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before this only active scene would be rendered with border.
When do_render_fields_blur_3d() is finished, it'll modify
render's display rect so it'll correspond bordered render
result placed on black backgrund. Actual border is stored
nowhere, which makes it only way to re-calculate disprect
for all other renders used in compo based on source. Not
so big deal actually.
Also needed to modify Cycles a bit, because before this
patch it used border settings from scene being rendered.
Now made it so render data is passing to external engines.
Using a property inside RenderEngine structure for this.
Not best ever design for passing render data, but this
would prevent API breakage. So now external engines could
access engine.render to access active rendering settings.
Reviewed by Brecht, thanks!
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matters here.
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Rendering messages are now translatable.
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always used in that context so we can at least avoid reverting it twice
:p.
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not to confuse things.
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path_util_split_dirstring_2.patch, path_util_split_dirstring_3.patch
from Lawrence D'Oliveiro (ldo)
Get rid of BLI_splitdirstring, replace with calls to BLI_split_dirfile, BLI_split_dir_part and BLI_split_file_part as appropriate.
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from Lawrence D'Oliveiro (ldo)
Add comments and use of bool type in fileops.c
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from Lawrence D'Oliveiro (ldo)
More use of bool type, necessitating adding inclusion of BLI_utildefines.h, or moving it up in the inclusion order if it was already included, in various places
- storage.c: make some variables only used in bli_builddir local to that
- storage.c: BLI_file_descriptor_size should allow 0 as a valid file descriptor
- path_util.c: make pointers to non-reentrant storage returned from folder routines const, necessitating making variables holding these returned pointers const elsewhere as well
- path_util.c: BLI_string_to_utf8 closes iconv context in case of conversion error
- blf_lang.c: fill_locales routine now has its own "languages" local variable to construct paths (was stealing internal storage belonging to BLI_get_folder before)
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datablock has
a Use Alpha option again. This makes the case where you enabled Premultiply on the
image and disabled Use Alpha on the texture work again.
That's mostly useful when you have a straight alpha image file which has no useful
RGB colors in zero alpha regions (e.g. renders). Then sometimes you don't want to
use the alpha for the texture stack mixing, but you still want to multiply it into
the RGB channels to avoid a blocky transition into zero alpha regions.
This also removes the version patch that copied image datablocks because it's not
reliable and might be causing bug #34434. This does mean we are no longer backwards
compatible for cases where two different texture datablocks with Use Alpha enabled
and disabled where using the same image.
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in render module
Issue was caused by svn rev54721 where donequeue wasn't fully handled
in cases rendering was canceled, which lead to some render results
unfreed.
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to include a few more that gcc is using too.
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code. This gives a speedup up to a couple of seconds based only on the image
resolution and tile size. For complex renders a second or two is not so noticeable
but for quick ones it's nice to save some time. On the default cube this gives me
about half a second speedup.
Patch by Johan Walles, based on the render branch implementation by me.
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This is a special case, tangent space normal maps should be cleared to
0.5, 0.5, 1.0. This is good practice but there's no reason why not to
automate this (for artists whose bump map fu may be a bit shallow).
Thanks to Morten Mikkelsen for reporting.
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Fixes small precision problems.
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Adding non-RGBA float buffers as texture crashes MipMap code.
Images with less than 4 channels not supported (yet). Not sure
if we ever should even... normals, Z, vectors, UV, Index, all
don't like downsampling.
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Bang! How we didn't notice this for so long -- seems scenes came from render
layer node were rendering as if color management disabled (byte image wouldn't
be linearized).
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Basically they're aimed to solve issues when scene with sky
was used for compositing. If compo used alpha output result
of current trunk would be completely different form hwo it
was before.
Two heuristics here:
- If there's no world or world color is black, it completely
equals to straight alpha mode, no further magic is needed
to preserve compatibility
- If scene is used as Render Layer node and something is
connected to Alpha output of this node, ensure alpha mode
for this scene is set to Premultiplied.
Basically it shall give better compatibility and make
4K mango project just happy! :)
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Issue was caused by alpha pipeline cleanup: apparently depending on
use_alpha flag different channels for spec/alpha would be used.
Made it so talpha is computed from Image->ignore_alpha instead of
always considering to be TRUTH.
This is not so much trivial to understand what's going on here, but
it's not new issue. Anyway, if someone have got ideas how to improve
feedback here -- ideas are welcome! For now only regression is fixed.
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zero errors.
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regression since 2.65, just missing NULL check.
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different threads could allocate the mask buffer and overwrite the same pointer, regression since 2.65
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Issue was caused by recursive call of RE_BlenderFrame. Solved by
reshuffling image pool init/free in do_render_all_options.
Should be harmless, but doublecheck on this is welcome.
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- Cycles materials now render in Blender Internal too, skipping the nodes.
Not very useful, but at least things then show up on renders and in
previews.
- Node editor: if wrong shader nodes are in a tree, they draw with thene
color RED ALERT headers now. (Switching render engine will show it).
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defines/enums.
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Issue was caused by the fact that guarded allocator is not thread-safe and
generated images/movies could allocate memory when loading pixels to Cycles.
Currently solved by switching memory allocator to using mutex lock (the same
as sued for jobs) when viewport rendering is used.
Nicer solution would be to make guarded allocator thread-safe by using atomic
operations and lock-free lists, but that's more serious change.
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different each time, due to float precision issues. The camera matrix itself
should not be modified in render, just its copy.
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- the mesh would be tagged to update, then updated before bake finished.
- also increase self-shadow offset, in some cases the offset wasn't enough.
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Was own mistake in recent changes.
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It was caused by own mistake by not noticing externtex is used not
only by render engine. Now this function uses pool passed as argument
rather than using R.pool.
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Previously normalization will happen per image buffer individually, which
was wrong in cases different faces of the sane mesh uses different images.
Also solved possible threading issues when calculating min.max displacement.
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