Age | Commit message (Collapse) | Author |
|
- a 'procedural image' like 'UV Test Grid' now can be directly packed,
it does ask first for confirming to pack it as PNG
|
|
Without setting anything, it uses ZIP now as default, which gives the best
lossless compression and works nice fast.
|
|
'non generated' correctly.
Also: tooltip fix for radio pass.
|
|
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.
|
|
When linking a referenced (Library) Image to a texture face, it wasn't
tagged to become saved in file. So you lost data.
Also fixed: tooltip for the "Li" icons was wrong.
|
|
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.
|
|
logical place than DNA_screen_types). SPACEICONMAX gets its value now through this enum, so it is not anymore easy to forget to update it correctly :)
|
|
Added undo push after "create UV grid image".
Note that it won't help much, since the Imbuf is freed on undo... that's
for another project, to have a fixed Image cache to use in Blender.
|
|
- A new Save image function, next to the existing Save As.
- Shortcut keys Alt+S, Alt+R, Alt+O and Alt+N for Save, Reload, Open
and New image respectively, consistent with the text editor window.
- Hide Select and UVs menus when UV editing isn't active.
- Removed duplicate and unused code, also moved some functions.
|
|
- pending commit for OSX intel systems, with intel graphics. These now call
an extra swapbuffers after glFlush(). Code is ifdeffed, and doesnt affect
other systems.
- show-off commit: option to have transparent nodes over the composite
result. Only draws Image for active Viewer Node now, and image doesnt
translate nor zoom (which isnt bad though).
Set in themes the alpha color of "node backdrop" to make nodes
transparent.
|
|
Ctrl+RMB in local sticky mode now selects as if in sticky mode. This used
to work only in non-sticky mode, but now with local sticky as default,
it's nice to have this functionality working there also.
|
|
- Set local sticky in the uv editor as default.
- Don't do live unwrap on fully selected charts or charts with no pins
selected.
- Fixed bug with live unwrap not respecting transform cancel in some cases.
- "View Home" didn't work without an image.
- Move UV Calculation settings (cube size, cylinder radius, ..) into the scene
toolsettings, instead of global variables
- Remove the name LSCM from the UI (and python docs on seams), and replace it
with 'Unwrap', with upcoming ABF this didn't make sense anymore.
- Move the Old/New LSCM switch into the UV Calculation panel. New LSCM is the
default now. Also renamed LSCM there to "Conformal".
- Made some room in the UV Calculation panel by removing the buttons to execute
the UV calculation, only leaving the settings.
Fill Holes:
- LSCM now has an option to fill holes in the chart before unwrapping. This on
by default, and enables two things:
- Prevent internal overlaps (e.g. eyes, mouth) for LSCM unwrapping.
- Allow the internal boundaries to move freely during stretch minimize.
- The possibility to switch it off is there because it is not always possible
to define which the outer boundary is. For example with an open cylinder
where there are two identical holes.
|
|
- cleanup of color curves code; goes at least twice faster now!
(includes black/white point stuff)
- When using 'Curves' in image window on a byte rect, it creates a (temp)
float rect to operate on. So curves work for regular pictures too now.
|
|
Until now, the zbuffer was written straight from the internal zbuffer,
which has values that are inverse-proportional (like 1.0/z) which makes
it very hard to use it for postprocess, like zblur or other composit effects
that require Z.
Based on info from ILM, the values stored for Z in exr files is the
actual distance from a camera. I think that's about time to migrate to that
convention!
By default now, after render, the z values are converted to floats. This
saves in exr files now, but not in the Iris Z files. That latter was a
blender-only anyway, so might be not a real hassle to drop. :)
You can see the difference in the image window, but notice the range now
is linear mapped from camera clipstart to clipend.
Note; I just discover that ortho Z values need a different correction...
|
|
- options to show with alpha-over (checkered backdrop), only alpha (BW) and
when available: the zbuffer.
Note: it's icons in the header, I just re-used existing ones, no time now
for fancy design. :)
Also: recoded the way alpha-only draws, also in renderwindow. Mucho faster!
