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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!
2004-11-07Added some missing undo pushes for the UV editor and UV Face Select Mode.Brecht Van Lommel
2004-11-07Added undo in UV FaceSelect mode (3d window) and in UV Image window.Ton Roosendaal
Brecht; can you give it a good test :)
2004-09-06Fix for bug #1582: LSCM mesh splitting based on seams gives incorrect ↵Brecht Van Lommel
results in some setups. The algorithm used before to split up the mesh before unwrapping was based on vertices, resulting in leakage in some setups. Now it's edge based, allowing to select only two edges of a triangle, and not automatically selecting the third.
2004-07-181) Change the way "Align mode" is accessed in the UI: It's now a globalAlexander Ewering
toggle for all pivot modes. The 2 new pivot modes have been removed from the popup. Instead, a new toggle button is added to the 3d view header. 2) Grab cursor mode. Cursor can be grabbed (and constrained to axis, grid, etc. while moving) like any other object. If no object is selected, GKEY alone grabs the cursor, otherwise pressing CKEY while in GKEY mode moves the cursor.
2004-07-16* User preference to select with the left mouse buttonMatt Ebb
instead of right. This basically swaps left and right, in most window spaces so you can choose between: LMB: Cursor/time slider/paint - RMB: Select or LMB: Select - RMB: Cursor/time slider/paint Aimed at: 1. Newbies 2. 1 button mouse mac users 3. People like me who are sick of having to constantly keep putting their brains into different modes when switching between other apps and Blender :) Yes, the User Preferences window is a bit of a nightmare now, a layout cleanup will be forthcoming soon...
2004-07-15This adds two modes to the 'around' drop down in 3d headerJohnny Matthews
3d Cursor, only Ob Centers Median Point, only Ob Centers They prevent rotation/scaling from effecting the scale/rotation of the objects and just effects their position. This is handy for aligning objects if you constrain to an axis and scale, as well as other neato things :) Intrr came up with the code and I hacked it into the GUI
2004-07-13Added LSCM UV Unwrapping:Brecht Van Lommel
http://www.loria.fr/~levy/Galleries/LSCM/index.html http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf Implementation Least Squares Conformal Maps parameterization, based on chapter 2 of: Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002, July 2002. Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define where a mesh will be cut when executing LSCM unwrapping. Seams can be marked and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark the selected edges as seams. Select Linked in Face Select Mode now only selects linked faces if no seams separate them. So if seams are defined, this will now select the 'face group' defined by the seams. Hotkey is still LKEY. LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local angles). Based on seams, the selected faces will be 'cut'. If multiple 'face groups' are selected, they will be unwrapped separately and packed in the image rectangle in the UV Editor. Packing uses a simple and fast algorithm, only designed to avoid having overlapping faces. LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel. Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then executed, these UV's will stay in place, allowing to tweak the solution. PKEY and ALT+PKEY will respectively pin and unpin selected UV's. Face Select Mode Drawing Changes: - Draw Seams option to enable disable drawing of seams - Draw Faces option to enable drawing of selected faces in transparent purple - Draw Hidden Edges option to enable drawing of edges of hidden faces - Draw Edges option to enable drawing of edges of visible faces The colors for these seams, faces and edges are themeable.
2004-06-05* Big, mundane clean up and edit of (error/ok/etc)Matt Ebb
messages and pupmenu()s. Edited spelling and grammar, stylistic consistency, etc. I added the guidelines and rationale that I used to the CMS here: http://www.blender3d.org/cms/Language_and_terminology.338.0.html Next step is to get icons in there, to make it easier to see at a glance what sort of message (and how much attention should be paid to it, or if it can be dismissed with a flick of the mouse, eg. boring remove doubles notifications) mockup: http://mke3.net:9000/blender/ui/controls/error_ok_icons.png
2004-05-03Fixed a bug where From Window mapping in perspective view would give strangeBrecht Van Lommel
results, caused by a little typo. The solution was proposed by bjornmose.
