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2005-03-28 - added getMappedVertCoEM and drawMappedVertEM to DerivedMesh withDaniel Dunbar
implementations (slightly redundant, could implement draw in terms of first... can be cleaned later) - switch to use of new APIs... all uses of EditVert->ssco are now clean (read: ready to die as soon as a proper DerivedMesh implementation is swapped in with ccgsubsurf)
2005-03-28 - added drawMapped{Verts,Edges,Faces}EMSelect calls to DerivedMesh withDaniel Dunbar
implementations - updated drawobject selection code to use DerivedMesh (last DispListMesh usage in drawobject.c that needs to be replaced! Woot!) - interface could still be a lot cleaner, mostly calculating indices for the various things to pass to selection color routine is hacky.
2005-03-28 - added set_framebuffer_index_color (shortcut forDaniel Dunbar
cpack(index_to_framebuffer(index)) but that is all that is ever used.
2005-03-28 - non-optimal subsurf was drawing regular mesh facesDaniel Dunbar
2005-03-28Scary commit!Daniel Dunbar
- Switch to using DerivedMesh interface for draw_mesh_object. - Code builds a "fake" DerivedMesh for Mesh/EditMesh which ends up making code a lot clearer. Plenty of work to be done - the DerivedMesh is still very specialized to how the code draws which means it is not a very general interface and is a little messy. Should work though I hope.
2005-03-27 - lamp line was drawing in wrong locationDaniel Dunbar
2005-03-26 - shademodel wasn't being set correctly for normal mesh face drawDaniel Dunbar
2005-03-26 - remove some unused variables from cleanupDaniel Dunbar
- fix for when mesh has no medge (would draw as points always)
2005-03-26 - integrated get_mvert_weight and color_temperatureDaniel Dunbar
into drawobject.c (just used for calculating weight map) - removed two_sided (replace with glLightModeli calls) - huge rewrite of drawobject.c for meshes, extracting simple drawing functions and then reworking to bring some order and clarity back to the code. A lot was changed here so it is likely I missed a few things in testing although I tried to be very careful. Please let me know if you find any changes in drawing.
2005-03-25A couple of wee transform featurettes;Ton Roosendaal
- center of rotation for camera in cameraview rotate has to remain the camera center itself, drawing the dashed helpline then doesn't work, since it's behind the camera clipplane. Just disabled that line. - made MMB switch for cameraview grab to become quadratic, for a dolly this feels OK, and makes it possible to move in small and large scenes. - restored SHIFT modifier for translation and scaling. This based on old convention that allowed precision editing on top of the transform you already applied before pressing SHIFT. Solved it with a new flag (T_SHIFT_MOD), since the G.qual cannot be used. Transform() innerloop has to detect the SHIFT event itself. Also coded it with storing the mouseposition while SHIFT event happened. Hope Martin can approve! :) - Martin's last commit made Manipulator Translate not work, it passed on a zero translation to the constrainter, causing NaN's. Nicely catched the exception. - Fixed 'Trackball' to accept number input too
2005-03-23Transform stuff for TEST!Ton Roosendaal
- 4th rotation widget styling, activate with Scene buttons, Anim panel, "rt" on "4". - drawing constraint lines replaced with widget compatible styling. (functionality unchanged) Fix; - click on center for Rotate widget didn't switch to local/normal in all cases
2005-03-20 - remove all obsolete inclusions of BLI_winstuff.h (due to recent changes)Daniel Dunbar
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle undefining various crap that windows.h defines. Platform specific headers should only have to be included in a few places. This reduces the number of inclusions of BLI_winstuff.h to 16 which is a much more reasonable number (than the 144 or whatever it used to be)
2005-03-19Global G.moving got nice define flags, and additional meaning.Ton Roosendaal
- move object mode - move editmode/pose mode - move with widgets
2005-03-19Transform widgets; Scale and Rotate versionsTon Roosendaal
To use; press the (temporal) icon in header. Switching widget types is by pressing G, R or S once, if current widget type is different it switches, otherwise it goes to normal Transform(). Widgets need a bit test for picking accuracy, correct drawing etc. The rotate widget has a center button for 'trackball' rotate. That latter can also be used for hotkey-based rotate. In current code, all widgets remain in "Global" space, also in editmode. Also widget updates while using normal transform has to be done. 2 Bugfixes: - rotate in PoseMode had error for 2d 'around' center - transform in postemode could crash, due to typo (& or |)
2005-03-15Bug fix #2320Ton Roosendaal
Silly 2.36 bug! In FaceSelect mode, other solid objects didn't show. Bad! Additional; when using Halo material, and setting 'X Alpha', and disabling Halo option, the 'Only Shadow' option turned on... uses same bit... No time for real fix here, so for now the bit is always cleared after disabling Halo.
