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2008-09-29resolve some compiler warnings with intel c/c++ compilerCampbell Barton
* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later. * some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion. * removed unused vars * obscure python memory leak with colorband. * make_sample_tables had a loop running wasnt used. * if 0'd functions in arithb.c that are not used yet. * made many functions static
2008-09-29Updated color calculus for sunskyTon Roosendaal
- removed ugly clamping function (it was dividing XYZ based on max of one of the values) - added option to use Exposure, this only works for brightness (Y). results look very pleasant, foggy and hazy results are possible. with exposre==0, no exposure happens for HDR extreme range skies, this is how yafray rendered it. - added menu for choosing color spaces (CIE = modern lcds) Please review! (and yes i know it's still not in World :)
2008-09-29Bugfix #17696Ton Roosendaal
- Area lamp with 1 sample still used an offset for the first sample - Sample buttons were not visible for area without shadow.
2008-09-29Bugfix #17687Ton Roosendaal
Scaled cameras get orthogonalized on render, and did not get a signal to refresh the matrix, resulting in wrong display of camera in 3d win.
2008-09-27Lots of mingw/gcc compiler warning fixesJoshua Leung
2008-09-22Fix for bug #11163: strand render without tangent shading didn'tBrecht Van Lommel
give correct results.
2008-09-22Bugfix #12835Ton Roosendaal
Zbuffer error in render: when you render faces clipped by 'clip end' the z values could wrap around, resulting in errors. Code not nicely clamps, plus should be faster even!
2008-09-22Added three XYZ color space options in code, will be activated later.Ton Roosendaal
Thanks matt for the typing work :)
2008-09-21Merging fluidcontrol to trunk from rev16649 fluidcontrol branch. Code ↵Daniel Genrich
provided by Nils Thuerey.
2008-09-21Sunsky / Atmoshphere:Ton Roosendaal
- Added blending mode and factor option, so it's more clear and controllable what happens with it. Also nice for crazy effects of course! - Preview render now shows preview for it too On the todos: - have this in World buttons (as well) for quicker sky setups - review math of color clamping and scaling, this is definitely not good... but a fix will make old files look very different.
2008-09-21svn merge -r 16593:16648 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-09-21Bugfix #17656Ton Roosendaal
- Changed order for applying atmosphere, it does it now before alpha-adding sky, giving correct transparency - Added correction for de-premulling and premulling scatter color
2008-09-21#bugfix #17337Ton Roosendaal
FSA didn't work for atmosphere option.
2008-09-20Patch #8461, by Rob HausauerTon Roosendaal
This unifies all usage of FTOCHAR, putting it in utildefines.h Submitter did several interesting tests for speed, check it here: http://projects.blender.org/tracker/?func=detail&atid=127&aid=8461&group_id=9
2008-09-20Fix for gcc compiler warning about a call to do_lamp_tex() resulting in ↵Joshua Leung
"overflow in implicit constant conversion"
2008-09-20== Render ==Diego Borghetti
Commit patch #7788, allow to set the render step, so it's possible make render every N frames only. The step is change in Scene buttons (F10), below start and end frame buttons. Also add a command line options (-j), so it's possible to overwrite the file step (useful for renderfarm). [ Brecht, this work with OpenGL renders and simulated the skipped frames, please double check ]
2008-09-19Patch #13422, By Roland Hess, Shadow ColorTon Roosendaal
Finally, after a long time new render candy for the non-game peoples! :) Good doc is here: (url splits in two) http://www.harkyman.com/2008/08/06/controllable-shadow-intensity- and-color/ Note the colorpicker for shadow is in "Shadow and Spot" panel. A bit hidden, could get more attention. For later. :)
2008-09-18svn merge -r 16454:16593 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-09-11Bugfix #14033Ton Roosendaal
Option for Image render "Clip" gave wrong alphas on the edge of image.
2008-09-11Bugfix 12478Ton Roosendaal
Border render didnt work for ANIM render.
2008-09-10svn merge -r 16369:16454 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-09-09Fix for bug #12132: vector blur with fast moving objects doesBrecht Van Lommel
not give a smooth fallof. there's no correct fix possible due to a lack of information, but this manually adds a smoother falloff, overestimating the contribution of foregroud pixels instead of becoming transparent.
