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2009-12-13* renamed BKE_sequence.h and sequence.c --> sequencerCampbell Barton
* renamed util.c --> path_util.c since there are more then 1 of these files which makes setting breakpoints annoying.
2009-12-11Sculpt Branch:sculpt25Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r25245:25315
2009-12-10wrong code order made linux+scons barf.Nathan Letwory
2009-12-10* WITH_BF_RAYOPTIMIZATION cleanup and flag separation by matd.Nathan Letwory
This adds BF_RAYOPTIMIZATION_SSE_FLAGS through which one can manage what SSE flags are best for the platform built for. Note that the ray optimizations coded by jaguarandi are SSE-intrinsics only.
2009-12-09Fix #20305: overlay blending mode for specular intensity does not work.Brecht Van Lommel
2009-12-07Sculpt Branch:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24889:25180
2009-12-05* proper SSE setting for mingw.Nathan Letwory
* some cleanup of render module SConscript
2009-12-05* provide SCons support to enabling jaguarandi SIMD raytracer optimizations ↵Nathan Letwory
for real :) Until now only SSE switches were defined, but to really enjoy the SIMD structures, the __SSE__ define needs to be given. This can now be done with setting in your user-config.py WITH_BF_RAYOPTIMIZATION=True (or WITH_BF_RAYOPTIMIZATION=1 on command-line)
2009-12-03Fix for color management not working with AVI output, patch by Damien ↵Matt Ebb
Plisson, thanks!
2009-12-02AAO Indirect DiffuseBrecht Van Lommel
Don't use passes anymore for indirect lighting, people were using this probably thinking it would do bounces, but that's not the intention of this feature, it is to reduce problems with light bleeding. I want to remove this option for AO as well, but will leave it in for now until there is a better alternative. Added bounces option for indirect, could be implemented much better, but perhaps useful for testing now. Existing files need to set this to 1 to get the same results again.
2009-12-02Changes to Color ManagementMatt Ebb
After testing and feedback, I've decided to slightly modify the way color management works internally. While the previous method worked well for rendering, was a smaller transition and had some advantages over this new method, it was a bit more ambiguous, and was making things difficult for other areas such as compositing. This implementation now considers all color data (with only a couple of exceptions such as brush colors) to be stored in linear RGB color space, rather than sRGB as previously. This brings it in line with Nuke, which also operates this way, quite successfully. Color swatches, pickers, color ramp display are now gamma corrected to display gamma so you can see what you're doing, but the numbers themselves are considered linear. This makes understanding blending modes more clear (a 0.5 value on overlay will not change the result now) as well as making color swatches act more predictably in the compositor, however bringing over color values from applications like photoshop or gimp, that operate in a gamma space, will give identical results. This commit will convert over existing files saved by earlier 2.5 versions to work generally the same, though there may be some slight differences with things like textures. Now that we're set on changing other areas of shading, this won't be too disruptive overall. I've made a diagram explaining the pipeline here: http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png and some docs here: http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02* Fix for earlier fix, only check for basis metaball if the object's ↵Matt Ebb
actually a metaball
2009-11-30Approximate AO: Diffuse Bounce HackBrecht Van Lommel
This brings back the single bounce indirect diffuse lighting for AAO, it's not integrated well but that will be tackled later as part of shading system refactor and subdivision changes. The caveats are the same as AAO, with one extra thing, the diffuse lighting is sampled once per face, so it will not be accurate unless faces are subdivided. I'm committing this now so we can start testing it for Durian, and since changes need to make it work properly are planned.
2009-11-27Fix for rev. 24908 - committed the fix, but it was commented out. Forgot to ↵Matt Ebb
uncomment it after doublecheck testing, hmm...
2009-11-26Fix for [#20023] Renderer aborts in some cases when rendering only ↵Matt Ebb
meta-objects with volume materials. When metaballs were added to the render, if they weren't the basis ball, they'd be skipped, leaving a render object with no geometry. Now it doesn't add an object in the first place.
2009-11-25Sculpt:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24483:24889
2009-11-23Remove forced sse compile flags on render for linux. This is very bad.Martin Poirier
Use user flags instead.
2009-11-20Fix for unitialized variable and resulting render artifactsBrecht Van Lommel
when setting project x/y/z to none with a procedural texture.
2009-11-14- sequencer speed effect back using fcurves, still needs manual reloading to ↵Campbell Barton
refresh. - added a function id_data_find_fcurve() to get the fcurve without RNA vars. Aligorith: this could be made to use a path rather then a property name.
2009-11-11Sculpt: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r24330:24483
2009-11-11* Fixing various compiler warnings under scons+mingw. Mostly unused ↵Joshua Leung
variables and functions. * Added missing lib-linking code for Grease Pencil in nodetrees * Uncommented some code for curve shapekeys
2009-11-11Fix CMake build system for WindowsErwin Coumans
Add support for OPTION WITH_OPENCOLLADA for Windows
2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-11-10* Finished (well, almost ;) RNA wrapping and layout-engine-ing all the nodes.Matt Ebb
Still a few quirks, including redraw issues on multilayer image input nodes, but it's pretty much there. Would also be good to wrap the input/output sockets, too, will check on it. This fixes bug [#19740] INPUT NODE: Cannot load images / motion pictures
2009-11-09Update of older commit (23102) from Bob Holcomb -- fix for Darken mode ↵Roland Hess
blending was only in place for nodes, not for general texture blending. This updates texture blending to reflect the fix. Now results don't trend toward black on Darken anymore as factor approaches 0.
