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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
2007-08-31Hue Saturation Value node - port to material node systemJuho Vepsalainen
This commit ports Hue Saturation Value node to the material node system. Unlike in composite version, each value is an input. Composite node version will be updated later to use the same scheme.
2007-08-20Added missing node file:Juho Vepsalainen
This commit adds the file missing in previous one.
2007-08-20"Combine RGB" and "Separate RGB" material nodes:Juho Vepsalainen
These nodes allow the user to separate and combine RGB color channels as in the composite node editor. However they don't contain Alpha channel as it is treated separately in case of material nodes. "Combine RGB" allows the user to use values beyond standard float range ([0.0, 1.0]) if value input node is used to feed the value to it.
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.
2007-07-11One more time....I misunderstood the guidance about values as inputs for Robert Holcomb
the math node. Now it functions with two values as inputs (no image neccissary). Kinda back where it started ;)
2007-07-11After chatting with Broken about grs comments on the default behavior Robert Holcomb
of the nodes, I realized I had strayed from the path of enlightened blending by causing the math node to create an output the size of the larger of the two inputs. It has been corrected create the output the size of the first image, and in its abscense the second image. In the event of nether input containing image data the node does not function. I also added some early out checks at the beginning of the function to speed it up a tad in these cases and commented the code a bit more.
2007-07-11Updated Contributor line in GPL header to reflect original source. This Robert Holcomb
closes patch #6215-Normalize.
2007-07-10Added normalize compositing node. Robert Holcomb
2007-07-10Committed patch fixing bug #6900. Math node now has reflective Robert Holcomb
behavior.
2007-05-31Fix for invert comp node, was allocating a compbuf unnecessarily.Matt Ebb
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
2007-05-20removing 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.
2007-04-13Added gamma, fixed typos in brightnessRobert Holcomb
2007-04-13Added brightness/contrast nodeRobert Holcomb
2007-04-09CMake: Fix build after nodes changes (including GE linking)Jacques Beuarain
2007-04-05* pointer convention commit: bNode* node -> bNode *node.Nathan Letwory
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
2007-04-04* sneaky commit IIINathan Letwory
* refactor of shi access * extension of shi access (see http://wiki.blender.org/index.php/BlenderDev/PyNodes#ShadeInput). Note: tex_coords and global_tex_coords have been renamed: texture, texture_global * patch still needed. Uploading after commit
2007-04-03* still silent code (enabled through seperate patch)Nathan Letwory
* changes in alloc/dealloc of pynode internal objects * changes to shd_dynamic.
2007-03-30Bugfix #6469Ton Roosendaal
Crashes in composite; caused by bad bad bug in freeing "passed on" buffers, only happens with option "Free unused" set though. Appeared to be mixup of variable names. Code changes with 2 bytes... :)
2007-03-30* dos2unix (from now on patches shouldn't break on this file).Nathan Letwory
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.
2007-03-28* this is a 'silent' commit, so it is easier to issue patches for pynodes. ↵Nathan Letwory
This code is not activated unless patch is applied
2007-03-28Removed unused button code since it is set in drawnode.cRobert Holcomb
2007-03-27patch to get cmake working with nodes now. Provided by Genscher.Kent Mein
I still have linking issues with it but it is better as is so I'm commiting it. Hopefully will have it fixed fully shortly. Kent
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
2007-03-26Compiles and links for the blender executable. Somebody else canChris Want
deal with stubs/linking for blenderplayer (I wish people would plan these 'libraries' better).
2007-03-25Makefiles for nodes. Compiles but doesn't link, but I'm late for noodles.Chris Want
To do: either tweak link order, or check functions declared as static.
2007-03-25Reverting my fix for nodes. This is a bigger task... now scons should workTon Roosendaal
again. Robert promised to work on fixes for makefile today!
2007-03-25Fixing Makefiles for new nodes module, part 1:Ton Roosendaal
- removed all UI .h include stuff! (Not allowed outside of src/) - Makefile had typo error, compilation failed Now it survives make, but it does not enter the two the subdirectories for shader and compo nodes. So a linking gives unrecovered stuff in the end. How does that work? I need help!
2007-03-25updated for nodesRobert Holcomb
2007-03-24Scons build system. MSVC 7.1 in a moment.Robert Holcomb
2007-03-24scons script initial commit. NOT TESTED yet, but I'm doing that.Robert 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.