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2010-02-12correct fsf addressCampbell Barton
2009-10-19Fix #19604: defocus node was not using camera object yet. Could useBrecht Van Lommel
a proper fix, but for now this makes things work again.
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.
2008-04-01Bugfix: the defocus node "no zbuffer" settings was automatically setBrecht Van Lommel
if there was no zbuffer input. However this means a user settings can be permanently changed without a user knowing. Now it just runs as if this option is set if there is no zbuffer, but doesn't change the setting.
2008-02-18Bugfix for defocus node gamma correct. It applied gamma correct toBrecht Van Lommel
a premul image but that doesn't work correct. Now it depremuls and premuls again around the gamma correction. Better solution might be possible, but this gives compatible results.
2008-02-12Bugfix: when defocus node had nothing to do and just passed on the buffer,Brecht Van Lommel
it didn't correctly deal with pointers, gave a crash in some circumstances.
2008-01-28New rendering option: FSA!Ton Roosendaal
This completes the pipeline make-over, as started in 2006. With this option, during rendering, each sample for every layer and pass is being saved on disk (looks like non-antialiased images). Then the composite and color correction happens, then a clip to 0-1 range, and only in end all samples get combined - using sampling filters such as gauss/mitch/catmul. This results in artefact-free antialiased images. Even Z-combine or ID masks now work perfect for it! This is an unfinished commit btw; Brecht will finish this for strands. Also Halo doesnt work yet. To activate FSA: press "Save Buffers" and the new button next to it. :)
2007-10-26nodes from eechloCampbell Barton
* glare * tonemap * lense distort * fast gauss blur http://projects.blender.org/tracker/?func=detail&atid=127&aid=7505&group_id=9 made fast gauss blur an option for the blur node rather then a separate node.
2007-09-23Dof Object - set the depth of field to an object - set in the camera edit ↵Campbell Barton
panel but the distance is calculated on the camera object only so linked cameras work. Alt+Period - sets active pivot some tooltips didnt make much sense, edited a few.
2007-05-20removing test commit comment...Alfredo de Greef
2007-05-20Just testing svn...Alfredo de Greef
2007-05-07bug #6656, caused by two problems, one of which was that when the oldAlfredo de Greef
node_composite.c file was split into separate files for each node, it didn't include a recent defocus node commit. For the other half of the problem, see comments in code.
2007-04-29bug #6615, not complete solution, but slightly improves the result at least.Alfredo de Greef
Additionally fixed another bug, never reported, but a zero bokeh rotation offset seemed to cause missing center lines.
2007-04-18When press ESC in Blur or Defocus node the output buffer is incomplete.Diego Borghetti
This cleanup the output buffer to execute the node again until it's complete.
2007-04-04=== Node editor ===Nathan Letwory
* refactor copying and freeing of node->storage by handlerizing them. - freestoragefunc - copystoragefunc - node_util.c/h have generic handlers for these.
2007-03-28Long wanted feature; decent ESC processing in composite nodes.Ton Roosendaal
Works simple; just check for if(node->exec & NODE_BREAK) break; The main process (node processor) sets such a flag, checking for esc 20 times per second. That means you can check for ESC while doing image processing without much cpu overhead. Currently only added in blur nodes and defocus. Needs to be added all over, nice for others... needs careful tests too. What we now could do is even calling ESC on editing commands or mouseclicks in composite editor? Could give user feeling of interactive app :) Further, finished nodes are kept in memory anyway.
2007-03-26Changed node type definitions to use a dynamic list.Ton Roosendaal
This will allow python or plugin defined nodes to work as well. (And fixes compile issues with MSVC in yesterdays commit for nodes) Code provided by Nathan L. Fixes in his code: - free_nodesystem() was called too late (after guarded alloc was closed) - free_nodesystem() was freeing nodes that were not malloced even - free_nodesystem was using free, not freeN :) - the typedefs needed to be malloced yes, to allow duplicate nodes like group but also for dynamic nodes.
2007-03-26All UI code reverted to drawnode.cRobert Holcomb
2007-03-24Initial commit. Not in build system so shouldn't interfere with anything at ↵Robert Holcomb
this point. Will commit modified versions of existing files once build system is tested.