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2008-09-09Bugfix #13837Ton Roosendaal
Tonemap didn't correctly accept any buffer type. The coder who added this should check this fix! Any node coder maybe...
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.
2008-07-09Fix for bugfix #12075: gamma node check for nan was alwaysBrecht Van Lommel
checking red channel.
2008-06-26Fix for bug [#13651] Convertor->Math->Divide brokenJuho Vepsalainen
Changed the if statement to catch zero case properly.
2008-06-17* Simple addition to math node (comp and shading): Greater Than and Less ↵Matt Ebb
Than modes.
2008-05-22Fix for part of bug #12075: gamma node generated nan's on negative input.Brecht Van Lommel
2008-05-09Fix for bug #7068: displace node crashes with proceduralBrecht Van Lommel
texture input as vectors.
2008-05-08Fix for bug #11005: hue-sat-value node was doing unnecessaryBrecht Van Lommel
clamping, which not only is suboptimal for working with hdr images, it was also doing the clamping incorrect.
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!
2008-04-11This is patch [#8531] Change gamma node max valueKent Mein
Submitted By: Stephane SOPPERA (soppera) It just increases the max value for gamma correction to 10f. Which as noted in the patch is the same as the Gimp's color level tool. Kent
2008-04-07Fix for bug #8073: texture nodes connected to a viewer could crash.Brecht Van Lommel
Also fixed a bug where procedural buffers did not convert correctly to different buffer types (e.g. value -> rgba would give red).
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.
2008-03-25Tweaks to labels on brightness/contrast nodeMatt Ebb
2008-03-16Fix for bug #8582: compositor math node did not output any resultBrecht Van Lommel
without input connections.
2008-03-15compiler warning cleanupStephen Swaney
2008-03-13Fix for bug #8385: vector inputs of texture node in the compositor didBrecht Van Lommel
not work correct, it should use bNodeStack inputs like other nodes.
2008-03-11Added an Alpha Convert compositor node, to convert betweenBrecht Van Lommel
premultiplied and key alpha.
2008-02-28Fix segfault with bad setting in the Image node.Diego Borghetti
The limit in the UI tooltips to set the amount of images used in animation allow the zero value, that cause a segfault. This commit fix the UI, add a init value of 1 to the node and also check in case that node_composit_get_image return NULL.
2008-02-28Bugfix: compositor Blur node Bokeh option gave wrong results at theBrecht Van Lommel
bottom pixels of the image.
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.
2008-02-19Possible fix for bug #6922: crash in displace compositor node,Brecht Van Lommel
possibly because it didn't handle the vector input correct if it was translated.
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.
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.
2008-02-15Fix for theoretical memory leak. Oddly this leak didn't seemJoseph Eagar
to be happening, but might as well fix it anyway.
2008-02-141) Revert previous commit, rendering negative won't work that simple...Ton Roosendaal
Needs much more attention. 2) Fix for zcombine node: - it skipped execution when no image rgba out was used - didnt work for FSA yet
2008-02-14stupid me! if you move var declarations sometimes you have to addJoseph Eagar
assignments outside of the var declarations!
2008-02-14in my tiredness I didn't declare some vars at the top of the block.Joseph Eagar
2008-02-14Added another 2 checks for if an image has the premul flag set, 1 in the image Joseph Eagar
compositor node, another in render_realtime_texture. Note that multilayer images in the image compositor node do not respect the premul flag (though I did write commented out code for it). As far as I can tell, the premul option never worked for multilayer images in the image node, so I'm a little nervous about making it work properly there. ton, any comments?
2008-02-13* fix for [#8085] Glare node crashes on inputs with < 4 colour channelsMatt Ebb
I had this assigned to Alfredo for a while, but he hasn't replied to the tracker at all, so I suspect he's not around. I'll commit this now to prevent crashes. Some of the code in the glare node assumed that all buffers will be 4 channel RGBA, when in fact it was possible to give it a VEC3, such as a spec pass with no alpha, which would crash it. This fix just duplicates the input to a new temporary RGBA buffer to work on, if it's not already RGBA.
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.
2008-02-05Bugfix for recent alphaover premul commit, crashed existing filesBrecht Van Lommel
and on adding a new node, maybe the commit was incomplete?
2008-02-04AlphaOver node feature: "Premul" slider allows to mix between theTon Roosendaal
using alpha as premul or nonpremul. Quite useful for brightness tweaks. Todo: version-patch this so ConvertPremul button goes away Todo: make entire compositer accept non-premul by default... or both
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. :)
2008-01-22* Fix for bilateral blur nodeMatt Ebb
The 'Determinator' input didn't work at all - there was some quite weird code in there. I think the patch review process could have been quite a bit better on this one.
2008-01-19Added new render pass: "Mist".Ton Roosendaal
This is actually just the alpha value as currently being calculated by the mist code. It is in many cases not very useful to have this as alpha in shading result, also for postprocess and composite. Note: this pass also works with "Mist" not set in World, of course.
2008-01-07Blur Node to support Relative (percent) valuesJuho Vepsalainen
This commit makes it possible to use relative values when using a Blur node. There is a new toggle in the node that can be used to enable the feature. Thanks to David Millan Escriva for contribution!
2008-01-07Black and White level inputs to RGB Curves compositing nodeJuho Vepsalainen
This commit adds possibility to define black and white level of the mapping curve of the RGB Curves node. This functionality is exactly the same found in the Curves tool of the UV/Image Editor. It can be used to extract wanted color ranges out of the input easily. Thanks to Björn C. Schaefer for contribution!
