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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
2011-07-09fix for using uninitialized value in gpu_shader_materialCampbell Barton
2011-06-19fixed possible use of uninitialized variable.Campbell Barton
2011-06-09Fix for GLSL material node inside groups. These were using the GPULink point ↵Lukas Toenne
from the input stack argument, but this only exists for directly linked nodes. If a node is linked directly to a group socket, which is not linked externally, the stack argument is actually the external group input.
2011-05-31Material nodes were checking the nodestack->hasinput flag to determin ↵Lukas Toenne
whether the original material settings or the node input data would be used. This causes trouble when the input data is not the direct input constant of the node nor a direct link in the same tree (i.e. a group socket). Just checks if sockets are linked now (not very nice, but not hackier than the rest of that node). Fixes bug #27511.
2011-04-21converted more mixed tab/space indentations to tabs. only whitespace changes.Campbell Barton
2011-03-07Bugfix #26388Ton Roosendaal
Actually a todo item I forgot: Material nodes previews now follow the scene "color managenent" setting.
2011-02-27doxygen: blender/nodes tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-08Finished the node type definition cleanup started in r34682. All static node ↵Lukas Toenne
types should now use the node_type_* definition helpers to initialize their bNodeType structs.
2010-11-23Fix #24596: specular toggle on material didn't work correct.Brecht Van Lommel
2010-04-24sub_v3_v3v3 --> sub_v3_v3 (where possible)Campbell Barton
2010-04-01svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 ↵Campbell Barton
-r27895:27901; svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r27902:27907, skipping 27902
2010-02-12correct fsf addressCampbell Barton
2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-05-26Bugfix #18801Ton Roosendaal
Third transparent shadow bug... this time it's a Material Node, which has mirror + transp-shadow on, and when it traces its own material it enters an eternal loop... Raytracing + shading + materialnode combo really needs work!
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.
2008-07-25* Fix for bug #9450 'Problems with Extended Material node with AmbCol socket'Matt Ebb
It turns out the material AmbCol property was never working properly, or even supported in the renderer, so I've removed it. Also included is a fix to make the 'Amb' input work properly too.
2007-05-31== Shader nodes ==Matt Ebb
* Geometry node: Front/back output This is used as a mask for determining whether you're looking at the front side or back side of a mesh, useful for blending materials, my practical need was giving different materials to the pages of a magazine: http://mke3.net/blender/etc/frontback-h264.mov Give 1.0 if it's the front side, and 0.0 if it's the back side. * Extended material node This is the same as the material node, but gives more available inputs and outputs, (basically just connecting up more of ShadeInput and ShadeResult to the node). I didn't want to add it to the normal simple Material node since you don't always need all that stuff, and it would make the node huge, but when you do need it, it's nice to have it. == Comp nodes == * Invert node Inverting is something that happens all the time in a node setup, and this makes it easier. It's been possible to invert previously by adding a mix node and subtracting the input from 1.0, but it's not the best way of doing it. This node: - makes it a lot faster to set up, rather than all the clicking required with the mix node - is a lot more usable amidst a complex comp setup, when you're looking at a node tree, it's very helpful to be able to see at a glance what's going on. Using subtract for inverting is easily mixed up with other nodes in which you are actually subtracting, not inverting, and looks very similar to all the other mix nodes that usually litter a comp tree. - has options to invert the RGB channels, the Alpha channel, or both. This saves adding lots of extra nodes (separate RGBA, subtract, set alpha) when you want to do something simple like invert an alpha channel. I'd like to add this option to other nodes too. There's also a shader node version too. * Also a few fixes that I committed ages ago, but seems to have been overwritten in Bob's node refactor: - adding new compbufs to the set alpha and alphaover nodes when you have only one noodle connected to the lower input - making the fac value on RGB curves still work when there's nothing connected to it
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.
2007-04-04moved source and text to american spellingCampbell Barton
* colour -> color * centre -> center * normalise -> normalize * modelling -> modeling
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.