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2005-03-07Bug fix #2292Ton Roosendaal
Bumpmaps for skin on Env's dinosaurs appeared to be less nice in 2.36. This was caused by the bugfix to make bumpmapping correct for rotations, which should only work for flat/cube mapping. It also rotated it for sphere/tube though, which gives less interesting bumps. So; now the correction is skipped for tube/sphere mapping bumping.
2005-03-07Patch provided by Chris Burt;Ton Roosendaal
Wood/marble now have three waveforms to choose from: Sine, Saw and Triangle. The Saw wave allows for much more realistic wood, especially in combination with a ColorBand. A blender3d.org release page is being constructed about it. Added: commit in editmesh_add.c to remove circle warning in face-select mode.
2005-03-05Bug fix, provided by Martin Dickopp;Ton Roosendaal
The dynamical allocated arrays (rwenzlaff, april 03) for render vertices/ faces/halos were freed in a way that requires the last element of array to be NULL. This wasn't coded however, causing memory errors in exceptional cases; like when amount of faces/vertices is exact between 261888 and 262144. :)
2005-03-04Bug fix #2289Ton Roosendaal
Environment maps type "Load" don't need to have an "Ob" object set to render. Without object it renders applied envmaps like reflection maps. Please note that envmaps then still "mirror" realistic, provided the original object the envmap was rendered with was not rotated.
2005-02-25Preview render of stucci was wrong. Fix found+provided by Chris Burt. thnx!Ton Roosendaal
2005-02-22Modified the sdl stuff so it is similar to the way the soundsystem does it.Kent Mein
Was causing problems for people. Kent
2005-02-19Fix for Key alpha. Thanks to unifying code in render (unified and normal)Ton Roosendaal
we cannot insert colored pixels in sky for Key alpha anymore. Well, this was useless anyway! (BTW: error not in 2.36 release)
2005-02-17Modified version of Chris Burt's fix for border render with invalidKent Mein
border selected. I changed the test to this: if(R.r.border.xmax <= R.r.border.xmin || R.r.border.ymax <= R.r.border.ymin) { Original patch tested xmin=0 which isn't quite right. Kent
2005-02-05Parkinson bug! A & accidentally became &&...Ton Roosendaal
Error caused exceptions for ortho render to be active always... making some frontfaces and backfaces mixupped.
2005-02-02Fixed error in having Ztransp rendered in back of normal solid faces. WasTon Roosendaal
caused by changing definition of OSA pixel structs 3 weeks ago. (result: AA looked bad). Thanks phase for pointing at this.
2005-01-30Bug fixes;Ton Roosendaal
#2187: Append to active layer now uses the real active layer #2191: Stars didnt show up correctly in envmap render #2194: Startfame > Endframe in anim render crashed (now it gives error)
2005-01-30Fixed old annoyance; enabling true Ortho render in Blender.Ton Roosendaal
It used to be a simple hack, scaling lens with 100, and moving the camera to the back with an equivalent amount. Because of the hack, making it 100% compatible with older files I could not achieve (yet?). To help reminding users, I've added a print when reading old files with Ortho cameras. Full description of how it works can be found here; http://www.blender3d.com/cms/Render_changes.515.0.html
2005-01-24Added color filtering for raytrace transparency.Ton Roosendaal
http://www.blender3d.org/cms/Transparent_filtering.514.0.html Choice was for using a single (new) filter value and have it working OK with existing alpha.
2005-01-21Bug fix 2116Ton Roosendaal
Area lights with "Noise" dithering only worked for first area light, the other ones then used wrong table... bug since area lights are in blender.
2005-01-18Using halo (particle) render with OSA and gauss had error.Ton Roosendaal
Removed it in OSA from special thread loop now, making it unthreaded but render OK. Main reason; subpixel-based adding with gauss doent work for halos yet. Unified render does that though, but result is just filter, no real subpixel.
2005-01-18Render lens flare works again. Didn't work due to wrong value for zbufferTon Roosendaal
passed on (zbuffer values changed with previous commit) Also fixed previewrender for lens flare.
2005-01-13big softbody commitJens Ole Wund
some vertex group , weight painting stuff too /me crosses fingers it does not break anything
2005-01-09Different integer overflow test for zbuffering, this due to mist+wire bugTon Roosendaal
that seems not to be solved on intel platforms. Previously, a positive signed integer overflow addition was checked by assuming it to become negative. Now it checks 'safe' with this version: if(vergz > 0x7FFFFFF0 - dz) vergz= 0x7FFFFFF0; else vergz+= dz; Reason why using signed ints is cumbersome... overflows for unsigned are much easer to find.
