Age | Commit message (Collapse) | Author |
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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
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gives warnings with variable length args.
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adjust to use floats.
+ minor update to demo_mode
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types should now use the node_type_* definition helpers to initialize their bNodeType structs.
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- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
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Modifier code was asking for filtered textures without sending derivatives.
Disabled this and also checks for filtered/non-filtered.
Brecht, I assumed this was ok due to the existence of the p->osatex variable
- if this isn't what you had in mind, please change or let me know :)
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* Remove the manual OSA method but rather pass on derivatives to the
textures. This means that at the moment e.g. the bricks node is not
antialiased, but that image textures are now using mipmaps. Doing
oversampling on the whole nodetree is convenient but it is really
the individual textures that can do filtering best and quickest.
* Image textures in a texture node tree were not color corrected and
did not support 2d mapping, now it's passing along shadeinput to
make this possible. Would like to avoid this but not sure how.
* Fix preview not filling in all pixels when scaling or rotating in
the texture nodes.
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* 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
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* Fixes for texture and material nodes.
* Texture node previews now work more like materials.
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replacements...
MTC_cross3Float -> Crossf
MTC_diff3Float -> VecSubf
MTC_dot3Float -> Inpf
MTC_Mat3CpyMat4 -> Mat3CpyMat4
MTC_Mat3MulVecd -> Mat3MulVecd
MTC_Mat3MulVecfl -> Mat3MulVecfl
MTC_Mat4CpyMat4 -> Mat4CpyMat4
MTC_Mat4Invert -> Mat4Invert
MTC_Mat4Mul3Vecfl -> Mat4Mul3Vecfl
MTC_Mat4MulMat4 -> Mat4MulMat4
MTC_Mat4MulSerie -> Mat4MulSerie
MTC_Mat4MulVec4fl -> Mat4MulVec4fl
MTC_Mat4MulVecfl -> Mat4MulVecfl
MTC_Mat4One -> Mat4One
MTC_Mat4Ortho -> Mat4Ortho
MTC_Mat4SwapMat4 -> Mat4SwapMat4
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Delegates now receive a TexParams* instead of float *coords. This gives texture nodes access to dxt, dyt, cfra as well as coords. This fixes the time node and allows nice sampling to be implemented.
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Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!
I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node
A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual
On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
(as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
should not show. NodeTree should ignore other nodetrees to keep things sane
for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
superior antialising of checkers/bricks.
General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I
rather wait for a solid and very well thought out design proposal for this,
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
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