Age | Commit message (Collapse) | Author |
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float to byte was not working correct.
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This fixes the underlying problem of the DV crashings - within blender
code.
Problem was, that we tried to seek on decode errors. (Unintentionally,
curposition wasn't advanced in that case). That triggered a bug within
ffmpeg, that made blender crash. My workaround fix for 2.49 actually only
prevented the crash, but didn't stop ffmpeg from only decoding black frames
after that point...
(The patch also cleans up the color conversion a little bit, by using
PIX_FMT_RGBA (still need to find a way to make it work with video files
that actually *have* an alpha channel. At least, latest FFMPEG-SVN swscaler
has the ability to use alpha.)
Looks like we can remove extern/ffmpeg now...
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-r23172:HEAD
merging now to save confusion later since the changes between last merge and 23172 shouldn't be merged.
brings 2.4 and trunk in sync aside from sequencer edits from Peter.
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too (undefined function, assuming int, etc.)
This compiled fine with scons/msvc and scons/mingw (gcc 4.4.0). Please test and report any problems.
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Was annoying to use a different editor for cmake only.
theeth says this should be ok with gsoc and merges from branches.
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* bring back 'player' libtype, after investigation with ideasman.
scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
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* further cleaning of 'player' stuff. Now only 3 libs are remaining, of which ideally the stubs lib will be fixed at some point, fading away into the dark history of not-so-nice code. The current blenderplayer part is still a little bit hackish, I'll see if I can find a better alternative, for now it works good enough.
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* first working changes to get blenderplayer linking
* blenderplayer/ moved into source/ (CMakeLists.txt changed for that too)
* added externs for bprogname to gp_ghost, so that it links properly
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Compiling openexr_api.cpp requires WITH_OPENEXR, to get the right part of the
openexr_multi.h file. Broken since r22739.
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given
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from Guillaume Lecocq (lguillaume)
[#19247] (2.5) useless WITH_OPENEXR redefinition
from Mauro Toffanin (equilibrium)
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never close it.
- Running simulations missed freeing some variables.
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buffer and set the remaining pixels 0.
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missing commits from peter 20942, 21165, 21170, 21174, 21597
these files still need manual merging
source/blender/makesdna/DNA_sequence_types.h
source/blender/src/sequence.c
source/blender/src/seqeffects.c
source/blender/src/editseq.c
source/blender/include/BSE_sequence.h
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to work if the uninitialized pointer was not NULL.
- iris.c - looks like a copy/paste error, was using rect where it could not have been initialized.
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submitted by Albertas Vyšniauskas (thezbyg)
Improves SGI image support.
Kent
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Patch by Alfredo de Greef with high quality image texture filters.
This adds 3 new filters:
* SAT: Summed Area Tables. This is like mipmaps, but using somewhat
more memory avoids some artifacts.
* EWA: Ellipitical Weighted Average, anisotropic filter.
* FELINE: Fast elliptical lines for anisotropic texture mapping.
The one change I made to this was to try to fix an alpha/premul
problem, hopefully I didn't break anything, it looks compatible
with the existing filter now for me.
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- 1st stage: Linear Workflow
This implements automatic linear workflow in Blender's renderer. With the
new Colour Management option on in the Render buttons, all inputs to the
renderer and compositor are converted to linear colour space before
rendering, and gamma corrected afterwards. In essence, this makes all
manual gamma correction with nodes, etc unnecessary, since it's done
automatically through the pipeline.
It's all explained much better in the notes/doc here, so please have a look:
http://wiki.blender.org/index.php/Dev:Source/Blender/Architecture/Colour_Management
And an example of the sort of difference it makes:
http://mke3.net/blender/devel/rendering/b25_colormanagement_test01.jpg
This also enables Colour Management in the default B.blend, and changes the
default lamp falloff to inverse square, which is more correct, and much
easier to use now it's all gamma corrected properly.
Next step is to look into profiles/soft proofing for the compositor.
Thanks to brecht for reviewing and fixing some oversights!
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* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
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Very, very last minute patch for Blender on Windows systems:
move blender's internal AVI reader the last try in the list of
codecs, when opening movie files.
Otherwise, it will fail on Movie Maker captured DV-AVI files.
