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2012-02-22TileBranchJeroen Bakker
* added parameter to the compositor to really identify if the compositor is called from an editor or from the renderer/pipeline This is a fix so that the quality level and speedups are managed appropriate. - At Mind -
2012-01-30Fix #30026: errors rendering material with ambient 0 and AO/env/indirect light.Brecht Van Lommel
It would skip rendering the latter if ambient was 0, however this is not actually used in adding the contribution from these.
2012-01-26Fix #29960: fields option should not be used for external engine rendering.Brecht Van Lommel
2012-01-25Cycles: Render PassesBrecht Van Lommel
Currently supported passes: * Combined, Z, Normal, Object Index, Material Index, Emission, Environment, Diffuse/Glossy/Transmission x Direct/Indirect/Color Not supported yet: * UV, Vector, Mist Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow, also for environment importance sampling. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-22use inline BLI_math functions for dot product and length calculation.Campbell Barton
2012-01-20Fix #27120: Bake to image used for rendering glitch (bake feedback loop)Sergey Sharybin
Detect feedback loop and do not bake to images detected in this loop and show nice warning message in such cases. It's a way which wouldn't overcomplicate code trying to duplicate images and so without real benefit.
2012-01-19use color conversions functions in more places.Campbell Barton
also add rgba_float_to_uchar, rgba_uchar_to_float
2012-01-19add utility functions linearrgb_to_srgb_uchar4,Campbell Barton
linearrgb_to_srgb_uchar3, was being done inline.
2012-01-19Fix #29922: NaN pixels due to bump map in degenerate case.Brecht Van Lommel
2012-01-14add utility function to BLI_math_color - rgb_to_luma, rgb_to_luma_byte, also ↵Campbell Barton
use rgb_to_grayscale in more places.
2012-01-14tag unused function args in raytrace code.Campbell Barton
2012-01-13Fix #29824: Error writing frame if 3D scene starts after first frame of ↵Sergey Sharybin
animation and output is H264 Issue was caused by incorrectly set PTS value frames came form Scene strip renderer. This value used to be calculated from RenderData current and start frame which lead to non-uniformuly counting which totally confuses encoder. Switch append_avi and append_ffmpeg to use current frame from rendering scene (which was already passing to this functions and was used mostly for logging) and start frame of rendering scene (it's new parameter added). This allowed to calculate correct PTS value easily and get rid of global static sframe variable in writeavi.c file.
2012-01-12added comment; zbuffillGLinv4 and zbuffillGL4 are identical except for a 2 ↵Campbell Barton
lines. no functional changes.
2012-01-11Fix #29836: stress not working as input for displacement texture. Previously itBrecht Van Lommel
would be computed after displacement, but I don't think this made much sense.
2012-01-11Longer names support for all ID and other object namesSergey Sharybin
This commit extends limit of ID and objects to 64 (it means 63 meaning characters and 1 for zero-terminator). CustomData layers names are also extended. Changed DNA structures and all places where length constants were hardcoded. All names which are "generating" from ID block should be limited by MAX_ID_NAME-2, all non-id names now has got own define called MAX_NAME which should be used all over for non-id names to make further name migration stuff easier. All name fields in DNA now have comment with constant which corresponds to hardcoded numeric value which should make it easier to further update this limits or even switch to non-hardcoded values in DNA. Special thanks to Campbell who helped figuring out some issues and helped a lot in finding all cases where hardcoded valued were still used in code. Both of forwards and backwards compatibility is stored with blender versions newer than January 5, 2011. Older versions had issue with placing null-terminator to DNA strings on file load which will lead to some unpredictable behavior or even crashes.
2012-01-06fix error building without openexrCampbell Barton
2012-01-06Fix #29723: wrong IOR for raytraced refraction after reflection inside mesh,Brecht Van Lommel
patch by Juha Maki-Kanto.
2012-01-05Code refactoring: split render result related functions into separate file.Brecht Van Lommel
2012-01-04Fix #29764: Crash when border rendering in sequencer. (Not Cycles related)Sergey Sharybin
Sequencer render context should be as large as the whole frame when rendering using border without clipping. Can be implemented in more clear way but it'll require more global refactoring.
2012-01-04derivative maps must take into account that texture scales can be negativeMorten Mikkelsen
2012-01-04calculate factor before using MAX2 macroMorten Mikkelsen
2012-01-04derivative maps were not working correctly with UV scale (the texture ↵Morten Mikkelsen
setting size)
2012-01-03fix [#29761] Texture painting with interpolation ignores use alphaCampbell Barton
reporter - Shawn Zilbert (enigmatic) included patch.