2007-12-27Bilateral Blur NodeJuho Vepsalainen
Bilateral Blur node allows the user to blur images while retaining their sharp edges. Blurring can be controlled by following controls: *Iterations *Color Sigma *Space Sigma Also image input to blur and a determinator image is provided. The node produces a blurred image as its output. The more iterations are provided, the smoother the result. Use color and space sigmas to control the amount of blur. One way to use the determinator input is to feed a mix (add) of Z and normal passes to it. Examples of usage: Ambient Occlusion smoothing - http://wiki.blender.org/index.php/Image:Bilateral_blur_example_01.blend Blurry Refraction - http://wiki.blender.org/index.php/Image:Bilateral_blur_example_02.blend Smoothed shadows and smoothed Ambient Occlusion combined - http://wiki.blender.org/index.php/Image:Bilateral_blur_example_03.blend If you check out the examples, render the image and alter the values to see how they affect. More information about the algorithm can be found at http://homepages.inf.ed.ac.uk/rbf/CVonline/LOCAL_COPIES/MANDUCHI1/Bilateral_Filtering.html . Thanks to Vilem Novak for contributing the patch.
2007-12-27Directional Blur NodeJuho Vepsalainen
Directional Blur node allows the users to do various blur operations on the input image. It essentially offers three different kind of ways of blurring in one node. It is possible to blur using a certain direction, spin and zoom. These three ways can be used in conjunction. The node contains following controls: *Iterations, Wrap *Center: X, Y *Distance, Angle *Spin *Zoom Iterations is used to determine the smoothness of the result. The more iterations, the smoother result. Low values are good for preview. Wrap means that the image is wrapped as if it was tiled on both x and y directions. To see better what this means, try it with spin for instance. Center values (X and Y) determine the location which is used as a pivot point for the operations. It is center (0.5) of the image by default. Distance and angle are used to adjust directional blur. The result can be described as a sweep that varies based on given distance (bigger distance, longer sweep) and angle. Angle is given in degrees. Spin produces rotating blur based on given angle. Yet again it is in degrees. Also negative values work. Zoom causes the image to be zoomed towards set center point (Center values). Thanks to Alfredo de Greef (eeshlo) for contribution. Possible development ideas: *Make an algorithm to extend image in case spin is used. Extend would temporarily change the size of the canvas of the input image. Canvas would be filled based on colors on the edges of the input image. After the blur operation has been done, the image would be cropped back to normal size. The advantage of this would be nicer result of spin (no problems with image size) on a computational cost. *Make values animatable. This is something that is better solved on more general level. ("everything is animatable" paradigm) *Provide an option to calculate automatic value for iterations. A good value that produces a smooth result could be calculated based on direction deltas. This would be useful in conjuction of animatable values.
2007-12-05This is a modified version of this patch:Kent Mein
[#7660] Solaris 10 x86 support (Makefiles) Hopefully it will not mess up anything for anyone else. I removed some hardcoded static libs and made NAN_*_LIB definitions so they could be overridden, to allow greater flexability. Let me know if there are any problems/questions. Kent
2007-11-28== MSVC 7.1 projectfiles ==Andrea Weikert
- update for new particle system - made blenderplayer.exe compile again (DDS library missing) - exchanged a few float math functions (logf, sinf, cosf, expf, powf) with their double counterparts in CMP_nodes (MSVC chokes on them, because the compiler is not C99 compliant)
2007-11-14* New feature on compo scale node: "Scene Size %"Matt Ebb
This option sets the relative scaling factor to the amount set in the scene "100%/75%/50%/25%" buttons. It's useful when you've got a fixed background image, and want to do preview renders at a lesser percentage, so you don't have to go and change the scale node each time you change the %. Also removed unnecessary use of a global from texture node.
2007-10-29Crop Compositing Node:Juho Vepsalainen
This commit adds a new node, crop, to the compositor. This node can be used to crop input image. It has two modes of operation. It can either crop image size (Crop Image Size option) or crop while retaining original size of the image. This latter mode can be used to preview the crop. Use X1, Y1, X2, Y2 controls to manage the area to be cropped. Note that I added a check for image preview min and max values to node_update. This is because it could give inappropriate values in certain cases when Crop Image Size option was toggled (values such as x1=0, y1=0, x2=60, y2=0 would result in eternal loop due to bad min and max (min bigger than max!)). The check makes sure that min and max values are always valid.
2007-10-27fix for msvcCampbell Barton
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.
2007-09-24* Change/fix to texture comp nodeMatt Ebb
Previously if the texture node was not connected directly as the second input to a node like Mix, the size of the generated image was initialised to 140x140, which is not that useful. It now is initialised to the size of the render result if it exists, and if not, the size of the scene render sizeX/sizeY. This alleviates bug #7068, which is caused by the displace node trying to get pixels from a texture node, where the texture node doesn't contain pixels to cover the entire image (only 140x140) but it's not really a bulletproof solution...
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.
2007-09-05fix svn properties for line endingsAndrea Weikert
fix a few no newlines at end of file warnings
2007-08-31Updated the Makefiles removing some of the gcc specific stuff...Kent Mein
Basically I moved -funsigned-char -fno-strict-aliasing from individual Makefiles to nan_compile.mk defines for CFLAGS and CCFLAGS Kent
2007-07-23Changed logic for early out to require only one input, not two. This allows ↵Robert Holcomb
for an image to be processed with a value.