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2017-01-25Fix T50115: stereoscopic video file memory leakDalai Felinto
2017-01-12Cycles: Use dedicated debug passes for traversed nodes and intersection testsSergey Sharybin
This way it's more clear whether some issue is caused by lots of geometry in the node or by lots of "transparent" BVH nodes.
2017-01-11Split interp_weights_face_v3 into specific functions for tris and quadsLuca Rood
This splits `interp_weights_face_v3` into `interp_weights_tri_v3` and `interp_weights_quad_v3`, in order to properly handle three sided polygons without needing a useless extra index in your weight array. This also improves clarity and consistency with other math_geom functions, thus reducing potential future errors. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D2461
2017-01-11Add mid_v3_v3_array function and remove redundant functionsLuca Rood
Other than implementing a `mid_v3_v3_array` function, this removes `cent_tri_v3` and `cent_quad_v3` in favor of `mid_v3_v3v3v3` and `mid_v3_v3v3v3v3` respectively. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D2459
2017-01-06Fix: Audio plays back incorrectly after rendering to a video fileJörg Müller
D2365
2016-12-15Layer Weight node support for Blender Internal RenderAlexander Romanov
2016-11-08Fix T49937: Blender is crashing because of Lamp Data NodeSergey Sharybin
Lamp Data node requires shadow sample array which is only enabled when Shadows are enabled in the shading settings. This commit prevents crash but might not give expected render results in such a configuration.
2016-10-09Fix T49609: Point density textures: vertex colors are not properly averaged ↵Daisuke Takahashi
in BI Nice to have in 2.78a, though not a regression.
2016-10-08Fix a few compile errors with C++11 on macOS.Brecht Van Lommel
2016-10-07Cleanup: Use more clear name for where allocation is coming fromSergey Sharybin
2016-09-21Fix T49393: Baking ignores backfacesDalai Felinto
For some reason (which I can't recall), backing was doing backface culling. Since Cycles itself doesn't ignore them (nor does Blender Internal), they should be visible.
2016-09-16OpenGL render: Move file writing to a separate threadSergey Sharybin
The idea is to have a dedicated thread which is responsive for all the file writing to a separate thread, so slow disk will not slow down OpenGL itself. Gives really nice speedup around 1.5x when exporting barber shop layout file to h264 video.
2016-08-24Fix T49121: VSE and border render incompatibleSergey Sharybin
For now just check for such incompatible configuration, real fix requires quite some work to be done.
2016-08-23Cleanup: Output argument name and const qualifierSergey Sharybin
2016-08-23Fix T49140: Noise and jitter present at some areas when using ambient ↵Sergey Sharybin
oclusion in Blender internal renderer
2016-08-09Attempt to fix previous commit for non-c++11 buildsSergey Sharybin
2016-08-09Fix for isfinite breaking builds when WITH_CXX11 is enabled.Lukas Tönne
This happens when cmath.h is included after math.h in cpp code. Kudos to Sergey for pointing this out.
2016-08-09Fix T49027: Sequence uses too much memory when rendering scene with lots of ↵Sergey Sharybin
movie strips Now we free sequencer cache and close all unneeded FFmpeg handles when rendering. This is the same logic as image sequence memory freeding.
