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2007-12-29* remove obsolete include/Nathan Letwory
2007-09-02== imagebrowser ==Andrea Weikert
Initial commit of imagebrowser in trunk. BIG COMMIT! Main changes: * completely reworked imasel space * creation and storage of the preview images for materials, textures, world and lamp * thumbnails of images and movie files when browsing in the file system * loading previews from external .blend when linking or appending * thumbnail caching according to the Thumbnail Managing Standard: http://jens.triq.net/thumbnail-spec/ * for now just kept imasel access mostly as old imgbrowser (CTRL+F4, CTRL+F1) a bit hidden still. * filtering of file types (images, movies, .blend, py,...) * preliminary managing of bookmarks ('B' button to add, XKEY while bookmark active to delete) More detailed info which will be updated here: http://wiki.blender.org/index.php/User:Elubie/PreviewImageBrowser Places that need special review (and probably fixes): * BLO_blendhandle_get_previews in readblenentry * readfile.c: do_version and refactorings of do_library_append * UI integration TODO and known issues still: * Accented characters do not display correctly with international fonts * Crash was reported when browsing in directory with movie files * Bookmark management still needs some UI work (second scrollbar?), feedback here is welcome! Credits: Samir Bharadwaj (samirbharadwaj@yahoo.com) for the icon images. Many thanks to everyone who gave feedback and helped so far!
2006-12-26Bugfix #5498Ton Roosendaal
Textbutton: SHIFT+Arrow selections did not work proper when the amount of text in a button was more than its width could display. Now still doesn't work OK 100% (when selection itself goes outside of button view). Also: removed the very bad SELWIDTH define (but->selend - but->selsta). That's not making readable code!
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!
2006-01-08Orange:Ton Roosendaal
- New UI element: the "Curve Button". For mapping ranges (like 0 - 1) to another range, the curve button can be used for proportional falloff, bone influences, painting density, etc. Most evident use is of course to map RGB color with curves. To be able to use it, you have to allocate a CurveMapping struct and pass this on to the button. The CurveMapping API is in the new C file blenkernel/intern/colortools.c It's as simple as calling: curvemap= curvemapping_add(3, 0, 0, 1, 1) Which will create 3 curves, and sets a default 0-1 range. The current code only supports up to 4 curves maximum per mapping struct. The CurveMap button in Blender than handles allmost all editing. Evaluating a single channel: float newvalue= curvemapping_evaluateF(curvemap, 0, oldval); Where the second argument is the channel index, here 0-1-2 are possible. Or mapping a vector: curvemapping_evaluate3F(curvemap, newvec, oldvec); Optimized versions for byte or short mapping is possible too, not done yet. In butspace.c I've added a template wrapper for buttons around the curve, to reveil settings or show tools; check this screenie: http://www.blender.org/bf/curves.jpg - Buttons R, G, B: select channel - icons + and -: zoom in, out - icon 'wrench': menu with tools, like clear curve, set handle type - icon 'clipping': menu with clip values, and to dis/enable clipping - icon 'x': delete selection In the curve button itself, only LMB clicks are handled (like all UI elements in Blender). - click on point: select - shift+click on point: swap select - click on point + drag: select point (if not selected) and move it - click outside point + drag: translate view - CTRL+click: add new point - hold SHIFT while dragging to snap to grid (Yes I know... either one of these can be Blender compliant, not both!) - if you drag a point exactly on top of another, it merges them Other fixes: - Icons now draw using "Safe RasterPos", so they align with pixel boundary. the old code made ints from the raster pos coordinate, which doesn't work well for zoom in/out situations - bug in Node editing: buttons could not get freed, causing in memory error prints at end of a Blender session. That one was a very simple, but nasty error causing me all evening last night to find! (Hint; check diff of editnode.c, where uiDoButtons is called) Last note: this adds 3 new files in our tree, I did scons, but not MSVC!
