Age | Commit message (Collapse) | Author |
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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the active images aspect ratio.
This is now default but can be disabled in the UV Calculation panel. At the moment its called "Image Aspect" but another name could be better.
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tooltip correction (bug #8660)
ghostwinlay.c was missing string.h include
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One problem was that the previous render buffer was stored in the
render window or image window itself, which means that when closing
it, or switching from one to the other, things didn't work as expected.
Also in the image editor, color sampling the previous render buffer or
saving it didn't work correct.
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-lasso tool now respects sticky selection setting when used
with face
mode
-use constants for sticky value.
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When mapping multiple images on 1 mesh, the UV coordinates often overlap and in many cases you only want to edit the uv coords for the faces applied to that image,
this is an option that only displays UV's for faces use the currently displayed image.
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and teh cursor location.
added a stap menu to the UV/Image window for snapping the selection and cursor.
reverted to drawing face dots in editmode when Limit Selection is enabled. even though its not needed for selection its consistent and dosnt look like modes are being changed.
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* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
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Imagewindow: new Jkey (swap render rects) feature didn't correctly support
the Curves panel.
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Please read:
http://www.blender3d.org/cms/Imaging.834.0.html
Or in short:
- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images
Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
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Next to the "DispWindow" there are now two new choices:
- Display render output to Image Editor
- Display render output to Screen-sized Image Editor
Both options won't open a 2nd window anymore, which makes work quite more
smooth even, especially because 'focus' isn't lost. Further it fits in the
'single window UI' paradigm of Blender. Should have been done 10 years ago!
Lastly it might bypass issues with X11... having 2 windows with opengl
context is not always stable in Linux.
This option uses an identical trick as for the Compositor viewer, using an
Image block with a fixed name ("Render Result").
The flow, when invoking a Render, goes as follows:
- first it checks if there's an Image Editor visible displaying the "Render
Result", if so then it uses that area-window.
(Use this option for dual-monitor setups for example, a render will always
go to the same location then)
- else it checks if there's an Image Editor open in general, it then
assigns that window the "Render Result" Image.
- else: it searches for the largest Area in the screen, and turns that into
a temporal Image Editor showing render output.
After a render, an ESC will push back the former view, if the Area type has
changed.
Same rules apply for the "Full Screen" option. Here an ESC will always go
back to the regular Screen, and restore Area type if required.
While rendering, the queue for the renderwindow isn't handled yet, so you can
not zoom (nor get full redraws), as for the regular render window.
Existing conflicts:
- in FaceSelect mode, the Image editor enforces to display the face texture
after rendering again.
- when using an Image window for compositing, you'll lose the Viewer output
on a render.
Implementation note:
While rendering updates, nothing is drawn in frontbuffer anymore. That's
good news for b0rked OpenGL drivers (and faster). However, for the few
OpenGL cards that don't do a "swap copy" but a "swap exchange" you get
issues... has to be worked on. I'm afraid we have to drop frontbuffer
drawing altogether.
Other fixes:
- Hotkeys NumPad 1, 2, 4, 8 will set zoom levels (was half coded only?)
Use SHIFT to zoom out (smaller).
- Rendering Tile updates still had draw errors on edges of tiles, in OSA
only. (Caused by commit 4 days ago)
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You now can set a Preview panel in the Image window, to define a sub-rect
of an image to be processed. Works like the preview in 3D Window. Just
press SHIFT+P to get it activated. Very nice speedup!
This is how it works:
- The compositor still uses the scene image size (including % setting) for
Viewer or Composite output size
- If a preview exists, it calculates the cropped rect from its position
in the Image window, and stores that in the Scene render data
- On composite execute, it copies only this part from the 'generator nodes',
right now Images or Render Results. That makes the entire composite tree
only using small rects, so it will execute fast.
- Also the render window will only display the cropped rect, and on F12
only the cropped part is being executed
- On rendering in background mode, the cropping is ignored though.
Usability notes:
- translating or zooming view will automatically invoke a recalculation
- if you zoom in on details, the calculated rect will even become smaller
- only one Imagewindow can have this Preview Panel, to prevent conflicts of
what the cropped area should be. Compositing is on Scene level, not local
per image window. (Note; 3D Previews are local per window!)
- Closing the preview panel will invoke a full-size recalculation
- All passes/layers from rendering are nicely cropped, including Z and
vectors.
The work to make the compositor do cropping was simple, but getting the
Image window displaying correctly and get all events OK was a lot of work...
indeed, we need to refactor Image Window usage once. Sorry for making the
mess even bigger now. :) I've tried not to interfere with UV edit or Paint
though... only when you're in compositing mode the panel will work.
BUG fix:
3D Preview render didn't work when multiple layers were set in the current
scene.
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Using new transform code to handle UV window.
With the ground work done, Transform could more easily be extended to handle IPO window now.
Tracker item: http://projects.blender.org/tracker/?func=detail&atid=127&aid=2946&group_id=9
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zoom levels can be found in the View > View Navigation menu. Also Ctrl+MMB
zooming was added.
Added the E-key, LSCM unwrap popup back again.
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Also includes some 2d vector operations (subtract, dot, normalise).
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This commit replaces the glDrawPixels and rectwrite_part with the very
nice (thanks zr!) glaDrawPixelsSafe() call. Result is:
- 3d window background image displays correctly onto the edges when
zoomed in extreme
- same for UV image window and sequence preview
- preview render now doesnt disappear when left part is outside window
(zr also deserves kick in butt for not doing this himself in NaN days!)
Especially from preview drawing quite some old hacks were deleted. It is
even quite some faster.
Please notify me when it doesnt work on your card... this now is just 100%
according opengl guidelines though :)
Also fixes bug #2100
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it for the UV Image window (as Nkey replacement). Blendix can take
this further now.
Other little improvement: vertices in UV window now draw unselected
first, and then selected over it. Less confusing!
Next spaces: Action and Nla.
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- drawXXXspace, changeXXXspace, and winqreadXXXspace now receive the area
and spacedata as explicit arguments, allowing them to access private
data w/o going through globals.
- pass the new BWinEvent through to the winqreadXXXspace, allowing future
access to extended event data.
Removed direct calls to winqreadXXXspace to simulate user actions, replaced
by calls to action functions in edit.c or the appropriate handler.
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So we should be all set now :)
Kent
--
mein@cs.umn.edu
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(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu
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little minor spacing issues.
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