2008-09-09Fix for bug #17580: crash rendering instanced objects withBrecht Van Lommel
halo material attach to the object instead of the mesh. Also for bug #13489: avoid a crash rendering with invalid active vcol layer, most likely caused by a bug that was already fixed.
2008-09-09Bugfix #13675Ton Roosendaal
Edge render made star render disappear. Wrong Z value comparing... (2 year old bug!)
2008-09-07bugfix 17527Ton Roosendaal
Halo render: lines and rings were not using random anymore... got lost in particle upgrade of pre-peach. Tsk!
2008-09-07Bugfix #17497Ton Roosendaal
FSA didn't support "key alpha", fixed it. Also noticed edge-enhance didnt work for FSA, added warning for that, fixing it is too clumsy, this option belongs in compositor.
2008-09-05svn merge -r 16320:16369 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-09-01svn merge -r 16222:16320 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-08-26Particle System: a) Fixing visibility bug when a duplipart-system was ↵Daniel Genrich
deleted it didn't show up in during render any more, b) fixing possible crash during render
2008-08-22svn merge -r 16060:16222 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-08-17Win64: please check my changes if you ran across them ;) But should be fine ↵Daniel Genrich
since no additional crashes were reported!
2008-08-12svn merge -r 15973:16060 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-08-11* Fix for a bug zanqdo reported in IRC - transparent shadows were not Matt Ebb
getting correct alpha when cast through node materials - in fact the node tree wasn't being shaded at all.
2008-08-05svn merge -r 15800:15973 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-08-04Fix for [#17366] Particle children from particles only take colour from UV-MapsJanne Karhu
-Some old code in particle rendering hadn't been updated properly.
2008-07-27svn merge -r 15649:15800 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender + forgot something in last commit --> e) Last simulated Frame will stay and not turn into cube/domain after last valid simulated frame. f) Fixed loading of old fluidsims (1 parameter was wrong)
2008-07-25Fluid control: WIP commit before weekend, not working is crashing on the ↵Daniel Genrich
first 3 frames
2008-07-20Bugfix #8182 Ton Roosendaal
Specular render in Blender still had terminator problems... only the diffuse part got "phong correction" applied. I didn't fix this before to not change rendering results just before the release. Now there's time I hope? Render results should only differ minimal, and only visible for low spec hardness values (like 1 or 2)
2008-07-16Bug Fix #17337, now atmosphere works correctly with FSA enabledHamed Zaghaghi
2008-07-14Bugfix #17323Ton Roosendaal
Ztransp OSA render did not include z values anymore in pass... this is not good Z anyway (aliased), but at least it's back now. Note: for composites using Z values: use FSA for superior results.
2008-07-10Fix for bug #14665: stars not working in 3D view.Brecht Van Lommel
2008-07-04BGE logic update: new servo control motion actuator, new distance constraint ↵Benoit Bolsee
actuator, new orientation constraint actuator, new actuator sensor. General ======= - Removal of Damp option in motion actuator (replaced by Servo control motion). - No PyDoc at present, will be added soon. Generalization of the Lvl option ================================ A sensor with the Lvl option selected will always produce an event at the start of the game or when entering a state or at object creation. The event will be positive or negative depending of the sensor condition. A negative pulse makes sense when used with a NAND controller: it will be converted into an actuator activation. Servo control motion ==================== A new variant of the motion actuator allows to control speed with force. The control if of type "PID" (Propotional, Integral, Derivate): the force is automatically adapted to achieve the target speed. All the parameters of the servo controller are configurable. The result is a great variety of motion style: anysotropic friction, flying, sliding, pseudo Dloc... This actuator should be used in preference to Dloc and LinV as it produces more fluid movements and avoids the collision problem with Dloc. LinV : target speed as (X,Y,Z) vector in local or world coordinates (mostly useful in local coordinates). Limit: the force can be limited along each axis (in the same coordinates of LinV). No limitation means that the force will grow as large as necessary to achieve the target speed along that axis. Set a max value to limit the accelaration along an axis (slow start) and set a min value (negative) to limit the brake force. P: Proportional coefficient of servo controller, don't set directly unless you know what you're doing. I: Integral coefficient of servo controller. Use low value (<0.1) for slow reaction (sliding), high values (>0.5) for hard control. The P coefficient will be automatically set to 60 times the I coefficient (a reasonable value). D: Derivate coefficient. Leave to 0 unless you know what you're doing. High values create instability. Notes: - This actuator works perfectly in zero friction environment: the PID controller will simulate friction by applying force as needed. - This actuator is compatible with simple