Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2008-06-09adding clip alpha (binary alpha) to the 3D view and game engine.Campbell Barton
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2007-12-22-> Alpha Clip TweakGeoffrey Bantle
Apparently on some cards/drivers setting alpha clip to 1.0 will make every pixel get clipped out regardless of its associated alpha value being 1.0. Added a fix for this.
2007-11-29Bugfix: crash with textured drawing in editmode and linked duplicates.Brecht Van Lommel
2007-10-24* Changing images in the UV view didnt work properly - reported as bug 7467 ↵Campbell Barton
(own error, broke on UV in editmode conversion) * when setting the face, images with alpha's will set the texface's alpha option. * added a draw even to redraw view3d and uv/image view - so the Draw Faces button redraws properly. * made a macro for checking if the object will draw with textures * textured meshes in editmode only draw a selected face overlay (otherwise the entire mesh would get a plue tint wich isnt nice for viewing textures), the selected highlight is still there, this is how Face/UV mode looked. * Alpha clipping STILL had a case where it wasnt disabled and the interface had its alpha clipped, this should be fixed now.
2007-10-20added an option to adjust the alpha clipping value in the oprnGL preferenes. ↵Campbell Barton
in some cases you might want to use 0.5 to see through more of the texture. (less halo's with clipmaps), defailt is 0.0 so it will only clip 0 alpha.
2007-10-18Use GL_ALPHA_TEST when drawing alpha faces in the 3d view, as suggested by ↵Campbell Barton
Eskil, some scenes are unusable without this. at the moment it wont draw totally transperent pixels, this may need to be adjusted or made into a preference.
2007-09-25store snapping in the scene, (theeth's suggestion)Campbell Barton
2007-09-25made active vert/edge/face draw properly with modifiers applied and made ↵Campbell Barton
their theme default white. removed active face draw in Face/UV (which is now paint mask mode) mode.
2007-09-22added an active face for the mesh editmode and normal mesh - this is needed ↵Campbell Barton
because the TFace flag was not always easy to access from editmode. using the last selected face was almost good enough however when selecting verts and edges the last selected face would become inactive and the space image would flicker about too much. The active face is used for getting the space image at the moment and keeps scripts that use this flag working also. This has 2 commands to get and set, so the variable is not accessed directly. all "UV Calculate" scripts work now last commit crashed when in solid draw mode, it seems subsurf modifier is ignoring the displayMask since MTFACE is available. just made it do a null check for now. uvcalc_follow_active_coords.py - should be done inC and put in the snap menu.
2007-09-15new view option, SolidTex, to draw textures in solid mode.Campbell Barton
In the view panel as well as the shortcut Shift+T this works in editmode as well as object mode giving results like this http://members.optusnet.com.au/cjbarton/temp1.jpg where before you could only see textures in textured draw type like this http://members.optusnet.com.au/cjbarton/temp2.jpg
2007-09-14changed how shading works in editmodeCampbell Barton
Texture Draw; no shading only textures (better for mapping work) Shaded Draw; textured with shading (in editmode it used to be like solid draw mode) ZClip Option; dont draw face center dots.
2007-09-10Changes to "Face Select" modeCampbell Barton
* Does not indicate that UV's exist, nor does it add UV's when used. * Only accessible for texturepaint, vertexpaint and weightpaint from a button in the header (Paint Selection Mask) * Not accessible from the mode menu, this is only an option that applies to paint modes. This dosnt effect DNA, face select (G_FACESELECT) can be enabled at any time but is only used when paint modes are enabled. Other changes * UKey is uv unwrap in editmode, Ukey for undo was editmode only anyway. * UVCalc in editmode adds a UV Layer if there is not one alredy. * texture draw in editmode does not draw the face dots (they are get in the way of texturing) * some missing updates were added. * removed manipulator from when paint modes are enabled since the manipulator is not drawn in the 3d view.