2005-12-28Christmas coding work!Ton Roosendaal
********* Node editor work: - To enable Nodes for Materials, you have to set the "Use Nodes" button, in the new Material buttons "Nodes" Panel or in header of the Node editor. Doing this will disable Material-Layers. - Nodes now execute materials ("shaders"), but still only using the previewrender code. - Nodes have (optional) previews for rendered images. - Node headers allow to hide buttons and/or preview image - Nodes can be dragged larger/smaller (right-bottom corner) - Nodes can be hidden (minimized) with hotkey H - CTRL+click on an Input Socket gives a popup with default values. - Changing Material/Texture or Mix node will adjust Node title. - Click-drag outside of a Node changes cursor to "Knife' and allows to draw a rect where to cut Links. - Added new node types RGBtoBW, Texture, In/Output, ColorRamp - Material Nodes have options to ouput diffuse or specular, or to use a negative normal. The input socket 'Normal' will force the material to use that normal, otherwise it uses the normal from the Material that has the node tree. - When drawing a link between two not-matching sockets, Blender inserts a converting node (now only for value/rgb combos) - When drawing a link to an input socket that's already in use, the old link will either disappear or flip to another unused socket. - A click on a Material Node will activate it, and show all its settings in the Material Buttons. Active Material Nodes draw the material icon in red. - A click on any node will show its options in the Node Panel in the Material buttons. - Multiple Output Nodes can be used, to sample contents of a tree, but only one Output is the real one, which is indicated in a different color and red material icon. - Added ThemeColors for node types - ALT+C will convert existing Material-Layers to Node... this currently only adds the material/mix nodes and connects them. Dunno if this is worth a lot of coding work to make perfect? - Press C to call another "Solve order", which will show all possible cyclic conflicts (if there are). - Technical: nodes now use "Type" structs which define the structure of nodes and in/output sockets. The Type structs store all fixed info, callbacks, and allow to reconstruct saved Nodes to match what is required by Blender. - Defining (new) nodes now is as simple as filling in a fixed Type struct, plus code some callbacks. A doc will be made! - Node preview images are by default float ********* Icon drawing: - Cleanup of how old icons were implemented in new system, making them 16x16 too, correctly centered *and* scaled. - Made drawing Icons use float coordinates - Moved BIF_calcpreview_image() into interface_icons.c, renamed it icon_from_image(). Removed a lot of unneeded Imbuf magic here! :) - Skipped scaling and imbuf copying when icons are OK size ********* Preview render: - Huge cleanup of code.... - renaming BIF_xxx calls that only were used internally - BIF_previewrender() now accepts an argument for rendering method, so it supports icons, buttonwindow previewrender and node editor - Only a single BIF_preview_changed() call now exists, supporting all signals as needed for buttos and node editor ********* More stuff: - glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format argument for GL_FLOAT rects - Made the ColorBand become a built-in button for interface.c Was a load of cleanup work in buttons_shading.c... - removed a load of unneeded glBlendFunc() calls - Fixed bug in calculating text length for buttons (ancient!)
2005-12-19Orange; update commit on WIP project for Noodle editing. :)Ton Roosendaal
- Grabbing works (Gkey) or tweak (LMB) or use RMB click-drag for grab - Shift+d works - Akey: select all - Drawing links works too now!
