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2013-02-27Fix various warnings with clang build, and adjust cmake clang warnings flagsBrecht Van Lommel
to include a few more that gcc is using too.
2013-02-08Fix #33747: do better backwards compatibility for image transparency changes.Brecht Van Lommel
The use alpha option moved from the texture datablock to the image, and now it will duplicate the image datablock in case you have one texture using alpha and the other not.
2012-12-31Alpha premul pipeline cleanupSergey Sharybin
This assumptions are now made: - Internally float buffers are always linear alpha-premul colors - Readers should worry about delivering float buffers with that assumptions. - There's an input image setting to say whether it's stored with straight/premul alpha on the disk. - Byte buffers are now assumed have straight alpha, readers should deliver straight alpha. Some implementation details: - Removed scene's color unpremultiply setting, which was very much confusing and was wrong for default settings. Now all renderers assumes to deliver premultiplied alpha. - IMB_buffer_byte_from_float will now linearize alpha when converting from buffer. - Sequencer's effects were changed to assume bytes have got straight alpha. Most of effects will work with bytes still, however for glow it was more tricky to avoid data loss, so there's a commented out glow implementation which converts byte buffer to floats first, operates on floats and returns bytes back. It's slower and not sure if it should actually be used -- who're using glow on alpha anyway? - Sequencer modifiers should also be working nice with straight bytes now. - GLSL preview will predivide float textures to make nice shading, shading with byte textures worked nice (GLSL was assuming straight alpha). - Blender Internal will set alpha=1 to the whole sky. The same happens in Cycles and there's no way to avoid this -- sky is neither straight nor premul and doesn't fit color pipeline well. - Straight alpha mode for render result was also eliminated. - Conversion to correct alpha need to be done before linearizing float buffer. - TIFF will now load and save files with proper alpha mode setting in file meta data header. - Remove Use Alpha from texture mapping and replaced with image datablock setting. Behaves much more predictable and clear from code point of view and solves possible regressions when non-premultiplied images were used as textures with ignoring alpha channel.
2012-10-25Fix issue after commit 50282: float texture painting non-color data textures didBrecht Van Lommel
not do correct partial updates, now it remembers if the opengl texture is a non-color data texture or not and takes that into account for the update. Also includes some renaming ncd => is_data for consistency with color space terminology used elsewhere.
2012-09-15Color Management, Stage 2: Switch color pipeline to use OpenColorIOSergey Sharybin
Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-07-03dont display image sequences outside the frame range in the 3D viewport.Campbell Barton
2012-06-04Fix #31352: Image sequence texture - can't load image after changing image ↵Sergey Sharybin
source Added new flag to Imageuser which indicates whether user frame calculation is needed. This flag is getting set in BKE_image_signal and handled in actual image usage areas where both image user and current frame is known.
2012-05-04code cleanup: double promotion & some style cleanupCampbell Barton
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-01-21change filepath limit from 240 to 1024Campbell Barton
2012-01-20Fix #27120: Bake to image used for rendering glitch (bake feedback loop)Sergey Sharybin
Detect feedback loop and do not bake to images detected in this loop and show nice warning message in such cases. It's a way which wouldn't overcomplicate code trying to duplicate images and so without real benefit.
2012-01-16use FILE_MAX instead of 240 or comment where define cant be used.Campbell Barton
2011-12-30Color management: add "Color Unpremultiply" option for images and render ↵Brecht Van Lommel
settings. For premultiplied alpha images, this makes any color space conversion for the image or render output work on color without alpha multiplied in. This is typically useful to avoid fringing when the image was or will be composited over a light background. If the image will be composited over a black background on the other hand, leaving this option off will give correct results. In an ideal world, there should never be any color space conversion on images with alpha, since it's undefined what to do then, but in practice it's useful to have this option. Patch by Troy Sobotka, with changes by me.
2011-12-30minor dna header cleanupCampbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-07-21fix/workaround [#28040] float images reduced to 256 levels per channel upon saveCampbell Barton
Generated images would not be re-generated with a float buffer on load, even when selected on creation. Now save the float buffer setting as a generated image flag. This means you can enable before baking to enable baking to a float buffer.
2011-02-17DNA header files are now grouped under the same module. No further ↵Nathan Letwory
documentation done.
2010-11-21fix for RNA ranges exceeding the range of the type (INT_MAX used on short's ↵Campbell Barton
for eg).
2010-11-10string lookup for scene.object_bases, also removed some unused DNA vars.Campbell Barton
2010-07-30bugfix [#22859] Multi-user images cant be made into single user in texure panel.Campbell Barton
turns out this isnt exactly a bug since support was never written for this but may as well support it. now rna/py can do image.copy() too.
2010-05-07Merge image related changes from the render branch. This includes the imageBrecht Van Lommel
tile cache code in imbuf, but it is not hooked up to the render engine. Imbuf module: some small refactoring and removing a lot of unused or old code (about 6.5k lines). * Added a ImFileType struct with callbacks to make adding an file format type, or making changes to the API easier. * Move imbuf init/exit code into IMB_init()/IMB_exit() functions. * Increased mipmap levels from 10 to 20, you run into this limit already with a 2k image. * Removed hamx, amiga, anim5 format support. * Removed colormap saving, only simple colormap code now for reading tga. * Removed gen_dynlibtiff.py, editing this is almost as much work as just editing the code directly. * Functions removed that were only used for sequencer plugin API: IMB_anim_nextpic, IMB_clever_double, IMB_antialias, IMB_gamwarp, IMB_scalefieldImBuf, IMB_scalefastfieldImBuf, IMB_onethird, IMB_halflace, IMB_dit0, IMB_dit2, IMB_cspace * Write metadata info into OpenEXR images. Can be viewed with the command line utility 'exrheader' For the image tile cache code, see this page: http://wiki.blender.org/index.php/Dev:2.5/Source/Imaging/ImageTileCache
2010-03-27Second attempt at committing the different render slot implementation. ThisBrecht Van Lommel
has a fix that hopefully solves the problem on mac/win. Also fixes #21322, render slots not working well with FSA.
