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2006-01-04Orange; merger with bf-blender.Ton Roosendaal
(Merging is *not* fun work, especially not with bugfixes in main branch for code that got cleaned up in the other! Poor Hos... :)
2006-01-03Moved Object.Join() into a function of an object.Campbell Barton
eg. ret_val = ob.join(objects) Now it dosent depend on the current selection, or change the selection context. Made respective join_* functions return 0 if the join was not mode, 1 when it workes.
2005-12-01True X-mirror mesh editing!Ton Roosendaal
Set the option in EditMode, in 2nd mesh tools panel. It only works on transform options now (grab/rot/scale), and of course assumes a near- perfect symmetrical mesh. Mesh Object itself can be on any location though (and rotated etc).
2005-10-22New: X-axis mirror weightpainting.Ton Roosendaal
- Set the button in Paint Panel, Edit buttons context - It assumes the mesh to be near-perfectly mirrored. Current threshold is set to 0.0001 (maximum difference allowed). In order to evaluate proper mirroring, a new option will be added in Mesh editmode later. - When the flipped group doesn't exist yet, it creates the group - Of course this doesn't work for mirror modifier! New: Select/activate flipped bone or vertex group - Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone. Is especially to see while painting if the mirror copying works OK. New: "Apply Envelope to VertexGroup" uses X-mirror option too. Todo; check on mirror vertex painting, and mirror Mesh editmode.... The implementation is based on a 8x8x8 Octree, where vertex locations are stored. Vertices on the threshold boundary of an Octree node are filled in the neighbour nodes as well, ensuring that the lookup works with threshold. The current size of the Octree gives good speedup, even for 128k vertices it only needs 256 lookup cycles per checked vertex. Same code could be used for the bevel tool for example. src/meshtools.c: int mesh_octree_table(Object *ob, float *co, char mode) - mode 's' or 'e' is "start octree" or "end octree" - mode 'u' is "use", it then returns an index nr of the found vertex. (return -1 if not found)
2005-07-23 - change mesh_calc_normals to set vertices with len(no)==0Daniel Dunbar
to normalised coordinate (convention in blender, helps with halo) - removed vertexnormals(), vertexnormals_mesh() - removed CTX_NO_NOR_RECALC (always assume already calculated) - change NMesh.c to call mesh_calc_normals - chance load_editMesh to call mesh_calc_normals after done converting instead of using editmesh normals - update recalc_editnormals to also calc vertex normals (whats 4 more adds and a sqrt among friends) Its hard to believe, but it just might be the case that there are only two places mesh normals are calculated now (renderer and kernel)
2005-07-17 - remove extverts argument from vertexnormals_meshDaniel Dunbar
- changed new_NMesh_internal to not take extverts argument
2004-12-27Biiig commit! Thanks to 2-3 weeks of cvs freeze...Ton Roosendaal
Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-09-19Part one of editmesh.c refactoring. The huge file has been split inTon Roosendaal
logical parts, and include files altered to denote internal and external functions. include/editmesh.h: internal calls for editmesh_xxx.c files include/BIF_editmesh.h: external calls for these files src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI) src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI) src/editmesh_mods.c: selecting, transforming (UI) src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI) src/editmesh_tools.c: other tools (extrude, spin, etc) (UI) And a new file: src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)