2005-11-20Patch by Matt Ebb: upgraded usablitiy of text button.Ton Roosendaal
Textbuttons now allow a selection too (like any textbutton in other UIs). By default, on activating a textbutton, the entire button text is selected when you enter the button. A single arrowkey or LMB click reveils the cursor then. Here's more user notes: LMB click: If inside the button, places the text cursor at the clicked position. If outside the button, confirms/finishes editing LMB drag: Selects the text between the start and end point of the drag. Backspace: Deletes selected text, or backspaces a character Shift Backspace: Deletes all, as before. Delete: Deletes selected text or forward deletes a character Shift LeftArrow: Extends the selection left Shift RightArrow: Extends the selection right LeftArrow: If there's a selection, move the cursor to the left edge of the selection, otherwise move the cursor left a character. RightArrow: If there's a selection, move the cursor to the right edge of the selection, otherwise move the cursor right a character. UpArrow/Home: Move the cursor to the beginning of the line DownArrow/End: Move the cursor to the end of the line Ctrl Left arrow and Ctrl Right arrow to jump between directory separators
2005-11-19Patch #3365, Toolbox from TuhopuuTon Roosendaal
Patch prvovided by Guillermo, code was - afaik - from Rob Haarsma. This changes the toolbox (space menu) to have the first level aligned vertically. Works much easier that way, and since the items open either left or right, it doesn't flip order of the contents for it either. To allow people to test (and to compare) it's a user menu setting (in View & Controls, "Plain menus"). I've turned this on by default though, since I propose to not have it a user setting. User setting can be removed later. Fixed two bugs in patch: - if saved in user settings, first time usage of this toolbox opened in wrong location - Button for "plain menus" was writing a short in an int (causing this new menu not to work for big endian systems) As a bonus I've added the long wanted hotkey support for opening and closing sublevels of pulldowns with arrow keys! I didn't add the commenting out of correcting pulldown menu order, which is based on location of the originating button in the UI. This uncommenting didn't solve anything, since button definitions itself can be flipped too. (Example: the data brose menus in top bar need to be corrected). I can imagine the order flipping is sometimes annoying, but it still has reasons to be there; - the most important / most used items are always closest to the mouse. (like opening properties panel, or "Add new" for material. - it follows muscle memory and 'locus of attention' (mouse position). - menus are configured to open to the top for bottom headers, and to the bottom for top headers. We can expect the UI is configured consistantly for headers, so in general the menus will appear consistant as well. Where menu flipping fails is especially for alphabetic listings, like in the menu button of fileselect. However, that one should be configured to open by default to the bottom, so ordering is consistant as well. If people like to check this themselves; uncomment the lines in the top of the function uiBlockFlipOrder() in src/interface.c
2005-10-28Autocomplete for buttons that need Blender data names (ID's and Bones).Ton Roosendaal
Just press TAB and it completes up to the level a match is found. If more matches exist a menu could pop up, thats for later. Now an evening off! :)
2004-10-14Color picker fixes... (bug #1490)Ton Roosendaal
Since color is stored RGB only in Blender, the conversion from and to HSV causes values to be clipped all the time. Solution found is adding a persistant hsv storage to the uiBut struct, and have it working on that only while hsv button is open. Still, after usage (leaving picker) the conversion will change values to rgb. Also added; redraw event for editing buttons, to show correct changed color while using nkey picker
2004-10-12Bug fix 1432;Ton Roosendaal
When you PAD-enter on a popup-number button (like for add circle) it accidentally de/increased the value before assigning an "OK". Fixed. Also: restored functionality that allows to use Enter keys as a mouse button click. This de/increases values now, opens menus, etc. Not in pupup or pulldown menus though!
2004-10-04Fix for new UI system and vertexpaint/faceselect/weightpaint/texturepaintTon Roosendaal
If backbuffer is in use for selection codes, the system switches back to frontbuffer drawing temporally. Is easier solution now. Next commit; fix for new 'zbuffer clipped selection', which also doesnt work after using a pulldown or popup menu.