2010-02-16Revert render slots commit for release, I can't find the bug or even redoBrecht Van Lommel
it myself, there will still be render slots just old implementation.
2010-02-16Render Slots: change the implementation by moving it from the render to theBrecht Van Lommel
image code, this should be clearer and makes reusing the Render struct later on easier.
2010-02-13Added support for animated texture draw, GLSL textures.Ton Roosendaal
Note, this is not like GE ffmpg, but Blender Image Texture display for GLSL materials. Speed can be disappointing, use smaller images for realtime edits.
2010-02-12correct fsf addressCampbell Barton
2009-07-102.5Ton Roosendaal
Render usability: - Option back to render to imagewindow, or fullscreen. The latter is default. Setting is stored in Scene. - Added button in output panel, the option "to new window" will follow! - F11 again toggles render view (moved MS Windows "full screen" to shift+F11 for now)
2009-01-042.5 / CleanupNathan Letwory
- remove Verse support. This will be brought back in The Future (probably jiri + me) This means 5k lines less in blenkernel. - fix two small errors for global cleanup, now compiles properly with FFMPEG enabled too.
2009-01-042.5Ton Roosendaal
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.
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-02-26Bugfix: recent rollback of premul changes gave issues. The premulBrecht Van Lommel
flag bit was changed and not changed back, and the flag was moved back from image user to image. This meant that files saved both before and during the premul changes did not read premul settings correct anymore. Now it uses the old premul flag bit again, which also keeps forward compatibility.
2008-02-23=Reversion of premul bugfix=Joseph Eagar
Reversion of premul bugfix, as it was apparently not working all that well. Note that this brings back the bug where the erase alpha paint tool won't display correctly, since the UV image editor just draws images in key alpha now.
2008-02-19Further work on the premul option for ton. This optionJoseph Eagar
(which basically tells the renderer and compositor to expect a key image) is now done at the image user level. This does have some caveats, as image users don't always work the way I thought they would/should (for example, the same image user structure is apparently used in the uv image editor for all images, which is kindof odd). The UV image editor also now smartly detects if the premul option is set and draws the image using key alpha, instead of premul The subversion level was upped to convert the old premul flag, which was at the image level, to the new one, which is at the image user level.
2007-11-28Images now have option to be tagged "convert to premul".Ton Roosendaal
Option available in the Image (properties) panel.
2007-09-21image display option for viewing non square pixels (x/y aspect for each ↵Campbell Barton
image) - useful when editing UV coords with textures that have been resized to values that run fast in openGL (256/512/1024) but have lost their original aspect ratio, especially useful when rotating UV's. Bumped the subversion to 2, so the default aspect is set to 1:1. Made "Repeat Image" option time image drawing and bail out early if its taking too long. (quater of a sec max) this could be avoided if the texture was drawn on a quad, but that wouldnt support other image draw options. This is a good short term solution because it was possibly to lock up blender if you zoomed out a long way then enabled "Repeat Image".
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!
2007-07-19added commends to some DNA_*.h files - as well as some TODO's for removal.Campbell Barton
header_view3d.c was doign an implicit declaration also.
2007-03-13renamed norepeatX/Y to ClampX/YCampbell Barton
2007-03-12added no-xtile and no-ytile to the images realtime properties and python api.Campbell Barton
2006-12-20The Big Image refactor!Ton Roosendaal
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.
2006-11-27Disable mipmapping in texture paint mode, so fast redrawing will nowBrecht Van Lommel
work by default for power-of-two textures. Improved texture painting across different images a bit.
2006-08-20Huge commit: VERSEJiri Hnidek
- All code is in #ifdef ... #endif - Only make build system is supported and you have to add: export WITH_VERSE=true to user-def.mk file - Blender can share only mesh objects and bitmaps now - More informations can be found at wiki: http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlender http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlenderUserDoc I hope, that I didn't forget at anything
2006-06-05- added saving of the image previews to the .blend file to prevent having to ↵Andrea Weikert
load the full images for the image previews - new struct PreviewImage in DNA_image_types can in the future be moved to struct ID for storing previews for all types
2006-05-06==Bugfix==Peter Schlaile
Made the frame boost from short to int (30000 -> 300000 frames) complete by walking through the source and finally changing all frame-variables to ints. This should finally fix the framecounter warp around seen in some buttons. If you step on any further problems that may arise starting from frame 32768 please just give me a hint and I'll fix it. (Sorry about that, didn't know enough about Blender, when I did it the first time...)
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!
2005-11-20-- change lastused in struct Image from long to int (caused problems withKen Hughes
SDNA on 64-bit platforms)
2005-07-063D view orbit option: Around ActiveMartin Poirier
This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2003-04-27More translations of c comments, now also include files!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