2007-09-10UV Editing is now done in editmode rather then UV/Face Select mode.Campbell Barton
Notes * you cant edit UV's in the image window in "UV Face Select" mode. (removed UV from the name) * going into Face Select mode no longer adds UV's and does not need UV's to work. * The UV Calculation menu is now in editmode (Alt+W) Todo.. * Image replace - partly broken in stable also. * Rotate/Mirror UV/VCol are still only in Face Select mode. * Hide/Reveal is not quite right, (issue with editmode flushing)
2007-08-28Fix for editmode textured draw commit.Brecht Van Lommel
2007-08-28Textured drawing in Edit ModeBrecht Van Lommel
============================= - In textured drawmode it now draws the texture, with solid mode lighting. - UVs and vertex colors for subsurf are not computed incremental yet, so editing in textured drawmode then may not be as fast as the other modes. Implementation Notes: - Added textured drawing functions to the editmesh and subsurf derivedmeshes. - Removed some unused, legacy subsurf code that directly used Mesh. - Restructured texture drawing a bit to make it more clear and allow for editmode drawing. (Peach feature request)
2007-05-31Test commit by myself ( whitespace ), just spreading my new Blender commit ↵Mal Duffin
wings!
2007-05-26drawmesh.c - change from mal_CanDo that makes lighting work the same as in ↵Campbell Barton
blender 2.44. header_view3d.c - smoothview wasnt working with the camera menu
2007-05-23* Applying [ #6730 ] Fixing in-Blender displaying of GE bitmap text by Mal ↵Nathan Letwory
Duffin (mal_CanDo)
2007-05-22option to limit the size of textures loaded into GL memory, usefull when a ↵Campbell Barton
scene's models wont fit into GFX memory.
2007-05-20Fix provided by Mal:Ton Roosendaal
- 3D Window, textured drawmode shows lighted again for non-textured faces - Engine: faces show lighted again when 3d windows was Solid draw mode Example: http://www.candointeractive.com/blender/BlenderViewport.jpg
2007-05-05mad logic in tface to mface commit from a while ago. non UV meshes didnt ↵Campbell Barton
render in textured view.
2007-04-29dont use tface hide or select anymore, since maintaining 2 sets of ↵Campbell Barton
hide/select data for each face is annoying. using mface->flag for both. Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
2007-04-29Casting fixes for 64 bits. Incomplete commit, discussion on proper castingTon Roosendaal
has to be finished.
2007-03-13renamed norepeatX/Y to ClampX/YCampbell Barton
2007-03-13patch [#6213] msvc had problems with GL_CLAMP_TO_EDGE being undefinedKent Mein
on some systems. If its undefined define it. Kent
2007-03-12added no-xtile and no-ytile to the images realtime properties and python api.Campbell Barton
2006-12-21Added names to UV and vertex color layers, and display them as a list.Brecht Van Lommel
Added support for multiple UVs in the render engine. This also involved changing the way faces are stored, to allow data to be added optionally per 256 faces, same as the existing system for vertices. A UV layer can be specified in the Map Input panel and the Geometry node by name. Leaving this field blank will default to the active UV layer. Also added sharing of face selection and hiding between UV layers, and at the same time improved syncing with editmode selection and hiding. Still to do: - Multi UV support for fastshade. - Multires and NMesh preservation of multiple UV sets.
2006-12-20The Big Image refactor!Ton Roosendaal
Please read: http://www.blender3d.org/cms/Imaging.834.0.html Or in short: - adding MultiLayer Image support - recoded entire Image API - better integration of movie/sequence Images Was a whole load of work... went down for a week to do this. So, will need a lot of testing! Will be in irc all evening.
2006-12-05Modifier Stack: Limit calculation to required data.Ben Batt
This commit upgrades the modifier stack to only calculate the data which is needed, either by modifiers further down the stack or by other functions at the end of the stack (e.g. drawing functions). This speeds up modifier stack recalculation, especially where vertex groups and UV coordinates are concerned. For example, a mesh with an Armature modifier followed by a Subsurf modifier would previously have required the Subsurf modifier to interpolate all the vertex groups in the mesh, slowing down modifier calculations considerably. With this update, vertex group data is not propagated beyond the Armature modifier, so calculations are faster. Note that this depends on the order of modifiers in the stack. If the Armature and Subsurf modifiers were swapped in the above example, the Subsurf modifier would have to interpolate vertex groups, as they are needed by the Armature modifier.