2005-03-09big warning hunt commitJean-Luc Peurière
lot of casts, added prototypes, missing includes and some true errors
2005-02-22Transform project. Daily update:Ton Roosendaal
- Pose Mode restored - Dependencies work again as usual (mainly copied old code) so grabbing a Hook deforms, etc - Made main transform loop idling nicely (save CPU) - removed proportional mode for Objects (Martin OK'ed) - code style: renamed "tv" into "td" variable names (trans-data now) TODO: - Ipo Key-mode editing - texture space grab/scale - correct inverse for scaling children offset - actually, loadsa testing needed. :)
2005-02-19First commit for the transform coding for me!Ton Roosendaal
- fixed warnings in compile (transform.h struct defines) - drawPropCircle was on wrong location in editmode - removed prop circle drawing for old transform (sorry, but we're going to move soon anyway!) - removed spaces from transform.c
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
2005-01-13big softbody commitJens Ole Wund
some vertex group , weight painting stuff too /me crosses fingers it does not break anything
2005-01-09The "teac" (measurement info) patch from Campbell BartonTon Roosendaal
Cleaned code somewhat (half the size!) and applied some changes: - made it compatible with selection flags for new mesh editing (edge/face) - renamed 'face angles' to 'edge angles' and made it display angles for 2 selected edges too - removed the confusing convention that always drawed the info if one of the vertices of edge/face/angle was selected. now it only displays on minimum of 1 full edge or face selected. - made it react to "zbuf occluded selection" option (for zbuffered text) - made it also colorize text for white theme color (TH_TEXT) On larger meshes this info still draws very confusing. The idea of displaying the info on 1 vertex selected was probably to show values while grabbing, although that didnt really work for angles. One idea could be, for transform, that it draws all lenghts/angles/areas that get changed during transform All in all, still useful addition tho!
2004-12-31Small fix:Simon Clitherow
- if object mode && G.vd==OB_TEXTURE, drawing mesh objects did not check object's max drawtype (ie. dt).
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!
2004-12-04Two small fixes;Ton Roosendaal
- on exit editmode, displist for subsurf was not made, causing static particles to calculate wrong - static particles were not selectable
2004-12-02Selection on faces now includes the facedots in solid/visible-only mode.Ton Roosendaal
2004-12-02Bug fix #1937Ton Roosendaal
In unified render, halos can give black/colored overflows. Found it this happens with halos that are behind the camera clipping range. Halo clip just had some weird code for panorama corrections... In the provided .blend of report found 3 more glitches; - after render particle system with Material Ipo, values for material were not restored correctly - Meshes with particles didn't draw axis (draw extra) on correct location - Same as above, axis didn't draw in selected color.
2004-12-02Three little fixes as reported by Campbell;Ton Roosendaal
- Mesh editmode; SHIFT+F fill didnt set default vertex color - Parented spotlight had wrong (black) dashed line to parent when selected - Constraint line draw while transform wasn't reset, causing sometimes to draw when using the (ugly) G.moving flag...
2004-11-26Small tweaks to make 3d drawing a tad more interactive, and; somethingTon Roosendaal
for our interactive 3d artists! - AL+Z (potato) texture view now draws objects without Texture Faces compliant with (new) default in engine. Meaning lit faces, using Material RGB for diffuse and specular. It used to draw these as 'shaded' which is quite useless. Per definition, Potato mode is supposed to show what engine draws. (Note; this only for Mesh objects) - Added a couple of more calls to ensure Shaded drawmode updates on changing RGB sliders, moving lamps to layers, or switch layers This based on feedback from Mal, who'll also give it all good tests.
2004-11-12Bugfix 1781Ton Roosendaal
Small draw error in camera objects from camera view (one from 1995 or so!) Camera size depended on clipsta...
2004-11-09Forgot that me->mface is void pointer (bad!)... fix found by Nathan. thnx!Ton Roosendaal
2004-11-09Fix for #1749Ton Roosendaal
In solid drawmode, objects with wires didn't show nor were selectable
2004-11-08Three cosmetic fixes;Ton Roosendaal
- Mesh editmode, draw 'bleeding edges' works again for subsurf (not optimal) - New draw method (again!) for armature-add-bone loop. Should work now! Is also nice for cpu this version - Draw screen edges (black lines inbetween windows) should not draw leftmost
2004-11-07- Pending Hook work; falloff value for soft hook deformation.Ton Roosendaal
Falloff= distance where influence becomes zero.