2004-10-03Lots of small changes, all for UI in Blender;Ton Roosendaal
----- Killed UI frontbuffer draw The interface toolkit was drawing all live updates (while using menus/buttons) in the frontbuffer. This isn't well supported cross-platform, so time to be killed once. Now it uses *only* glReadPixels and glCopyPixels for frontbuffer access. Live updates or menus now are drawn in backbuffer always, and copied to front when needed. NOTE: it was tested, but needs thorough review! On PC systems I suspects backbuffer selection to screw up (check!). On SGI/SUN workstations it should work smooth; but I need evidence ----- Smaller fixes; - AA fonts were garbled on ATI systems. Now the AA fonts are drawn exact on pixel positions. Needs the new FTGL libb too, patch is on maillist - Rounded theme uses antialiased outlines - Pulldown and popup menus have nice softshadow now - New button type 'PULLDOWN', thats the one that callsup a pulldown menu. Should be added to themes, as is the full menu/pulldown drawing - Screendump for 1 window does the full window now, including header - Empty pulldowns (for example running blender without scripts) give no drawing error anymore For review & fun; - added curved lines as connectors, for Oops window
2004-08-31Three functionalities in one commit, but there's overlap so I can'tTon Roosendaal
separate it... 1) Curve/Surface editmode undo Uses same syntax as mesh undo, so simple to integrate. Edit-curve data is also quite simpler, so no need for any hack at all. It re-uses the undo system from next point, which is nice short & clean local code 2) Framework for global undo The undo calls themselves are commented out. In a next commit I want to enable it for a couple of main features, for further feedback. The speed goes surprisingly well, especially with this new version that 'pushes' undo after a command, ensuring interactivity isnt frustrated 3) framework for texture based icons in Blender Not activated code, but tested here. Part of 2.3 UI project. btw: Johnny Matthews will assist in (and complete) the undo project
2004-07-05New: color picker!Ton Roosendaal
With a click on the 'COL' buttons (the ones showing RGB) a menu pops up with three colorpicking fields and a palette. The fields are the three planar intersections of a HSV cube, each allowing choosing in the field without the field changing. The palette is 'modal' unfortunately (couldn't find a simple working other method) where the button "paste to color" denotes the state that click in palette copies to edited color, and "copy to palette" means the active color is copied into the palette... Todo: - saving of palette in file - decide whether ESC leaves without changes...
2003-12-29Area lights and more...Ton Roosendaal
- New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-11-14- Added button align code:Ton Roosendaal
uiBlockBeginAlign(block, 'v'); 'v'= vertical. 'h'=horizontal ..... (button def calls) uiBlockEndAlign(block); this will allow new themes to have buttons nicely drawn together. - added new rounded draw theme, to test & illustrate the above. - only did parts of button code with align... rest for later - fixed 'minimal' theme to make it usable (with some decoration) - put back 'oldskool' theme... but it just looks plain ugly! remove? Lazy people: http://www.blender.org/bf/rt.jpg check the top header, or Nkey menu, to see the meaning of 'align'.
2003-10-25First commit of a new toolbox system.Ton Roosendaal
Aim was to find a simple & easy system, script alike, to add and configure a toolbox system, so that others can experiment, but also of course Python. Summary: - spacebar calls it up. SHIFT+A still does old toolbox - hold left or rightmouse for 0.4 second, and it pops up as well this is experimental! Can be tweaked with Userdef var "ThresA" - it is a little bit complete for Object mode only. Needs still work at information desing/structure level - the code works like an engine, interpreting structs like this: static TBitem addmenu_curve[]= { { 0, "Bezier Curve", 0, NULL}, { 0, "Bezier Circle", 1, NULL}, { 0, "NURBS Curve", 2, NULL}, { 0, "NURBS Circle", 3, NULL}, { 0, "Path", 4, NULL}, { -1, "", 0, do_info_add_curvemenu}}; - first value is ICON code, - then name - return value - pointer to optional child last row has -1 to indicate its the last... plus a callback to event function. I also built an old toolbox style callback for this: static TBitem tb_object_select[]= { { 0, "Border Select|B", 'b', NULL}, { 0, "(De)select All|A", 'a', NULL}, { 0, "Linked...|Shift L", 'L', NULL}, { 0, "Grouped...|Shift G", 'G', NULL}, { -1, "", 0, tb_do_hotkey}}; here the return values are put back as hotkeys in mainqueue. A mainloop can do all context switching, and build menus on the fly. Meaning, it also allows other designs such as radials...
2003-10-20Another mega commit... loadsof restructure, and a pretty good one! :)Ton Roosendaal
- changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-16- further work on view3d panels:Ton Roosendaal
- you can close them (x icon) or press ESC - option to open panel at mouse location (try Nkey) - using 'collapse' (triangle icon) stows header in bottom - opening again restores at old location - dragging panels or zooming clips nicely with window evaluate: an 'auto close' when mouse goes outside panel Warning: vertex selecting still broken! :) It's 2 am now, bedtime...