2009-11-09- scons fix for linux buildDamien Plisson
2009-11-09Mac :Damien Plisson
- scons update to build with openCollada - scons & cmake update for render optimization cflags
2009-11-05Fix for [#19793] Resolution Sliding Crashes Blender 2.5 SVN 24256Matt Ebb
2009-11-05Fix for [#19299] Color render bugMatt Ebb
Caused by very evil AO subtractive mode going negative once again...
2009-11-05Sculpt: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r24257:24330
2009-11-04Sculpt: derivedmesh no longer created CD_ORIGINDEX layer when thereBrecht Van Lommel
is no modifier, saving some memory.
2009-11-04Fix bug #19699: point density texture doesn't save particle system.Brecht Van Lommel
Non-ID pointers in DNA can only point to data from own ID block, so now instead it uses an index into the particle system list, but still exposed as a pointer through RNA.
2009-11-03Fix [#19759] Point Density TextureMatt Ebb
Use derivedmesh functions to get object vertices, rather than objectren verts (which can not exist if object is non-renderable)
2009-10-21Make compiler happy, remove doubtful non init usage.Guillermo S. Romero
2009-10-20Bugfix: render clipping was not using correct matrix, own mistakeBrecht Van Lommel
in recent commit.
2009-10-20Bugfix: raytracer building could crash (abort due to an assert), whenBrecht Van Lommel
using for example a text object scaled down to size zero. This was due to nan's generated through division by zero.
2009-10-19Get 2.5 trunk to compile. this C++ code failed for gcc 3.3.Ton Roosendaal
Error log: /usr/include/gcc/darwin/3.3/c++/cmath: In function `float std::ceil(float)': /usr/include/gcc/darwin/3.3/c++/cmath:175: error: parse error before `(' token /usr/include/gcc/darwin/3.3/c++/cmath: In function `float std::floor(float)': /usr/include/gcc/darwin/3.3/c++/cmath:249: error: parse error before `(' token /usr/include/gcc/darwin/3.3/c++/cmath: In function `float std::fmod(float, float)': /usr/include/gcc/darwin/3.3/c++/cmath:267: error: parse error before `(' token
2009-10-19Fix/workaround #19617: new raytracer use of SSE is crashing Mingw builds,Brecht Van Lommel
so disable SSE in that case now.
2009-10-19Fix #19678: full sample / save buffers was crashing due to two issues:Brecht Van Lommel
* Nested write lock on render results. * RayHits pass was always enabled, commented it out now.
2009-10-19Fix #19683: rendering with compo nodes but no render layer node crashed.Brecht Van Lommel
2009-10-19Fix #19657: crash when cancelling volume material render, raytreeBrecht Van Lommel
is invalid if it cancels during build, so don't use it then. Also fixes some use of unitialized variables in raytracing code.
2009-10-15Bugfix: deep shadow buffer commit made mixed solid/ztransp renderingBrecht Van Lommel
not work correct without OSA.
2009-10-14Bugfix: new bump mapping with UV coordinates wasn't workingBrecht Van Lommel
correct, my mistake in merging the patch.
2009-10-14Bugfix: compositing nodes + border render + crop didn't work correct.Brecht Van Lommel
2009-10-13Fix [#19602] Rayshadow that goes through transparent plane disappearsAndre Susano Pinto
(some bugs may show on other places if some of the code isnt prepared to handle non-normalized is->vec)
2009-10-12Deep Shadow BufferBrecht Van Lommel
Since the deep shadow buffer summer of code project is not actively under development anymore, I decided to build my own DSM implementation from scratch, based on reusing as much existing shadow buffer code as possible. It's not very advanced, but implements the basic algorithm. Just enough so we can do shading tests with it, optimizations and other improvements can be done later. Supported: * Classical shadow buffer options: filter, soft, bias, .. * Multiple sample buffers, merged into one. * Halfway trick to support lower bias. * Compression with user defined threshold. * Non-textured alpha transparency, using Casting Alpha value. * Strand render. Not Supported: * Tiling disk cache, so can use a lot of memory. * Per part rendering for lower memory usage during creation. * Colored shadow. * Textured color/alpha shadow. * Mipmaps for faster filtering. * Volume shadows. Usage Hints: * Use sample buffers + smaller size rather than large size. * For example 512 size x 9 sample buffers instead of 2048 x 1. * Compression threshold 0.05 works, but is on the conservative side.
2009-10-12* crash fix in volume render, less reliance on global RMatt Ebb
2009-10-10Fix #19571 (reported by Markus Ilmola):Andre Susano Pinto
Added missing callbacks. Was leading to crashs when the raytree was empty.
2009-10-10* more small raytrace fixesMatt Ebb
2009-10-10Bugfix: texture nodes render without OSA was using uninitializedBrecht Van Lommel
variables, giving incorrect results.