Drot motion actuator but not with LinV and Dloc motion. - (0,0,0) is a valid target speed. - All parameters are accessible through Python. Distance constraint actuator ============================ A new variant of the constraint actuator allows to set the distance and orientation relative to a surface. The controller uses a ray to detect the surface (or any object) and adapt the distance and orientation parallel to the surface. Damp: Time constant (in nb of frames) of distance and orientation control. Dist: Select to enable distance control and set target distance. The object will be position at the given distance of surface along the ray direction. Direction: chose a local axis as the ray direction. Range: length of ray. Objecgt within this distance will be detected. N : Select to enable orientation control. The actuator will change the orientation and the location of the object so that it is parallel to the surface at the vertical of the point of contact of the ray. M/P : Select to enable material detection. Default is property detection. Property/Material: name of property/material that the target of ray must have to be detected. If not set, property/ material filter is disabled and any collisioning object within range will be detected. PER : Select to enable persistent operation. Normally the actuator disables itself automatically if the ray does not reach a valid target. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. rotDamp: Time constant (in nb of frame) of orientation control. 0 : use Damp parameter. >0: use a different time constant for orientation. Notes: - If neither N nor Dist options are set, the actuator does not change the position and orientation of the object; it works as a ray sensor. - The ray has no "X-ray" capability: if the first object hit does not have the required property/material, it returns no hit and the actuator disables itself unless PER option is enabled. - This actuator changes the position and orientation but not the speed of the object. This has an important implication in a gravity environment: the gravity will cause the speed to increase although the object seems to stay still (it is repositioned at each frame). The gravity must be compensated in one way or another. the new servo control motion actuator is the simplest way: set the target speed along the ray axis to 0 and the servo control will automatically compensate the gravity. - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important) - All parameters are accessible through Python. Orientation constraint ====================== A new variant of the constraint actuator allows to align an object axis along a global direction. Damp : Time constant (in nb of frames) of orientation control. X,Y,Z: Global coordinates of reference direction. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. Notes: - (X,Y,Z) = (0,0,0) is not a valid direction - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important). - This actuator doesn't change the location and speed. It is compatible with gravity. - All parameters are accessible through Python. Actuator sensor =============== This sensor detects the activation and deactivation of actuators of the same object. The sensor generates a positive pulse when the corresponding sensor is activated and a negative pulse when it is deactivated (the contrary if the Inv option is selected). This is mostly useful to chain actions and to detect the loss of contact of the distance motion actuator. Notes: - Actuators are disabled at the start of the game; if you want to detect the On-Off transition of an actuator after it has been activated at least once, unselect the Lvl and Inv options and use a NAND controller. - Some actuators deactivates themselves immediately after being activated. The sensor detects this situation as an On-Off transition. - The actuator name can be set through Python.
2008-07-03Sun,Sky and atmosphere for lamps(sun type), PATCH#8063 ↵Hamed Zaghaghi
http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9
2008-06-23bugfix [#14796] -t <threads> command line switch doesn't work unless ↵Campbell Barton
FIXED_THREADS has previously been turned on Command line threads now override blendfile setting in background mode. Command line Threads greater then 8 are now clamped.
2008-06-18* Fix for a crash in game engine vertex array drawing with texfaces.Brecht Van Lommel
* For 2D filters, don't require opengl 2.0 but just the extensions, so it works on computers without full 2.0 support too. * In debug mode, don't print memory statistics for preview render.
2008-06-14bugfix for memory corruption caused by BLI_cleanup_file on paths that went ↵Campbell Barton
too far back. /a/b/../../../ - problematic /a/b/c/../../../ - ok Also got rid of warnings in shadbuf.c with GET_INT_FROM_POINTER
2008-06-08made the quad split-direction options force splitting since planer quads ↵Campbell Barton
with UV distortion would get very different results depending on the split direction.
2008-06-06Added shadow bakingCampbell Barton
2008-06-05Apricot feature, thats fit for trunk.Campbell Barton
Baking would split non-planer quads in an unpredictable way, which is fine for rending but game engines often use a fixed order (0,1,2), (0,2,3) or (1,2,3) (1,3,0). Added an option to use a fixed order when baking.