2004-04-05New UV Calculation panel and code. The uv mapping function was split up intoBrecht Van Lommel
multiple functions and partially recoded. Because now all the uv mapping settings are accessible throught the panel, no popus will be shown when pressing 'U' to unwrap faces in face select mode. Also From Window to Cylinder and From Window to Shpere became obsolete, as you can set this in the new panel. The panel contains buttons for all the existing uv mapping modes, and the following settings: - Cube size: For Cubical unwrapping. - Radius: Radius for Cylindrical unwrapping. - View Aligns Face, View Aligns Top, Align to Object: For Cylinder and Shpere. Respectively means you are in front of the Cylinder/Sphere, look through the Cylinder, or use the object rotation to determine how the cylinder is positioned (old Cylindrical unwrapping). - Polar XZ, Polar XY: With 'View Aligns Top' enabled, defines at which polar you are looking. - No Edges, Draw Edges, All Edges: Draw no edges, draw edges z-buffered on top, draw all edges, without depth test. All credits for this part (and also at least half of the other UV editor improvements) go to Jens Ole Wund aka "bjornmose".
2004-04-01New UV editor / Image Window features:Brecht Van Lommel
- Draw Faces in the UV editor - Draw Faces, selected in the UV editor, in the 3D view - Draw Shadow Mesh in the UV editor (for faces unselected in the 3D view) - Select Linked UVs (LKEY) - Unlink Selection (Alt+LKEY) - Stick (Local) UVs to Mesh Vertex on selection - Active Face Select - Reload Image - Show / Hide Faces in the UV editor (H, Shift+H, Alt+H) - Proportional Editing (O, Shift+O) - Stitch, Limit Stitch UVs (snap by mesh vertex) - Weld / Align UVs (WKEY) - UVs Snap to Pixels on/off switch - RMB in Texture Paint or Vertex Paint mode picks color - Select Inverse in Faceselect mode I hope these are all the features that were commited. The new UV Mapping panel (and code) will follow later.
2004-03-29Fixed bug #963: UV editor wrong centerBrecht Van Lommel
When using "From Window" unwrapping in a 3d view (that isn't square), the UV coords would not be centered in the UV editor, even if the object was centered in the 3d view. Fixed two warnings (type definition defaulted to int for a variable that should have been a float).
2004-03-21 - added editmesh_[de]select_by_material functionDaniel Dunbar
- added mesh_set_smooth_flag, mesh_delete_material_index function - isolated some globals - got rid of reliance on meshdata in buttons_editing.c and material.c
2004-03-21 - split the data structures that actually constitute a meshDaniel Dunbar
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas of source that actually edit mesh *data* vs. areas that just edit mesh object information.
2004-01-16two fixes:Ton Roosendaal
- while Faceselect mode on Subsurf, it didnt render the changes. this was because the displaylist wasnt updated (the 3d window shows original mesh) - added proper redraw event for F10-sound buttons when you add a new sound. somehow sound doesnt play anymore here... have to check further.
2004-01-12- fix for calling 'unwrap UV' from faceselect view3d pulldown. it neededTon Roosendaal
a 'winset' to activate window, otherwise header still active - removed 'size' button from Magic texture, was accidentally added
2003-12-28bjornmose's UV mapping patchMartin Poirier
two new options to uv auto calculation: "from window to shere", "from window to cylinder". the differences to sphere/cylinder mapping as is: 1. the around settings of the 3D view sets the projection center 2. the origin of the polar/spherical coordinate system always points out of the screen. so the rotation of the view affects mapping. 3. in the cylinder case the radius of the projection cylinder is read by a popup button. Basicly what you need to do is rotate the viewport until the cylinder/sphere is aligned with the depth (Z axis) of the view, as if you where looking through the mesh from one end to another (makes more sense in the case of a cylinder), and choose the From window to cylinder/sphere mapping option.
2003-12-08- and another fix needed due to the change in view3d matrices...Ton Roosendaal
This one is the UV coord calculate function for FaceSelect mode.
