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
2012-10-22style cleanupCampbell Barton
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-09-27incorrect spelling in commentsCampbell Barton
2012-09-15code cleanup: replace macro for BLI_rect size/center with inline functions.Campbell Barton
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!
2012-08-22code cleanup: use rect size macrosCampbell Barton
2012-08-21code cleanup: more legacy compo functions ifdef'dCampbell Barton
2012-07-13Fix #32087: Crash while changing values in comp editor (bt and blender included)Sergey Sharybin
Issue was caused by threading conflict between compositor output node which is freeing buffers used by render result image and image draw code which could use buffers at the same time as compositor frees this buffers. Solved by adding adding lock around viewer image invalidation and image drawing. Use renamed LOCK_PREVIEW mutex for this, which si not called LOCK_DRAW_IMAGE. With new compositor locking for preview is not needed so it could be removed. Added the same lock around viewer operation which also frees buffers used by viewer image. It's actually quite difficult to check whether this is indeed needed. This code seems to be using acquire/release technique, but somehow acquiring ImBuf before invalidating it in compositor operation doesn't resolve the issue, so probably it's not actually locking acquire and things should be checked deeper.
2012-07-01style cleanup: commentsCampbell Barton
2012-06-22use an inline function for rgb -> bw conversion.Campbell Barton
2012-06-16speedup for fast gauss blue (approx 10% - 15%)Campbell Barton
- get the image width and height once rather then calculating on every access (was doing min/max subtract). - use unsigned int's - faster for looping.
2012-06-14code cleanup: replace most fRGB functions with inline vector functionsCampbell Barton
2012-06-04mask mode for clip editor developed by Sergey Sharybin, Pete Larabell and ↵Campbell Barton
myself. see: http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor note - mask editing tools need continued development, feather option is not working 100%
2012-05-28style cleanup: defines with bracesCampbell Barton
2012-05-19code cleanup: use TRUE/FALSE rather then 1/0 for better readability, also ↵Campbell Barton
replace do prefix with do_ for bool vars.
2012-04-29style cleanup: whitespace / commasCampbell Barton
2012-04-28style cleanup: changes to brace placement / newlines - for/while/if/switchCampbell Barton
2012-03-31code cleanup: use uppercase defines and change drawFCurveFade into static ↵Campbell Barton
function.
2012-03-24style cleanup: follow style guide for formatting of if/for/while loops, and ↵Campbell Barton
else if's
2012-03-24style cleanup: mainly for mesh code, also some WM function use.Campbell Barton
2012-02-27Implements a new operator for detaching nodes. In the process i overhauled ↵Lukas Toenne
the node muting system as well. There are a number of features that use a kind of "internal linking" in nodes: 1. muting 2. delete + reconnect (restore link to/from node after delete) 3. the new detach operator (same as 2, but don't delete the node) The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes. Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent. The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.
2012-01-10Fix #29827: 2.61 Scale and translate bugsSergey Sharybin
Scale lead to crash because of incorrect check for buffer size. Translate bug was caused by ignoring buffer offset.
2012-01-05Fix #29801: various compositing nodes not working correct after translate,Brecht Van Lommel
e.g. separate HSVA node.
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.
2011-12-28Code refactoring: add unified image buffer functions for doing float => byte,Brecht Van Lommel
byte => float, float => float, byte => byte conversions with profile, dither and predivide. Previously code for this was spread out too much. There should be no functional changes, this is so the predivide/table/dither patches can work correctly.
2011-11-20Muting node patch: second part. Also fix [#27636] Muting shading nodes is ↵Bastien Montagne
ignored Now, compositing, shading and texture nodes have a consistent muting system, with default behaving as previous (for compo), and which can be optionaly customized by each node. Shader nodes are also GLSL muted. However, Cycles is currently unaware of muted nodes, will try to address this…
2011-11-11quiet -Wdouble-promotion warningsCampbell Barton
2011-11-06replace macros with bli math functions for nodesCampbell Barton
2011-11-05macro formatting & remve some unused code.Campbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-22header cleanup and typo'sCampbell Barton
2011-09-06SVN maintenance.Guillermo S. Romero
2011-09-06Merged the particles-2010 branch with node improvements into trunk.Lukas Toenne
This branch adds mostly organizational improvements to the node system by renaming the node folders and files. A couple of internal features have been added too. Detailed information can be found on the wiki page: http://wiki.blender.org/index.php/User:Phonybone/Particles2010