2005-01-08Star halos still used old fashioned byte colors, instead of nice floats :)Ton Roosendaal
Reason for them to show wrong.
2005-01-08Fix for commit of yesterday, where wire render + mist was solved.Ton Roosendaal
Had moved normalizing the view vector just a couple of lines to much... causing OSA vectors to be calculated wrong, and image texture to show much to filtered (nearly invisible)
2005-01-07Bugfix #2048Ton Roosendaal
Object "time" ipo was evaluated before it applied offset for field and motion blur. Should be after! (ancient one) in buttons_editing.c: removed sound include file
2005-01-07Bug fix 2107: RGB and brightness/contrast for preview render image textureTon Roosendaal
didnt work (commented out line, current WIP)
2005-01-07Another round of cleanups for render code;Ton Roosendaal
- removed ugly pointerhack from OSA render (negative indices denoted pointers). this should solve memory errors when using >1.5 gig mem - cleaned up usage of zbuffer values. These are signed in Blender, and treated as unsigned all over, giving confusing code - fixed incorrect gamma-adding for halos (caused in after xmas commit) And bugfix #2101; wire render didn't give correct rendering for mist. This caused by fact wires are 2D pixel lines, and not correctly filled in faces. Retrieving the 3d coordinate while render cannot use a face- equation then. Solved by retrieving 3D coordinate based on zbuffer value. Still todo here: calculating correct texture coordinates for wire-edges that are no faces.
2005-01-05Bugfix #2095Ton Roosendaal
When loading a file with linked external scene, and that external scene didnt exist anymore, and that scene was active in the file -> crash! Render code; changed to use local 'puno' flag for threaded render.
2005-01-03Thread render fix; using ray-transp + mirror didnt work...Ton Roosendaal
the face-normal had to be local too...
2005-01-03Bug #2083Ton Roosendaal
Rendering in parts, and ESC from render, didn't check for not-rendered parts yet. (due to recode of parts stuff)
2005-01-03Bug fix 2054Ton Roosendaal
Alpha for halos was always added, even when "Add" slider was zero. Fixed. (also; made BROW define BROW16, to distinguish from int version in BKE_utildefines.h)
2005-01-03Bug #2053Ton Roosendaal
For normal maps only: Slider for "nor" mapping in "Map to" panel allowed values for over 1.0 in preview render (not for render itself, causing confusement).
2005-01-03Small fixes;Ton Roosendaal
- zbuf; error caused by using unsigned int as counter (while >= 0) in radio - backbuffer didnt load in initrender (was removed from sky render) - unitialized variable in envmap.c
2004-12-30Bug #2073: Red value used instead of Green for World sky (render and preview).Martin Poirier
Ton will probably have a good laugh when he'll see what the error was. ;)
2004-12-30If YFexport directory is not set, it will now attempt to use the temp directory.Alfredo de Greef
(/tmp or $TEMP for win.) Probably too early still, but now in plugin mode the floatbuffer will be used too, including postprocessing.
2004-12-28And a first threading fix; mist render still used a R global for storage.Ton Roosendaal
caused very bad stripes in render.
2004-12-27Some weird CVS $id tag line got added on wrong place...?Ton Roosendaal
2004-12-27Biiig commit! Thanks to 2-3 weeks of cvs freeze...Ton Roosendaal
Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-19Fix for #2034Ton Roosendaal
It appeared that the method as used in unified render for "render all sub- pixels" isn't very well resistant to having large amounts of faces in a single pixel. The bug file had about 16x70x2 faces per pixel... causing tremendous slowdown and even wrong render. I've disabled the option (was coded by Nzc in NaN days) and made it sampling in the main render loop. Goes much faster, error free. Only loss is in that it doesnt use superiour subsamples for gauss anymore. Here the normal render performs slightly better. Not a real issue though. Hard to notice.
2004-12-12Bugfix #2008Ton Roosendaal
Combination of: - render movie - with border set - and "crop" set Crashed. Was due to feeding movie initialize code wrong frame sizes. Another oldie! Also found that crop+border+parts doesnt work. This now is prevented with warning and return.
2004-12-11The ugly global R.flag was reset to zero, before it was calling functionsTon Roosendaal
that could popup error() boxes. These dont work then, and need to be disabled by keeping R.flag on R_RENDERING This is a half fix for a report Rob H works on. Will wait for his test.