2003-12-07- fixed texture paint mode... and that all caused by fixing another bug!Ton Roosendaal
again - reminder to self - the 3d window leaves in ortho mode default, and for evaluating it in 3d view you have to call persp(PERSP_VIEW)
2003-10-15- removed all #include "interface.h" from files. this is a local/internalTon Roosendaal
include only (use BIF_interface.h instead) - split up interface.c in two files: NEW: interface_panel.c - removed the temporal text files WARN: FIX AUTOMAKE AND MSVC!
2003-10-10Another huge commit!!!Ton Roosendaal
First, check on the new files, which are listed below. The new butspace.h is a local include, only to be used for the buttons drawn in the buttonswindow. - editbuts, animbuts, gamebuts, displaybuts, paintbuts, work now - i quite completely reorganized it, it's now nicely telling you what context it is in - sorting error in panel align fixed (tabs were flipping) - align works correctly automatic when you click around in Blender - editsca.c renamed to buttons_logic.h - button names are truncated from the right for allmost all buttons (except text buttons and number buttons) - while dragging panels, you cannot move them outside window anymore And of course fixed loads of little bugs I encountered while testing it all. This is a version I really need good test & feedback for. Next step: restoring material/lamp/texture/world
2003-10-07- forgot one event code in render...Ton Roosendaal
- fixed the () in the && || code, typo... <blush>
2003-10-07- if( a || b && c) is (a || (b && c))Ton Roosendaal
and not the other way! thats what you get with cleaning warnings. :)
2003-10-07- another huge commit! read this!Ton Roosendaal
- removed src/buttons.c and include/BIF_buttons.h - added src/buttons.txt, which is the old buttons.c for review and adding code to new panels structure - changed internal events to match new buttonspace structure - added tabs for new shading group of buttons - removed loads of little warnings, -Wall now compiles src/ almost without error (hint: setenv NAN_QUIET to see it all better) Now I'm ready to do actual buttons -> panels conversion. I will do the raw versions first, others then can cleanup
2003-09-21added 2 new features:Roel Spruit
- "Seperate loose parts" is an option in the new pkey popup (in mesh editmode) that seperates a mesh based on objects in it that are not connected. - "Select same uv" is an option in the wkey popup (in facemode) that selects all faces in the mesh that have the same uv texture assigned as the current active face. ps. first commit! I hope I can live up to expectations...but don't expect too much! :D
2003-06-11- OSX bugfix: drawing selection code for vpaint and faceselect happens in AUXTon Roosendaal
buffers now. It only works nice at OSX (tested, linux and windows do not support it nicely) This fixes the annoying flashing during paint or select
2003-05-28Michael Velikanje's patch to renable Sphereical UV mapping.Kent Mein
Kent
2003-05-03added two extra uv mapping types to uv menu,Rob Haarsma
nothing big really
2003-04-29phew... a whole bunch of old and nasty files translated, including theTon Roosendaal
central mesh editing one.
2002-12-20Ok last change for the night :)Kent Mein
Time to go watch er. Note this was already done with face_old, img_old was probably just overlooked. (If you guys didn't notice I was sick for a couple of days but I'm back now as you can tell) Kent -- mein@cs.umn.edu Index: editface.c =================================================================== RCS file: /cvs01/blender/source/blender/src/editface.c,v retrieving revision 1.3 diff -u -r1.3 editface.c --- editface.c 2002/11/25 12:02:05 1.3 +++ editface.c 2002/12/20 02:50:55 @@ -1202,7 +1202,7 @@ TFace *face, *face_old = 0; short xy[2], xy_old[2]; //int a, index; - Image *img, *img_old; + Image *img, *img_old = 0;
2002-11-25updated .c files to include:Kent Mein
#ifdef HAVE_CONFIG_H #include <config.h> #endif Just need to finish cpp files now :) Kent -- mein@cs.umn.edu
2002-10-12Initial revisionv2.25Hans Lambermont