Age | Commit message (Collapse) | Author |
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nothing to effect translations.
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many different checks here, but I couldn't handle all cases in fewer lines.
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Also added a check for -inf/inf bounding boxes, just to be sure.
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These should not have any effect on render results, except in some cases with
you have overlapping faces, where the noise seems to be slightly reduced.
There are some performance improvements, for simple scenes I wouldn't expect
more than 5-10% to be cut off the render time, for sintel scenes we got about
50% on average, that's with millions of polygons on intel quad cores. This
because memory access / cache misses were the main bottleneck for those scenes,
and the optimizations improve that.
Interal changes:
* Remove RE_raytrace.h, raytracer is now only used by render engine again.
* Split non-public parts rayobject.h into rayobject_internal.h, hopefully
makes it clearer how the API is used.
* Added rayintersection.h to contain some of the stuff from RE_raytrace.h
* Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes
normalized and sometimes not, confusing... now dir is always normalized
and dist contains the distance.
* Change VECCOPY and similar to BLI_math functions.
* Force inlining of auxiliary functions for ray-triangle/quad intersection,
helps a few percentages.
* Reorganize svbvh code so all the traversal functions are in one file
* Don't do test for root so that push_childs can be inlined
* Make shadow a template parameter so it doesn't need to be runtime checked
* Optimization in raytree building, was computing bounding boxes more often
than necessary.
* Leave out logf() factor in SAH, makes tree build quicker with no
noticeable influence on raytracing on performance?
* Set max childs to 4, simplifies traversal code a bit, but also seems
to help slightly in general.
* Store child pointers and child bb just as fixed arrays of size 4 in nodes,
nearly all nodes have this many children, so overall it actually reduces
memory usage a bit and avoids a pointer indirection.
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings.
- the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
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enabled.
- all C/C++ files in blender are now utf8 compatible.
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- remove MEM_guardedalloc.h from header files (include directly)
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* add support for LCMS (disabled by default, set WITH_LCMS to true to enable it)
* fixed typo that prevented TIFF support to be properly enabled
* enable ray optimization by default (scons and cmake already did this)
* fixed building with libsndfile on darwin (disabled by default)
* quicktime: use audaspace headers from $(NAN_AUDASPACE)/include instead of intern
* gameengine: add -DWITH_FFMPEG to compiler flags when building with ffmpeg support
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- remove FreeCamera struct (wasnt used)
- remove world color alpha values (not used anywhre).
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with really large numbers, instead return 0.0.
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* Division by zero fix for TNT SVD code.
* Sound fix, in case ffmpeg decode fails, don't use the samples.
* Fix for incorrect bounds of transformed objects in new raytracing code.
* Gave memory arena's a name used for allocations for easier memory
usage debugging.
* Dupligroup no_draw option was using layers but not restrict view/render
setting. (not a bugfix exactly but would do display list context switching
while drawing for no reason).
* Fix objects instanced on hair particles not giving consistent results
when the object is transformed.
* New math functions: madd_v4_v4fl, len_squared_v3v3, interp_v4_v4v4v4,
mul_v4_m4v4, SH and form factor functions, box_minmax_bounds_m4.
* mul_m4_m4m4 and mul_m3_m3m3 now accept the same pointers for multiple
arguments.
* endjob callback for WM jobs system.
* Geometry node uv/color layer now has search list/autocomplete.
* Various small buildsystem tweaks, not strictly needed yet in trunk.
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* Some cases of struct name being set where it shouldnt have been.
* Spelling: wich --> which
* Copy and initialize uv modifier scale, remove unneeded enum.
* Ability to pin any object into the context.
* Update uv window while transforming (useful when used with UVProject modifier)
* Patch by Wahooney, so new template's are internal text and dont get saved over
by mistake.