2004-11-05Bug fix #1678Ton Roosendaal
Deformed meshes (by armature for example) didn't get drawn correctly for vertex paint, weightpaint, UV faceselect. Was OK in 2.34 :) Additional to that I found out vertex paint doesn't correctly use the 'Area' option, when a mesh was deformed. That was an oldie. Plus; made tooltips for 'Area' and 'Normals' in Paint Panel clear.
2004-11-04- MBall displays smooth again in 3d win (coding nice smooth for curvesTon Roosendaal
borkened this... ) - Improved rule for adding face (FKEY); it now checks first for existance of 4 connected edges, if that exists a face is created anyway, otherwise it does the convex test. Alexander correctly noted that for subsurfs non-convex quads should be allowed anyway. Hope this rule satisfies it.
2004-11-01- Bug #1714; editmode undo error when ESC after extrude (missing undopush)Ton Roosendaal
- Curve Join now moves all curves to 2D (if its 2D) - FGon extrude keeps FGon flags correctly - After Append undo-push added - In almost all Ipo editing commands; undo-push added - Icons in outliner now all consistant grey - Zoffs button had to 20 high (hmetal :)
2004-10-31Just some nice updates in drawing (extruded) Curve objects;Ton Roosendaal
- display of 'smooth' or 'solid' is correct now - standard bevel and extrude displays in 'smooth' correctly now (with sharp edges where you expect it)
2004-10-31For solid display of curves in editmode; found fix (thnx intrr :) thatTon Roosendaal
hopefully prevents weird results in grabber... error was that the editNurb was not used for triangulating. Also; added drawing the wire as extra in solid display editing curves... that for unfilled curves as well.
2004-10-30Wybren report #1709:Ton Roosendaal
Deleting only-faces from fgon still draws wires hidden in editmode. Added extra: when mesh has no faces, it draws wire in solid view, also doesn't draw the 'fat' outline for selection.
2004-10-29Finally something new!Ton Roosendaal
- in Solid draw mode, curves without faces draw as wireframe now - in Solid draw mode, curves without faces don't get fat outline on select - in Solid draw mode, editing curves shows filled now!
2004-10-29Two more wavk bugs (help he's pestering me!)Ton Roosendaal
- 1702; edge selection should be evaluated properly before adding face - 1704; crash in separate, two causes here: - separate didnt make selection flags consistant (needed badly there because of evil code) - after adding quad (Fkey) the face was not selected, but its vertices were... that can give bad bad crashes
2004-10-28New 'visible only' select didnt work correct when parts of faces wereTon Roosendaal
hidden. The drawing function needs to return the actual face total, not the amount that was drawn
2004-10-27Bug #1686Ton Roosendaal
Subsurf, optimal; the outline-selected-draw now uses a normal wireframe (not optimal) giving a nicer outline.
2004-10-22Two fixes!Ton Roosendaal
- undo system didn't work in editmode AT ALL!!! (stupid me) - Lattice deform on non-subsurfed objects did not update
2004-10-19Four new extrude possibilities;Ton Roosendaal
- Individual faces Keeps Mesh manifold, so removes old faces always. Also uses a transform based on different vectors per vertex. - Only edges Just extrudes the edges (not really 'individual', the edges still share the vertices. Uses same transform as normal extrude for that reason - Only Vertices Uses normal transform after extrude Also changed code a bit, to detect whether to call a normal-based transform after extrude, or whether to call normal grabber. For example when you just extrude 1 edge, it uses normal grabber. Note; extruding an entire sphere goes OK with 'individual faces'. for other extrudes you should press 's key' when in transform. Just cannot predict (yet) when one method has preference over another.
2004-10-12Draw Seams in subsurf optimal mode. They were already subdivided correctly,Brecht Van Lommel
just needed to be drawn.
2004-10-12Face selection in uv face select mode, with hidden faces, was broken:Brecht Van Lommel
there was no check for hidden tfaces in backbuffer draw.
2004-10-10Fixes in editmesh:Ton Roosendaal
- ALT+B loop edge select loop - SHIFT+R loop face select loop (both work with ALT+select too) - CTRL+R loop cut - Kkey menu, loop select/cut and knife - and ALT+select on edge always selects a loop now
2004-10-10Fix for reported Mesh+Subsurf+Optimal+particles, make linked duplicate, andTon Roosendaal
editmode crashed. Cause: the stricter rules for when displaylists should be made failed on the check for Effects (like particles).
2004-10-06Version 1.0 of the new OutlinerTon Roosendaal
The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...