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2009-06-21Spring CleaningCampbell Barton
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this. * removed deprecated solid physics library, sumo integrations and qhull, a dependency * removed ODE, was no longer being build or supported * remove BEOS and AMIGA defines and references in Makefiles.
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.
2008-12-192.5: globals cleanupBrecht Van Lommel
* G.version removed, use BLENDER_VERSION * G.order removed, ENDIAN_ORDER * G.vd, G.sipo, G.buts, G.sima, .. removed. * G.qual removed * G.simulf removed (was unused in 2.4x) * error() and some other unused stubs removed
2008-01-07Patch to change license to GPL only, from GSR.Chris Want
2006-12-11Cleaned up radiosity mesh adding code, was using ugly pointer tricks.Brecht Van Lommel
2006-11-10Modified the way face data is preserved in the radiosity module. ThereBrecht Van Lommel
is one user level change: the result is now no longer split up in meshes of maximum 64k faces, was a workaround for an old limitation.
2006-01-24Giant commit!Ton Roosendaal
A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2005-07-13Armature "XRay mode" now draws nicely with solid too. For it to work, ITon Roosendaal
had to add a new feature to the 3d window, to collect "after draw" objects, which get drawn as last, after a clear of the zbuffer. Same method can be used for nice OpenGL transparent draw, the system is ready for it, do that later. The huge commit is caused by cleaning up globals from struct Global. Many variables were unused or just not needed anymore. Did that to move the ugly G.zbuf to where it belongs, in the View3D space struct. :)
2005-07-11This commit fixes radiosity to correctly preserve and subdivide UVMartin Poirier
coordinates. Known problem: Pin status bleeds a bit, so new subdivided UVs around points that were original pinned can end up pinned in the end. Could be fixed, or could just drop pinned status entirely. Also, when gathering meshes, it doesn't add materials twice, so it's harder to bust the 16 materials limit.
2003-09-01So, for the platform managers to check:Ton Roosendaal
- the link order for Blender has changed, the libradiosity.a has to be moved after the librender.a (obviously for a new dependency!). Check blender/source/Makefile - there's a new file: blender/source/radiosity/intern/source/radrender.c Here's what the new code does: Using the core routines of the Radiosity tool, each renderface with 'emit material' and each renderface with 'radio material flag' set will be used to itterate to a global illumination solution. Per face with high energy (emit) little images are rendered (hemicubes) which makes up lookup tables to 'shoot' its energy to other faces. In the end this energy - color - then is directly added to the pixel colors while rendering, Gouraud shaded. Since it's done with renderfaces, it works for all primitives in Blender. What is doesn't do yet: - take into account textured color of faces. Currently it uses the material RGB color for filtering distributed energy. - do some smart pre-subdividing. I don't know yet if this is useful... Right now it means that you'll have to balance the models yourself, to deliver small faces where you want a high accuracy for shadowing. - unified render (is at my todo list) User notes: - per Material you want to have included in radiosity render: set the 'radio' flag. For newly added Materials it is ON by default now. - the Ambient slider in Material controls the amount of radiosity color. - for enabling radiosity rendering, set the F10 "Radio" button. - the Radiosity buttons now only show the relevant radiosity rendering options. Pressing "collect meshes" will show all buttons again. - for meshes, the faces who use Radio material always call the 'autosmooth' routine, this to make sure sharp angles (like corners in a room) do not have shared vertices. For some smooth models (like the raptor example) you might increase the standard smoothing angle from 30 to 45 degree. Technical notes: - I had to expand the renderface and rendervertices for it... shame on me! Faces have one pointer extra, render vertices four floats... - The size of the hemicubes is now based at the boundbox of the entire scene (0.002 of it). This should be more reliable... to be done - I fixed a bug in radiosity render, where sometimes backfaces where lit In general: I'd like everyone to play a bit with this system. It's not easy to get good results with it. A simple "hit and go" isn't there... maybe some good suggestions?
2002-12-27Removed the config.h thing from the .h's in the source dir.Kent Mein
So we should be all set now :) Kent -- mein@cs.umn.edu
2002-11-25Did all of the .h's in sourceKent Mein
(adding) #ifdef HAVE_CONFIG_H #include <config.h> #endif also the Makefile.in's were from previous patch adding the system depend stuff to configure.ac Kent -- mein@cs.umn.edu
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-12Initial revisionv2.25Hans Lambermont