2003-10-15- removed all #include "interface.h" from files. this is a local/internalTon Roosendaal
include only (use BIF_interface.h instead) - split up interface.c in two files: NEW: interface_panel.c - removed the temporal text files WARN: FIX AUTOMAKE AND MSVC!
2003-10-15- expanded internal windowmanager that it allows button panels in anyTon Roosendaal
window (type) - each SpaceData struct (not the window!) can get 'block handlers' assigned, basically event codes that invoke drawing button panels. - this is saved in files, and Panels behave in any window like it does now in buttonswindow - it also means that a 'space window' should leave with a matrix set for buttons level - try it in view3d header menu, 'view'->'backdrop'. this opens the old viewbuttons - it all works non blocking! instant updates of viewbuttons visible in 3d window now. Not done yet: - checking and fixing frontbuffer drawing (select a wireframe draws over) - temporally vertices cannot be selected, is my next project - closing or hiding Panels... - styling stuff... i committed for others to review as well. Have fun. this is certainly a huge improvement over the old viewbuttons!
2003-10-08- brought back hilites in buttons when mouse-overTon Roosendaal
- automatic pulldown opening can now be controlled ( user setting?) it has two thresholds: - when no menu was opened before, it waits A milliseconds - when (in the same block a menu was opened, it waits B millisec. Currently A= 0.4 sec, B= 0.1 (or so) - 3d window header; brought back old drawtype menu (test, compare!) - another test: the old menubutton doesnt work anymore with hold-mouse only, you can also use it as the other popups (old method still works) - proposal; all buttons that pop up a block, get special drawtype (arrows)
2003-10-05huge commit, sorry!Ton Roosendaal
this is part 1 of the UI makeover. It has: - menu system from Matt integrated - buttons drawing from Matt - generic button panel system implemented - converted displaybuttons (not the rest yet) - cleaned up a lot in drawing spaces itself, to make it aligned and pixel exact. - cleaned loads of little compiler warnings, protos... still a lot of work needed, will all be in next week i hope! (warn: 2 new c files! butspace.c and buttons_scene.c)
2003-07-20WARNING: with makefiles I could not get a stable blender compiled.Ton Roosendaal
do a make clean in source/blender/ to be sure! - Included the new shaders from Cessen... well, only the shader calls themselves. To make sure the shaders work I nicely integrated it - MaterialButtons: layout changed a bit, but still resembles the old layout. The 'shader' options now are located together. - Shaders are separated in 'diffuse' and 'specular'. You can combine them freely. - diffuse Lambert: old shader diffuse Oren Nayar: new shader, gives sandy/silky/skinny material well diffuse Toon: for cartoon render - specular Phong: new spec, traditional 70ies spec specular CookTorr: a reduced version of cook torrance shading, does off specular peak well specular Blinn: new spec, same features as CookTorr, but with extra 'refraction' setting specular Toon: new spec for cartoon render - default blender starts with settings that render compatible! - works in shaded view and preview-render - works in unified render Further little changes: - removed paranoia compile warnings from render/loader/blenlib - and the warnings at files I worked at were removed.
2003-07-07* removed the global uiFrontbuf from interface.c (and python, it was usedTon Roosendaal
there) * replaced with nice local (uiBlock) storage of what goes on in drawing. it now only calls a glDrawBuffer() and glFinish() when it is actually needed Result: interface drawing in general is speedy again, especially for gfx cards that dont allow frontbuffer drawing, and copy stuff to the frontbuf with a glFinish() call. Needs to be tested on all platforms... report to me when you see problems like menus not drawing correctly, tooltips not drawing or not disappearing, etc.
2003-05-10added Matt Ebb's new windowtype buttonRob Haarsma
2003-04-27just 2 include files translated...Ton Roosendaal
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