Age | Commit message (Collapse) | Author |
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rather then loading through python.
lay = result.layers[0]
lay.rect_from_file("somefile.png", part.x, part.y)
If the source image is bigger then the render layer x/y offsets can be used to choose the part of the image use.
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An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
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This adds a RenderEngine type to RNA, which can be subclassed
in python (c++ will follow once we support subclassing there).
It's very basic, but plugs into the pipeline nicely. Two example
scripts:
http://www.pasteall.org/6635/python
http://www.pasteall.org/6636/python
Issues:
* Render runs in a separate thread, and there is unrestricted
access, so it's possible to crash blender with unsafe access.
* Save buffers and full sample are not supported yet.
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* Wrapped RenderResult, RenderLayer, RenderPass.
* Update RNA_access.h with new structs.
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