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
2007-12-29* remove obsolete include/Nathan Letwory
2007-11-18General cleanup in sequencer:Peter Schlaile
- Seperated StripData into StripData TStripData where StripData holds only image-filenames and TStripData holds the working information needed for ImBuf caching. => Large drop in memory usage, if you used a lot of movie and meta strips. => Fixed bugs in "duplicate" on the way (imbufs where copied around without taking reference counting seriously...) => Code is much cleaner now - Added defines for TStripData->ok Finally figured out, what the magic values ment and named them properly :) - Got rid of Sequence->curelem. Reason: very bad idea(tm) for multi threading with more than one render thread. Still not there, but this was a real show stopper on the way.
2007-10-18made sequence handle calculation into a function, (lines were being copied ↵Campbell Barton
around)
2007-10-01== Sequencer ==Peter Schlaile
This patch adds prefetch buffering to the sequencer (see the tracker for additional details: https://projects.blender.org/tracker/?func=detail&aid=7307&group_id=9&atid=127 ) We create seperate render threads (currently one, because of the fact, that sequence rendering modifies global structures...), that render up to the defined userpref value "Prefetch frames" in advance. (Pressing Alt-A will _first_ fill the buffer and then start playing.) Bassam and I did some extensive testing, so it should work. If you don't configure your number of prefetch frames, prefetching is disabled! (Sane defaults... :) Also: if the machine is definitely too slow and runs out of the prefetch area, prefetching is disabled automatically and we are back to good old frame skipping mode. My Dual Athlon is able to handle 4 parallel DV streams at once (sometimes a little bit choppy, but prefetching is never disabled!) I fixed also a long standing bug in the audio code, that made playback run backwards at the beginning...
2006-11-12== Sequencer ==Peter Schlaile
Major sequencer rewrite to add Speed Control effect. Changes: - Cleaned up large parts of sequence.c removing a lot of unnecessary code. (We first built old seqar array to decide, what is visible, then build dependencies with new code, then used old code to iterate through the strips and deciding using new code what is used and so forth and so on...) Should be much faster now. - Now we build the strips recursively thereby elemenating the need of a seperate dependency calculation. - Added a Speed-Control effect to change strip speed afterwards. (Offers global speed as well as IPO-controlled speed. There are several modes to play with: - Control by velocity (IPO = velocity where 1.0 is normal speed) - Control by frame number (IPO = target frame) - IPO-Value can be rescaled to frame-value, to make frame exact matching possible. (Matching video tracks to audio tracks with IPOs ;-) Demo-Blend file is here http://peter.schlaile.de/blender/sequencer/speedcontroltest.blend Since this was also a Plumiferos request I hope to be mentioned in the credits ;-) Enjoy! And please test the new sequencer thoroughly. It is really more like a rewrite this time.
2006-11-09== Sequencer ==Peter Schlaile
Added enhancements by blendix (Patch #4919: Insert sequence effect between) It adds the following things: - You can add a sequence strip afterwards in the middle of an effect chain (you have to move strips around before, so that there is "room" for it. Blender will ask you then, if you want to add in between or after the selected strips) - In the case you messed it up and want your effect strips to be reassigned in a different way, there is the new "R"-key. Just select three arbitrary strips and press "R". If you don't create a cycle, those will be connected to a new effect chain. - Fixed freeing of imbufs on changes to properly take into account dependencies. An example of a simple case that went wrong is one image strip with two glow effects, changing the parameters of the first glow strip will not result in any updates. Basically only direct dependencies were taken into account, which resulted in the image preview not being updated in some cases. - Let the sequencer detect an active sequence strip if none is defined, to get rid of annoying error messages when trying to add an effect to a selected sequence strip right after loading a file. - Delete is less destructive. If you delete somewhere between other strips, Blender now tries to relink in a reasonable way. - The active sequence strip is now displayed with a light instead of a dark outline, which makes it easier to spot, and is especially useful for the tools using the active sequence strip. - Ability to view the final result when editing inside meta strip. The channel button was modified to also allow negative numbers, where -n is n levels up the meta stack. There is probably a nicer way to specify this, instead of (ab)using the channel button, but this seems to work quite efficient. - Also a small bugfix: don't crash on loading files from newer versions with an unknown effect strip.
2006-03-07this patch features several cleanups and bugfixes for the sequencer:Peter Schlaile
- blur works again (this was a serious bug in gamwarp...) - seperates all sequence effects into a seperate file with a clean interface - thereby fixing some obscure segfaults - seperates the scope views into a seperate file - adds float support to all effects and scope views - removes a bad level call to open_plugin_seq - FFMPEG seeking improved a lot. - FFMPEG compiles with debian sarge version cleanly - Makes hdaudio seek and resample code really work
2006-02-05- Header changes to support hdaudio, memcache limitor and framecount boost.Peter Schlaile
2006-01-24Giant commit!Ton Roosendaal
A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
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!
2004-08-03This commit changes the sweep effect to be called 'Wipe' in both UI and in ↵Johnny Matthews
backend variable naming.
2004-07-12This commit add the clock wipe effect to the sweep menu in the sequence editorJohnny Matthews
2004-07-06This is the initial commit of a revamp of the sweep effects that goofster ↵Johnny Matthews
committed that was originally a sequence plugin from sirdude. The changes from the original include the ability to add a blurred edge with a selectable width to the wipe and to rotate the effect. Has these sweep types included already -single -double -iris These still need to be coded -box -cross -clock
2004-06-24Added another Sequence effect: the wellknown Glow effect.Roel Spruit
2004-06-19added a new Sequence Effect: Sweep.Roel Spruit
this consists of 22 different ways to sweep from 1 strip to another. For you windows lovers: it's like "Blinds" in Powerpoint :) - in the NKEY menu you can choose which type you want perform, vertical, horizontal, in/out etc. it's too much to decribe. Credits for this go to Kent 'Sirdude" Mein who coded the sequence plugin I stole the code from. To allow certain sequence effects to have settings, I also added a "varstr" void pointer to the Sequence DNA, that can point to a special struct for each effect. This is similar to how plugins are handles. more neat effects to come....
2002-12-27Removed the config.h thing from the .h's in the source dir.Kent Mein
So we should be all set now :) Kent -- mein@cs.umn.edu
2002-11-25Did all of the .h's in sourceKent Mein
(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
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-12Initial revisionv2.25Hans Lambermont