* Fix for https://bugzilla.redhat.com/show_bug.cgi?id=572186
Bug 572186 - [abrt] crash in blender-2.49b-5.fc12: Process
/usr/bin/blender.bin was killed by signal 6 (SIGABRT). Original fix submitted
by Jochen Schmitt.
* [#21816] bpy.data.add_image has stopped working on Windows. moved to
bpy.data.images.load(), missed this call.
(commits 27726,27825,27828,27831,27832,27833,27834,27836,27837,27838,27839,27858 by Campbell from render25 branch)
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mask, also avoid making vertex groups if they will not be filled.
* Add back image pin option in image editor header.
* Fix deep shadow not respecting Cast Buffer Shadows option.
* Tangent space normal map baking should work again now.
* Fix a problem with particle duplis, due to own bugfix for #20350,
the problem for that seems to be in dupliverts, not particles.
* Fix external multires data link getting lost on exiting editmode.
(commits 27776,27777,27830,27840,27841,27862 by Brecht from render25 branch)
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test.
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changed some malloc to MEM_mallocN while trying to track down a memory leak.
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Kent
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for real :)
Until now only SSE switches were defined, but to really enjoy the SIMD structures, the
__SSE__ define needs to be given. This can now be done with setting in your user-config.py
WITH_BF_RAYOPTIMIZATION=True
(or WITH_BF_RAYOPTIMIZATION=1 on command-line)
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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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using for example a text object scaled down to size zero. This was due
to nan's generated through division by zero.
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Error log:
/usr/include/gcc/darwin/3.3/c++/cmath: In function `float std::ceil(float)':
/usr/include/gcc/darwin/3.3/c++/cmath:175: error: parse error before `(' token
/usr/include/gcc/darwin/3.3/c++/cmath: In function `float std::floor(float)':
/usr/include/gcc/darwin/3.3/c++/cmath:249: error: parse error before `(' token
/usr/include/gcc/darwin/3.3/c++/cmath: In function `float std::fmod(float,
float)':
/usr/include/gcc/darwin/3.3/c++/cmath:267: error: parse error before `(' token
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(some bugs may show on other places if some of the code isnt prepared to handle non-normalized is->vec)
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Added missing callbacks. Was leading to crashs when the raytree was empty.
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(was crashing when building a raytree from a scene withouth any geometry)
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The makefile is a copy of the source one, not tuned, just to unbreak build.
This raises some questions: why separate dirs? why each build system takes
a different approach (different libs vs all source files into one)?
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This time it works! (gcc and mingw can handle compile and link)
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*Disabled ray counter (can be enabled on render/extern/include/RE_raytrace.h by commenting out the define)
*marked bvh_node_merge() as static inline (hopping it now compiles on gcc and mingw)
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* Made bvh_node_merge() in svbvh.h static (fix suggested by jaguarandi). This makes mingw link again.
* Also, patched my previous fix for ... = {}; since mingw didn't like the other fix (which was for msvc).
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* Replaced ... = {}; with ... = {0};
* Solved problem with logf(), where msvc couldn't figure out which version of log() to call (solved by casting the int argument to a float, but could also have been to double)...
* The cflags and cxxflags for scons when compiling the rendering module were only valid for gcc compiles. These will still need to get added for msvc sometime, but for now, there are no more warnings about unknown options...
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* mingw almost compiles again cleanly, except for a linking error when linking blender http://www.pasteall.org/8297
* win64 should compile again too to a similar degree?
* silenced warnings about no newlines...
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(Maybe later this should be done with some thread_cancel function instead of doing variable/callbacks tests)
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control whether instances are used or not
control whether vertexs are stored localy or not
*Removed unsused code
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ObjectRenderInstance and VlakRen pointers)
- it difers from RayFace that localy stored the vertex coordinates.
- basicaly this reduces memory usage
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counters) can now be enabled/disabled at compile-time.
#define RE_RAYCOUNTER (/source/blender/render/extern/include/RE_raytrace.h)
*Some other small organization on code
(will be disable as this only matters for testing and developping)
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