2006-11-27Bugfix:Ton Roosendaal
Mesh modes "FaceSelect" and "WeightPaint" together, did not support hiding faces anymore.
2006-11-27Disable mipmapping in texture paint mode, so fast redrawing will nowBrecht Van Lommel
work by default for power-of-two textures. Improved texture painting across different images a bit.
2006-11-22Bugfixes:Ton Roosendaal
- SHIFT+K in weightpaint+faceselect combo crashed (caused by my commit for real undo in painting) - weightpaint+faceselect combo didn't draw correct anymore (caused by commit for custom mesh layers)
2006-11-20Added custom vertex/edge/face data for meshes:Brecht Van Lommel
All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-12Simple & efficient feature request from Campbell;Ton Roosendaal
One of the annoying things in Blender was that the UV Faceselect mode immediately forced the object to draw 'Textured', mimicing how the game engine could show it. For modeling and texturing workflow not optimal. UV FaceSelect mode now draws textured & default lighted, if the view is set to 'Solid'. Switch view to 'Textured' to see again what the game engine could draw (which is using real lamps, and the per-face lighted flag).
2006-11-10Old feature request: undo system now restores images without reloading.Ton Roosendaal
Was surprisingly easy to add, compiant with file reading and undo code. Currently only the Image->ibuf gets restored, and its opengl binding, so for realtime texture it works nicely. Also texture images are not freed inbetween undo steps Notes: - Painting textures will just keep the painted image, there's no undo yet for that - If this works satisfying, I'll extend it to compositing previews TEST IT WELL PLEASE! :)
2006-09-06- Fix a display glitch with float image painting and undo.Brecht Van Lommel
- Fix a crash with float images texture mapped onto meshes, it didn't always do conversion from float to byte before uploading to OpenGL.
2006-08-27Texturepaint now supports all the imagepaint brush settings, with theBrecht Van Lommel
exception of the clone tool. One level undo for image- and texturepaint, only storing those tiles that changed. Test to improve texturepaint performance using glTexSubImage2D, only enabled with 2^n sized textures and mipmapping off. Painting a 2048x2048 texture is then pretty smooth here, as long as the geometry is not too complex.
2006-08-21 - bug fix, bug reported by Campbel, thanks! Keep in mind, that integrationJiri Hnidek
of verse supports only sharing of mesh geometry now, you can't share vertex color, vertex weight, etc.
2006-03-11Fix for bug #3739:Brecht Van Lommel
Drawing of multiple materials in texture mode, if there is no texface, didn't use correct materials.
2006-03-11Fix for bug #3802: Display problems with modifiers and uv face selectBrecht Van Lommel
The bug reported here was already fixed some weeks ago, but there were more issues. Modifier display in face select and paint modes was never properly finished. This fixes some small drawing update glitches, and only allows modifiers that preserve a mapping to the original mesh to be applied. Otherwise selection and painting isn't even possible.
2006-02-09Seam Cutting in Faceselect Mode:Brecht Van Lommel
- Mark Border Seam: mark edges on the border of face selection as seam. - Clear Seam: clears seams in selected faces. Hotkey: Ctrl+E - Alt+RMB Click: mark/clear edge as seam - Alt+Shift+RMB Click: mark/clear seams along the shortest/straightest path from last marked seam. The cost of the path also includes some measure of 'straightness' next to the typical distance to make things work more predicatble and edgeloop friendly. Note that this cuts a path from edge to edge, not vertex to vertex. That gives some nice control over the direction of the seam. Also includes: - Removed old LSCM code. - Fix updates glitches with DerivedMesh/Subsurf drawing in FaceSelect mode. Now there's a drawMappedFacesTex instead of drawFacesTex. - Minimize Stretch menu entry called Limit Stitch. - Removed the lasttface global, was being set before it was used anyway, so might as wel return from a function. - Moved some backbuf sampling code to drawview.c from editmesh, so it can be used by Faceselect and VPaint. - Use BLI_heap in parametrizer.c.
