Age | Commit message (Collapse) | Author |
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scenes and
multiple render layer nodes. Also fixes issue with database free with vector blur
after recent thread safety changes.
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an image file, the image extend is set automatically when render starts but not
when the image was never loaded yet.
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internal viewport rendering. Lots of tweaks here, mainly:
* Stop 3D viewport render and free database before undo.
* Accumulate update flags rather than replace them each time it rerenders, to
avoid previous updates getting lost.
* Don't check against Render struct view parameters for changes, those are set
in the job thread which might not run before the next update call.
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data.
Now the viewport rendering thread will lock the main thread while it is exporting
objects to render data. This is not ideal if you have big scenes that might block
the UI, but Cycles does the same, and it's fairly quick because the same evaluated
mesh can be used as for viewport drawing. It's the only way to get things stable
until the thread safe dependency graph is here.
This adds a mechanism to the job system for jobs to lock the main thread, using a
new 'ticket mutex lock' which is a mutex lock that gives priority to the first
thread that tries to lock the mutex.
Still to solve: undo/redo crashes.
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The crash was caused by a reference of freed memory in add_halo_flare() that relied
on the global variable R to retrieve a list of objects. The value of this variable
is invalidated by a nested execution of the Blender Internal renderer for Freestyle
stroke rendering, leading to the documented memory reference issue.
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for image textures.
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displayed even with antialiasing disabled.
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paste errors), also remove BKE_script.h
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particles in linked groups.
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color alpha.
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Callback handle was assigning to wrong storage in RE_draw_lock_cb.
So far it was completely harmless because all the callbacks are
using the same handle, so test_break_callback was using correct
handle, and since draw_lock_callback didn't use handle at all
nobody noticed this.
But this typo lead to draw_lock_callback using NULL instead of
real RenderJob, which is bad for the feature we're working in
GSoC branch.
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"Single Layer"
at the start, more clearly indicate what the render time of the last frame was, some
other tweaks for consistency.
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give black speckles (self intersection errors) in raytraced shadows.
Motion blur does some extra offsets for free antialiasing in the motion blur
samples, but did not take them into account everywhere.
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Issue was caused by render result passing to a compositor
was having a resolution of border when using a camera border
in cases there's no Render Layer nodes.
Made it so resolution in which compositor works does not
depend on whether Render Layers present or not.
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poor.
now use double precision when combining the frame+subframe.
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isn't
any SSS material in the scene.
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assigned to a mesh did not work correct.
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changing angle of view.
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Now add_freestyle() in pipeline.c takes a second argument to enable/disable
stroke rendering. When stroke rendering is disabled, the function allocates
data structures but does not perform stroke rendering. The allocated data
structures (mostly left unpopulated with data elements) are intended to allow
for the Read Full Sample Layers (Shift-R) command in the compositor.
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rendering even if they were not used on any render layers.
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* Panorama Camera was not working for Blender Internal and Cycles anymore.
Code checked for Freestyle render layer flag, but as the flag is enabled per default, it broke Panorama camera in all cases. It made no sense to check this on a render layer basis anyway... check if Freestyle is enabled in general now instead.
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There were an issues with data structures defined in headers
and being used by both C and C++ on systems with stdbool
unavailable.
This happened because bool in this case will be defined as
unsigned int, which is 4 bytes. But C++'s bool is only 1
byte and this lead to alignment issues.
Now bool is always 1 byte, also made sure there's no situation
like bool foo = BitField & BitFlag, which could give overflow
issues. Use (BitField & BitFlag) != 0 instead.
Fixes #35553: Compositor broken (Backdrop & Preview)
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remove MEM_sys_types.h which was a duplicate.
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- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4
these temporary names were used to avoid problems when argument order was switched.
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Use the same window manager for freestyle bmain as
real bmain uses. This is needed because freestyle's
bmain could be used to tag scenes for update, which
implies call of ED_render_scene_update in some cases
and that function requires proper windoew manager
to present.
Alternative would be to make render scene update does
nothing if there's no window manager, but we wanted
freestyle to be applied in rendered viewport once and
think current change is what we'll need to support
freestyle in viewport.
But a bit further, perhaps that'd make sense to not
register ED_render_scene_update as a scene update
callback when in background mode?
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A warning message is shown when the panoramic camera is combined with Freestyle.
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Was missing a NULL-check.
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a different function signature. (which evidently works but error prone).
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reason, -pthread too.
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include conflicts later on.
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Added incremental re-render on view changes. That means all data preprocessing
only needs to be done once on view changes, quite faster that way.
Also fixed a bug in raytracing strands with soft shadows, was wrongly changing
coordinates in a static array.
Note: proper signals for re-renders is still on the todo. Many button options
don't signal a re-render yet. Work around: press G+ESC for quick full renders.
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late when rendering animations.
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* Particles did not render at viewport resolution like meshes.
* Properties editor preview render of hair was crashing, solution is to have
two separate flags for this preview render and viewport preview render.
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Suitable for inclusion in 2.67a.
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material texture
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Animated characters were not rendering yet, the render code for it
caused a signal for re-draw and re-render, in eternal loop.
Solved by forcing viewport render to use the same derivedmesh data
as for 3d viewport drawing. Faster too.
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- Put it available as a default now (no debug value needed)
- Fixed viewport size error, viewport was badly set
(visible with border render, property regions)
- Fixed hanging lock in conflict between drawing and initialize
new renders.
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refused to render. It's not possible to actually see the compositing result
in the render result without that but might as well work.
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