2016-08-04Grease Pencil v2 BranchAntonio Vazquez
Improve current Grease Pencil in order to get a better 2D animation tool. More info in WIKI pages: https://wiki.blender.org/index.php/User:Antoniov Reviewed By: Severin, aligorith, campbellbarton Patch by @antoniov, with edits by @Severin. Differential Revision: https://developer.blender.org/D2115
2016-07-23fix atan2f input conditionalMike Erwin
Suspicious conditional found by PVS-Studio T48917 Original code (from Blender’s initial open-source commit!) looks like it’s testing inputs to atan2f, to avoid undefined function values. Passing xn=0 does *not* always evaluate to 0 though… I’m not sure if this is a coding error or was done for a desired visual result. Also changed xn==0 to xn>=0 to avoid function call in more cases. Good description and visualization of atan2f function: http://en.cppreference.com/w/c/numeric/math/atan2
2016-07-22remove double-checked conditionsMike Erwin
Checking a condition right after we’ve checked it (and it hasn’t changed). Most of these are trivial to understand. split_quads in convertblender.c: It seems quads should be processed and triangles should be marked as not needing split. So I removed the outer vlr->v4 check. Found with PVS-Studio T48917
2016-07-19Cleanup: style, spellingCampbell Barton
2016-07-15Bump maximum threads number to 1024Sergey Sharybin
This commit contains all the changes required for most optimal maximum threads number bump. This is needed to avoid possibly unneeded initialization or data allocation on systems with lower threads count. TODO: Still need to review arrays in render data structures from render_types.h, P.S. We might remove actual bump of max threads from this patch, so when we'll be applying the patch we can do all the preparation work and then do actual bump of max threads. Reviewers: mont29, campbellbarton Reviewed By: mont29, campbellbarton Maniphest Tasks: T43306 Differential Revision: https://developer.blender.org/D1343
2016-07-14Cleanup: comment blocksCampbell Barton
2016-07-12Fix T48818: Objects with alpha maps cast wrong ray shadows in BISergey Sharybin
2016-07-08Fix T48799: Particles set as objects cast wrong ray shadows in BISergey Sharybin
2016-07-08Cleanup: use normalize_v#_lengthCampbell Barton
2016-07-05Render border: skip unnecessary uncropping if the border covers the entire ↵Brecht Van Lommel
image.
2016-07-05Render border: make it work together with with cache result / save buffers / ↵Brecht Van Lommel
full sample. Differential Revision: https://developer.blender.org/D2080
2016-07-04Fix input for Texture node (envmap+world_space_shading)Alexander Romanov
This patch fixes shortcoming of D2046. The original behavior without world_space_shading flag is that Texture node expects the reflected vector in view space. But with world_space_shading it should be in world space. In attached file you will see a simple material setup and a node material analogue. Simple material must have the same behavior regardless world_space_shading flag. {F318866} Alexander (Blend4Web Team) Reviewers: brecht Reviewed By: brecht Subscribers: campbellbarton, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2072
2016-07-02Cleanup: comment blocksCampbell Barton
2016-07-01"Fix" crash when deleting linked object which has indirect usages.Bastien Montagne
This is in fact very hairy situation here... Objects are only refcounted by scenes, any other usage is 'free', which means once all object instanciations are gone Blender considers it can delete it. There is a trap here though: indirect usages. Typically, we should never modify linked data (because it is essencially useless, changes would be ignored and ost on next reload or even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking. For unlinking preceeding deletion however, this is not acceptable - we are likely to end with a zero-user ID (aka deletable one) which is still actually used by other linked data. Solution choosen here is double: I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks should not be allowed (indirect data or indirectly used data), and abort (with report) if needed. II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data, which makes actual deletion possible and safe. Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data - but then, once file is saved and reloaded, indirect usage would link back the deleted object, without any instanciation in scene, which made it somehow virtual and unreachable... With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles (two linked objects using each other), linked objects become impossible to delete (from user space). Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :(
2016-06-30Fix T48757: Broken in D1120 normal bakingAlexander Romanov
2016-06-25Cleanup: use BLI_bitmap for bevel-splitCampbell Barton
2016-06-23Fix T48658: Cycles render & render preview corrupts particlesCampbell Barton
Replaces `G.is_rendering` with `use_render_params` argument. This is needed for Cycles, which attempts to restore render-preview settings from particles, after it gets its own particle data, but fails to restore because `G.is_rendering` was being checked in psys_cache_paths (and other places).