2005-08-22 - sillyness... added drawMappedEdges for meshDaniel Dunbar
- revert to drawLooseEdges instead of general drawEdgesFlag - ditched TFace edge flags, done dynamically now which also means don't need to recalc surface on flag changes - added BLI_edgehash, guess what it does
2005-08-21 - added mesh_strip_loose_faces, works in conjunction with make_edgesDaniel Dunbar
to get rid of faces with MFace.v3==0 - change all Mesh's to have ->medge now. This is forced by make_edges on readfile, and in the various exotic important routines, and on conversion back in python. - make python NMesh structure always have medges now (needs testing) - with above two changes it is guarenteed that mf->v3 is never ==0 in main blender code (i.e., all MFace's are actually triangles or quads) and so I went through and removed all the historic tests to deal with MFace.v3==0. Equals lots of deleting, I am in heaven! - removed MEdge edcode flag, no longer needed - added experimental replacement for edge flag system Still are some inconsistencies in FACESELECT mode edge drawing to be ironed out. NOTE: This commit adds an experimental edge flag calc system, based on 10-seconds-of-thought algorithm by yours truly. Would appreciate feedback on how this system works, esp compared to old one and esp on complex or interesting models. To Use: New system is enabled by setting G.rt to a value between 1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for "auto" edge, which is more or less identical to old system but also makes sure that at least 10% of edges are drawn (solves errors for super subdivided meshes). Values between 1 and 999 act as percent (out of 1000) of edges that should be drawn, starting with "most interesting" edges first. Please try it and comment!
2005-08-18 - added code to draw loose edges in textured and fastshade viewsDaniel Dunbar
2005-08-18 - added DerivedMesh.drawUVEdges function & implementationsDaniel Dunbar
- removed DerivedMesh.drawLooseEdges and replaced with much more general drawEdgesFlag function that draws based edge flags. - switch DerivedMesh.drawFacesTex to give user control over which faces are drawn - added object_uvs_changed and object_tface_flags_changed functions to do object recalc flag flush/redraw queueing and added calls in appropriate places - added various edge flags to mark TFace information. This is used by the drawEdgesFlag routine and was the best way I could come up with to deal with drawing TFace information from modifier stack. Unfortunate side effects are (1) uses a lot of MEdge flags (although not needed in file so thats fine) and (2) requires recalculation of modifier stack on UV selection changes. #2 is disappointing but I could not find a better solution. - update UV mesh shadow drawing to use modifier result. At the moment just uses the final result but probably should be integrated with the editmode cage option. - convert draw_tfaces3D to use drawEdgesFlag routine which cleaned up the code quite a bit. - convert draw_tface_mesh to draw using result of modifier stack. Same comment about which result actually gets draw in FACESELECT mode as for UV editor shadow drawing applies. There is a still a bug in that selection is using the wrong mesh to draw.
2005-07-20 - added modifier_dependsOnTime to check if modifier needs updatingDaniel Dunbar
based on time change. would be nice if dep graph could handle this. - made dep check if modifiers need update on time change - fix render crash (access null) - added new Build Effect modifier type. compared to old one works as a full member of modifier system, means can apply subsurf, etc on it, reorder, what have you. and it is all nice and self contained. - removed old Build effect, old files convert to new style on load - couldn't help myself, added a randomize feature to build effect - removed Python BuildEffect support
2005-07-18 - "Text" tfaces should only be drawn from deformed (not subdivided)Daniel Dunbar
mesh
2005-07-18 - convert draw_mesh_tfaces to use mesh_get_derived_final instead ofDaniel Dunbar
calling mesh_uses_displist (becoming obsolete)
2005-07-17 - assorted fixes for drawing "Text" tfacesDaniel Dunbar