2012-01-02Fix #29746: cycles crash with border render.Brecht Van Lommel
2011-12-31Fix: Material "Vertex Color Light" option didn't apply vertex alpha.Miika Hamalainen
2011-12-30Color management: add "Color Unpremultiply" option for images and render ↵Brecht Van Lommel
settings. For premultiplied alpha images, this makes any color space conversion for the image or render output work on color without alpha multiplied in. This is typically useful to avoid fringing when the image was or will be composited over a light background. If the image will be composited over a black background on the other hand, leaving this option off will give correct results. In an ideal world, there should never be any color space conversion on images with alpha, since it's undefined what to do then, but in practice it's useful to have this option. Patch by Troy Sobotka, with changes by me.
2011-12-29possible fix for [#29708] Crashes when Rendering Cross Dissolve + XVID CodecCampbell Barton
was calling memcpy with both src and dst args were the same pointer.
2011-12-28Code refactoring: add unified image buffer functions for doing float => byte,Brecht Van Lommel
byte => float, float => float, byte => byte conversions with profile, dither and predivide. Previously code for this was spread out too much. There should be no functional changes, this is so the predivide/table/dither patches can work correctly.
2011-12-27remove unneeded casts from 'unsigned int' to 'int'Campbell Barton
2011-12-23Code cleanup: fix some clang static checker warnings.Brecht Van Lommel
2011-12-20Fix #25775: crash using border render from external render engines, mergingBrecht Van Lommel
back the tile used wrong offsets.
2011-12-20patch [#28094] New equirectangular world texture mapping optionCampbell Barton
2011-12-16Math lib: matrix multiplication order fix for two functions that wereBrecht Van Lommel
inconsistent with similar functions & math notation: mul_m4_m4m4(R, B, A) => mult_m4_m4m4(R, A, B) mul_m3_m3m4(R, B, A) => mult_m3_m3m4(R, A, B) For branch maintainers, it should be relatively simple to fix things manually, it's also possible run this script after merging to do automatic replacement: http://www.pasteall.org/27459/python
2011-12-15reenabled auto scale for derivative mapsMorten Mikkelsen
2011-12-15Bicubic bump map filtering.Antony Riakiotakis
This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs. To use the functionality change the bump mapping method to "best quality" Previous "best quality" setting becomes "medium quality" now. For non OpenGL 3.0 GPUs this becomes the same as "medium quality" Also: * added tooltip descriptions to the bump method settings. * modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL. Bicubic shader by Morten Mikkelsen. Thanks a lot! Oh...and FIRST!
2011-12-10verify existence of dmMorten Mikkelsen
2011-12-10fixes scale on derivative mapsMorten Mikkelsen
2011-12-08Tweak related to #29545: show info message if no frames are written in animationBrecht Van Lommel
render due to disabled Overwrite option.
2011-12-04remove old renderer struct member, was only used for setting yafray but was ↵Campbell Barton
still being checked in a few places,
2011-12-04add a new object member to store the dsize, since with my recent commit ↵Campbell Barton
broke forward compatibility. now the new values are copied into 'dscale' and existing ones remain. this is annoying since now we have dsize and dscale, will look into a way to deprecate struct members next.
2011-12-03de-duplicate dominant axis calculation, exact same checks were in 6 ↵Campbell Barton
different places. added function: axis_dominant_v3(...)
2011-11-30fix [#29111] Wrong application of delta scaleCampbell Barton
apply delta scale as a multiplier & do-versions on existing files. - bumps subversion to 2.60.6
2011-11-29Fix #29028: dupli objects missing speed vectors. Check for avoiding creation ofBrecht Van Lommel
speed vectors was checking object instead of object instance layer, which is the one that is actually used for render layer checks.
2011-11-29Fix #29411: displacement texture not working anymore, seems part of deltaBrecht Van Lommel
scale patch got accidentally committed in revision 41485, reverted now.
2011-11-28Superficial changes for bmesh bevel to sync with bmesh branch, also noticed ↵Campbell Barton
length comparison can be done without sqrt for baking.
2011-11-26Fix #29406: show Sequence as render layer when rendering from sequencer, to makeBrecht Van Lommel
it more clear what was rendered. Fix #29407: external engine api doesn't support full sample yet, would give too dark render result.
2011-11-26minor edit - weight_to_rgb() and ramp_blend() now take a float vector rather ↵Campbell Barton
than 3 float pointers. also make particle draw use a float vec.
2011-11-23Patch #29336: renaming UV (Texture) Layer to UV Map in the user interface,Brecht Van Lommel
by Gaia Clary. Rationale: the name was confusing and not always used consistently, and this map itself is not something that can be layered, rather the map can be used as texture coordinates in some layered setup. The original intent was to indicate this contained more than just UV's, but the game engine settings have already been moved out, and apparently users didn't really get this from the name anyway.
2011-11-22rename image type defines to be less ambiguous, also set BMP as not ↵Campbell Barton
supporting alpha (it reads but cant write)
2011-11-22display quality for avijpeg, name BKE_imtype functions more sensibly Campbell Barton