib resides in /user/local/ Several changes/additions/fixes were added: - EXR code only supported 'half' format (16 bits per channel). I've added float writing, but for reading it I need tomorrow. :) - Quite some clumsy copying of data happened in EXR code. - cleaned up the api calls already a bit, preparing for more advanced support - Zbuffers were saved 16 bits, now 32 bits - automatic adding of .exr extensions went wrong Imbuf: - added proper imbuf->flags and imbuf->mall support for float buffers, it was created for *each* imbuf. :) - found bugs for float buffers in scaling and flipping. Code there will need more checks still - imbuf also needs to be verified to behave properly when no 32 bits rect exists (for saving for example) TODO: - support internal float images for textures, backbuf, AO probes, and display in Image window Hope this commit won't screwup syncing with bf-blender... :/
2005-01-03This is a pretty lame commit but here it is:Kent Mein
I just fixed indentation (replaced spaces with tabs where needed) and removed #include config.h stuff from the above files. Kent
2002-11-25updated .c files to include:Kent Mein
#ifdef HAVE_CONFIG_H #include <config.h> #endif Just need to finish cpp files now :) Kent -- mein@cs.umn.edu
2002-10-12Initial revisionv2.25Hans Lambermont