2016-06-22ID-Remap - Step one: core work (cleanup and rework of generic ID datablock ↵Bastien Montagne
handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-07World space switch for BI nodes.Alexander Romanov
At the moment light shading in Blender is produced in viewspace. Apparently, that's why shader nodes work with normals in camera space. But it is not convenient for artists. The more convenient approach is implemented in Cycles where normals are represented in world space. Blend4Web Team designed the engine keeping in mind shader parameters readability, so normals are interpreted in world space as well. And now our users have to use some tweaks, like empty node group with the name "Replace", which is replacing one input by another on the engine side (replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine). This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport. This patch is very important to us and we crave to see this patch in Blender 2.7 because it will significantly simplify Blend4Web material creation workflow. {F315547} {F315548} Reviewers: campbellbarton, brecht Reviewed By: brecht Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2046
2016-06-06Fix T48550: Imperfections when Bake displacement map to plane if camera is ↵Sergey Sharybin
not in front The issue was caused by non-watertight nature of intersection, which is now addressed. Hopefully it doesn't cause any regression caused by uninitialized precalculated storage.
2016-06-01Fix T48466: Multiple passes starting with 'Diffuse' in EXR file breaks its ↵Bastien Montagne
loading in Blender. Issue here is that for Blender, any pass which name starts with 'Diffuse' is considered a diffuse pass - and it does not really support several passes of the same type in renderresult. So for now, passtype_from_name() is now checking whether a pass of same type already exists in render layers, and return 0 (uknown passtype) in this case.
2016-05-17C99/C++11: replace deprecated finite() by isfinite().Brecht Van Lommel
2016-05-06Fix T48262: Crash when trying to render a scene without camera.Bastien Montagne
2016-04-26Support multiple tangents for BI render & viewportAlexander Romanov
Normal Map node support for GLSL mode and the internal render (multiple tangents support). The Normal Map node is a useful node which is present in the Cycles render. It makes it possible to use normal mapping without additional material node in a node tree. This patch implements Normal Map node for GLSL mode and the internal render. Previously only the active UV layer was used to calculate tangents.
2016-04-12Cleanup: use boolCampbell Barton
2016-04-04Fix T48002: Wrong behavior with "RGB to Intensity" in Image texturesSergey Sharybin
There was some extra linearization happening in such cases.
2016-04-04Move some debug print under G.debugSergey Sharybin
It's not like every debug build is benefiting from this print..
2016-04-02Fix T47971: rigid body baking crash due to thread race condition.Brecht Van Lommel
2016-03-24Color sources for point density textures based on mesh verticesLukas Tönne
This patch adds support for coloring point density textures based on several mesh vertex attributes. * Vertex Color: Use a vertex color layer for coloring the point density texture * Vertex Weight: Use a weights from a vertex group as intensity values. (for Blender Render engine the additional color band is used) * Vertex Normals: Use object-space vertex normals as RGB values. The vertex color source enum is stored separately from the particle color source, to avoid invalid values when switching. Note that vertex colors are technically "corner colors" (MLoop), so each vertex can have as many colors as faces it is part of. For the purpose of point density the mloop colors are simply averaged, which is physically plausible because corners can be viewed as multiple points in the same location.
2016-03-19BLI_kdopbvh: Pass center to to range callbackCampbell Barton
Useful when BLI_bvhtree_range_query callback calculates a new position to measure from.
2016-03-14Cleanup: style/spellingCampbell Barton
2016-03-13Full Inverse-Quadratic-Equation Lamp FalloffJack Andersen
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in Blender-Internal and GLSL. The current falloff modes use a formula like this inverse-square one: `I = E × (D^2 / (D^2 + Q × r^2))` While such a formula is simple for 3D-artists to use, it's algebraically cumbersome to work with. Game-designers authoring their own shaders could benefit much more by having direct control of falloff-coefficients: `I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))` In this mode, the `distance` parameter is unused (except for 'Sphere' mode); instead relying on the designer to mathematically-model the falloff-behavior. The UI has been patched like so: {F153843} Reviewers: brecht, psy-fi Reviewed By: psy-fi Subscribers: brita_, antidote, campbellbarton, psy-fi Differential Revision: https://developer.blender.org/D1194