2004-12-10As addition to the use of Colorband for normals;Ton Roosendaal
- Stucci now accepts it too (for normals and color) Note; stucci doesn't return a single value, like marble or wood, that's still so, to disable it coloring the "Col" Map input by default. - Magic texture now accepts Colorband
2004-12-09Bug fix #1988, ray-transparency render.Ton Roosendaal
Five fixes in this commit... - the normals for nurbs surfaces still were calculated pointing wrong in some occasions - recoded ray-transp rendering to accept normals pointing any direction; it just counts how many times it passes a "glass" layer, and flips normals appropriate then. This means rendering will go fine on models without manually setting the normals. You can also move a camera inside a 'glass' object. - rendering of the inside part of glass now uses correct normal too... specularity happen on a solid glass inside now. - And an inside reflected mirror ray will keep bouncing inside glass Related to rendering localview: old convention to render localview, but with the lamps in the normal layers, has been restored. Please note; render happens based on active window. You *only* get a localview or 'unlocked layer' render when that 3d window is active = mouse in window.
2004-12-08Bug fix #1987Ton Roosendaal
Halos with texture, but only mapping to "Alpha" and not color, were rendered black, instead of in material color.
2004-12-07Sneak in little feature for texture editing pleasure;Ton Roosendaal
- New channel for "Map to" added, "Warp" - Use the slider next to the option to set amount of influence the texture will have on the coordinates of the next texture. - Warp uses for this the same values as for Normal or Displacement mapping - Warp remains active for all channels, until replaced (or zeroed).
2004-12-07More tweaks related to bump mapping quality;Ton Roosendaal
While going over the code, I found out the "nabla", the size of offset vectors for calculating derivatives of a texture, is a built in constant. Even worse, the value was different for new noise types (musgrave etc). So I've added a new slider for it in the procedural texture panels, which by default is set to 0.025, the value of the old constant. Also made sure it works with equal effect in all procedurals. NOTE: a small Nabla will give sharper, detailed bump, but the effect also becomes smaller, correct that in the Mapping Panel of materials. For better & compliant control over the bumpmapping, I've also included the Colorband output in derivatives calculus, so the bump output then matches the color created. It's also a nice tool to finetune output of textures for bumpmapping in general. Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it. Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-06Bug fix #1978Ton Roosendaal
Stencil in World didn't work with RGB textures (like what returns from colorbands).
2004-12-06Tweaked support for normalmaps to be OK.Ton Roosendaal
http://www.blender3d.org/cms/Normal_Mapping.491.0.html main changes: - The "Map Input" in Blender for normals was negated - Range for Z in normal map is Z (0-1) to Blue (0-255)
2004-12-06Bugfix: normal mapping for textures wasn't rotated back to view space,Ton Roosendaal
causing weird results on camera moves or object rotations. Added: support for "normal maps". See for example: http://members.shaw.ca/jimht03/normal.html The Image panel in Texture buttons has new option "Normal Map" for it. When this is used, normals are read straight from RGB values, and blended with the current normal.
2004-12-05Special bf-committers request; Lamp/World/Material now each have 10Ton Roosendaal
channels to link texture to. The amount of code changes seems large, but is mostly getting rind of hardcoded values (6 and 8) for channels, replacing it with MAX_MTEX. Further did some fixes; - Ipo for Lamp showed too many mapping channels - Texture MapTo buttons for lamp missed the slider to blend texture color - Lamp texture mapping "View" only worked for Spot, now it uses lamp- view vector for all types. (Nice for projections!)
2004-12-04Bug fix #1954Ton Roosendaal
Edge render for wire in unified was total mess! Code there apparently never even tested. Gave wrong rendering and potential crashes.
2004-12-03Bug fix #1947Ton Roosendaal
Unified render added sky with alpha=1. Found the way how to fix it, didnt dare that yesterday. :) Now sky is rendered with alpha=0, like normal render. Thanks to the recent reports, a lot of old issues with unified render have been solved. This is going to be pretty OK!
2004-12-03Bug fix #1948Ton Roosendaal
When using a backbuffer with alpha, but alpha is not premulled, you can get weird rendering results with halos or lens flare. This was caused by optimize rule in alpha routine that assumed alpha==0 means color is zero. Removed for the the halo case.
2004-12-03Bufix #1942Ton Roosendaal
Halos with Flare option didn't render correct in Unified render, they were added twice! Also noticed errors in applying alpha for 'Premul' alpha in Unified. Fixed.