Age | Commit message (Collapse) | Author |
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Remove support for loading interlaced image sequences because
its less common now to record interlaced video,
the option to de-interlace video on load remains.
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Missed when changing callbacks from int to bool type.
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Conflicts:
source/blender/makesrna/intern/rna_image.c
source/blender/makesrna/intern/rna_object.c
source/blender/makesrna/intern/rna_object_force.c
source/blender/makesrna/intern/rna_screen.c
source/blender/makesrna/intern/rna_sculpt_paint.c
source/blender/makesrna/intern/rna_space.c
source/blender/python/bmesh/bmesh_py_types.c
source/blender/python/generic/bpy_internal_import.h
source/blender/python/intern/bpy_rna_anim.c
source/blender/python/intern/gpu_offscreen.c
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Again, we cannot actually get rid of G_MAIN global access here, so in
most case just 'marked' them as valid, and added assert checks to ensure
we do only work with IDs in G_MAIN in those cases.
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Previously, render slots were hardcoded to a fixed amount.
With this change, render slots now are stored in a list. Therefore, users can add and/or remove as many slots as they want.
Credit to brecht for the UI part.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3474
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This simplifies code, and will hopefully make UDIM usage of GPUTexture
a little easier.
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This reverts commit 8242a5bc853a74da1273fc7ad4b959ac716c563c. This isn't
quite ready to use yet.
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Conflicts:
source/blender/blenkernel/BKE_mesh.h
source/blender/blenkernel/intern/mesh_convert.c
source/blender/editors/interface/interface_eyedropper_color.c
source/blender/editors/object/object_add.c
source/blender/editors/space_image/image_ops.c
source/blender/makesrna/intern/rna_image.c
source/blender/windowmanager/intern/wm_draw.c
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BKE_image was an ugly nest, could fix all but the ones from compositor,
so moved ugly G.main there, at least we know where the Evil is that way ;)
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We are already running out of available flags in main, generic int, and
everytime I work on static override I find new special cases that will
need new specific propflag, so...
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- FTOCHAR -> unit_float_to_uchar_clamp
- F3TOCHAR3 -> unit_float_to_uchar_clamp_v3 (swap args)
- F4TOCHAR4 -> unit_float_to_uchar_clamp_v4 (swap args)
- FTOUSHORT -> unit_float_to_ushort_clamp
- USHORTTOUCHAR -> unit_ushort_to_uchar
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This caused GCC 8.1 to crash at build time,
but was also not very nice use of macros.
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The following properties were used by the Blender Game Engine and no longer
need to be around:
* Animated
* Tiles
* Clamp
* Mapping
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First real 'usable' commit, will be needed by the 'virtual data-block'
asset feature (i.e. to be able to link a mere image file as if it was a
linked datablock, and generate automatically an override of it to make
it editable).
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Previously auto refresh worked, but only if it was already enabled before
starting the viewport render.
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Practically all access to enum data is read-only.
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Previously it was returning short, which was really easy to (a) compare against
non-ID type value (b) forget to handle some specific value in switch statement.
Both issues happened in the nearest past, so it's time to tighten some nuts
here.
Most of the change related on silencing strict compiler warning now, but there
is also one tricky aspect: ID_NLA is not in the IDType enum. So there is still
cast to short to handle that switch. If someone has better ideas how to deal
with this please go ahead :)
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BKE_depsgraph.h
This removes BKE_depsgraph.h and depsgraph.c
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Resolves T51615
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The set callback was missing couple of things:
- Mipmaps should be updated after pixels changes
- GPU texture is invalid after setting pixels
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Definitions could shadow local vars.
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Similar to addons -> add-ons, for reading it fits better to hyphenate.
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Previously it would save packed file(s),
which would ignore the image.filepath,
making it impossible to set the destination.
Add image.packed_files[...].save() so you can save packed files if its needed.
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Differential Revision: https://developer.blender.org/D1549
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This was introduced in the fix for T44336 .
The code is now what it should have been in the first place at the time
of multiview commit.
ImageUser->passtype is being removed in favour of bringing
ImageUser->pass back.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D1504
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ImBuf types were getting stored as bitflags in a 32bit integer which had
already run out of space. Solved the problem by separating file type to
an ftype enum, and file specific options to foptions.
Reviewed by Campbell, thanks a lot!
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This approach gets rid of iuser->pass for good.
Also, I'm commenting out the pass increase/decrease. This was broken
since multiview. I will fix it later (before 2.75), but I didn't want to
get this patch mangled with that fix.
Thanks Sergey Sharybin for the review and feedbacks.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D1232
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Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
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Currently, for animated textures we were allowing 16x16 tiles but we can reproduce 128 frames only.
Reviewers: moguri, sergey, campbellbarton
Reviewed By: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1164
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This is actually issue with Image datablock, which had obscure Fields settings
but didn't allow to de-interlace the video.
Now added the option to de-interlace Image with Movie input type.
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use bools for return values and some api naming consistency.
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Change generated color property to gamma space to match the add new
image operator.
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If a video was loaded (e.g. from python) but never 'ibuf-acquired', its Image->anim
prop would still be NULL, returning useless '1' value as frame duration!
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Set your editor to tabs for all C/C++!
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Basically the title tells it all, quite straightforward implementation.
The only thing is the image.render_slot which used to represent the active
render slot index is now moved to image.render_slots.active_index.
Reviewers: venomgfx, campbellbarton
Differential Revision: https://developer.blender.org/D821
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The issue was caused by the fact that we never used to store the
generated image color in DNA, so image reload will loose this
information.
Now we store the color in DNA, making ti so re-loading the image
will preserve it's generated color.
It is now also possible to change generated image color using the
color swatch in image properties after the image was created.
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