(isavi() seems to mistreat these files as RAW/MJPEG AVI and fails
later on IMB_anim_absolute() )
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Sequencer changes from source/blender/src coming next
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Checker: NULL_RETURNS (help)
File: base/src/source/blender/imbuf/intern/radiance_hdr.c
Function: imb_loadhdr
Description: Incrementing possibly NULL value "ptr"
Make sure were not trying to index past our array.
Kent
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
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Checker: REVERSE_INULL (help)
File: base/src/source/blender/imbuf/intern/anim.c
Function: IMB_anim_absolute
Description: Pointer "anim" dereferenced before NULL check
again moving init code after check to valid pointer.
Kent
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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.
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- Removed/Commented some unused vars
- CValue::GetPropertyText() could return a temp reference to a variable on the stack, option wasnt used anywhere so removed.
- KX_ConstraintWrapper::GetConstraintId allows args but ignored them
- KX_ConstraintWrapper::PySetParam didnt return NULL on an error (messing up pythons exceptions).
- BLI_natstrcmp didnt return 0 when the while loop exited
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New imbuf scaling code, advertised as "quick and quality" gave
inacceptable noise and rounding errors.
Check this bugreport for images that show it well:
http://projects.blender.org/tracker/?func=detail&atid=125&aid=18609&group_id=9
For release, better disable this code and fall back on perfectly
working old code. :)
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Enable with WITH_LCMS (options have been added for scons).
lcms is very common on linux package managers, so no need to add in extern (IMHO). Libs for windows can be added to /lib
Code is mostly a proof of concept with hardcoded path for icc profile (taken from the lcms test suite).
Adding this now to svn so it doesn't rot on my hard drive. People interested in pushing it forward should feel free to dig in the code or poke me about it.
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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.
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This fixes a commit from Peter, revision 12931, Dec 17 2007
He added quick image scaling code, derived from ppmqscale,
http://libdv.sf.net
This implementation gave ugly banding. especially visible on
dark colors or byte images with very close colors.
Solution is to add correct rounding, seems to me normal for such
fixed point magic. Optimizing code and keeping quality is tricky
dudes! Results for scaling down in sequencer were bad for over a
year (2.47 and 2.48 both wrong).
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MultiLayer save (F3) crashes when no rendering/layers exist, happens for
opengl preview render. It now survives, saving empty file and prints error.
Better solution for later: render profiles!
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-r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
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Imagepaint make sure ibuf exists before we use it. This is CID# 545
editmesh_tools.c make sure were not indexing array with -1 This is CID# 137
(also removed some trailing whitespace I found)
anim5.c totlen could be -1 so check its > -1 This is CID# 134
Kent
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Mipmap creation for render crashed, in this case:
- use Curves tool on an Image, which is UV mapped on object
- Save the image to disk, under new name
- Render (F12)
This fix is only for the crash, there's something not well coded
for Curves tool, how it manages float buffers. That's for 2.5.
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Updated ffmpeg to release version 0.5
updated x264 to today's daily build
thanks to ben2610 for first patches (but you got hddaudio.c wrong :)
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-r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
2.5 got merged, but no new files were added. Calls to these files
are commented out with "XXX etch-a-ton". editarmature.c and
transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
(player still fails to link).
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Kent
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bugfix: create directories to store thumbnails if they don't exist.
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removed HDR loop that loaded 8bit color channels (which was incorrect)
and added a call to IMB_rect_from_float at the end.
This also means that char buffers wont be created if they are not needed.
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blackpoint, gamma, log.
Allow DPX's with different color channel types to load, even if they are unsupported.
Saving log DPX's is broken, the header will always be written with log off because dpxCreate is called before the image presets are set. However there is no access to image presets before running dpxCreate() so log data is written but the header always sets it off.
Made a fix for this but couldn't test because it seems loading log images is also broken.
Enable verbose DPX output when '-d' debug flag is used.
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-r17853:HEAD
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Support for jpeg2000 and writing DCI Cinema standard files.
Notes
* 12 and 16bit channel depths are converted from/to blenders float buffer.
* Grayscale/RGB with alpha supported.
* Theres an option to save color channels as YCC rather then RGB.
* Quality 100 saves lossless
* The UI is a bit weired because of the DCI standards need to be given to the encoder.
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Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
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