Oh, and sampling the buffer with LMB now displays z values in float range
of 0.0 to 1.0. Note that we still save signed int in files for Z...
|
|
|
|
- EXR now saves and reads Zbuffers correctly
- EXR reading didn't set alpha to 1 yet when no alpha buffer was present
- ImageWindow: the "black point" only checked for the r value... now is OK
- ImageWindow: Curves panal has button "reset"
- ImageWindow: hold LMB drag shows rgba and z values. With SHIFT or CTRL it
applies black/white point whilte dragging too
- ImageWindow: saving file copied the entire buffer... removed that. Also
made the header print clear; this save only saves in own file type.
- Curves: zoom and drag now gets clamped by the Clipping value
- Imbuf: duplicate buffer only copied one quarter of to new buffer
|
|
This fixes most of the UV distortion issues with subsurf. Near seams
however there might still be some distortion, but this should at least
not be worse than before. Subsurf UV is enabled by default on new meshes,
and can be enabled in the modifier panel for existing ones.
Before and after:
http://users.pandora.be/blendix/notsmooth.png
http://users.pandora.be/blendix/smooth.png
|
|
Image as loaded in Blender (from openexr.com):
http://www.blender.org/bf/exrcurve1.jpg
Image with different white point:
http://www.blender.org/bf/exrcurve2.jpg
Image with white and black point and a curve:
http://www.blender.org/bf/exrcurve3.jpg
Use SHIFT+click to set the black point, and CTRL+click for white point.
The buttons in the panel work too, of course.
The curves work after the black/white range was corrected, so you can
stick to curves with a normal 0-1 range.
There's also now a general color curve, marked with 'C' button.
Note; this currently only maps the float colors to a visible 8 bits per
channel rect. You can save it, but when the blender file loads the curve
or mapping is not executed until you click in the curves... have to look
at that still.
Speed for this is also quite unoptimized... still WIP, but fun!
|
|
|
|
functionality for the UV editor:
* A "Select->Pinned UVs" command (Shift P) that
selects all the visible pinned UVs
* A "Select->Border Select Pinned" tool (Shift B) that
works just like the normal border select tool, but only acts on pinned UVs
This is really useful when using LSCM, I only want to
touch the pinned UVs and then recalculate.
|
|
Circle select in uv editor crashed when an image was assigned but not loaded.
|
|
Using new transform code to handle UV window.
With the ground work done, Transform could more easily be extended to handle IPO window now.
Tracker item: http://projects.blender.org/tracker/?func=detail&atid=127&aid=2946&group_id=9
|
|
- 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
|
|
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!
|
|
errors
- change drawimagespace to check and update object data if
it needs a recalc. this fixes errors with a recalc being
flushed but not actually being done before spaceimage
redraws. Updates typically actually happen in draw loop,
which is not a great design...
- make shared vertexcol didn't flush update
|
|
- 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.
|
|
Eventually the uv editor should use the new transform code and get these
automatically, but until that's done this might fix bug #2920.
|
|
- added mesh_get_active_key and replaced code in editmesh to use this
- removed obsolete code in object_deform
|
|
- some other twiddles to fix mixed signedness compiler warnings
And from the "Dear lazy programmers" file: After you have extern declared
a variable 5 or more times at the top a function, you would have actually
saved a lot of effort by just putting it in the header where it belonged.
Or perhaps you thought by hiding it no one else would notice you were
using global variables to pass information around. Tsk tsk.
|
|
- mesh drawing calculated derived surface before clipping to view matrix,
waste for offscreen objects
|
|
still a makeDispList that dispatches to the appropriate one.
makeDispList is on the way out and this makes it easier to track down
exactly which places use makedispList and for what types of objects.
- switch calls to makeDispList to appropriate more specific function (if
the object type is known by caller).
- added mesh_changed function that invalidates cached mesh data (but does
not rebuild, mesh data gets rebuilt on access). Most old calls to
makeDispListMesh use this instead now.
|
|
a few small modifications:
- also display normalized coords while transforming
- adapt step size & precision for button
- moved option to 'View' menu
Also made sure pixel snapping when transforming uv's is off by default.
|
|
alone with the following flags :
-Wall -Wno-char-subscripts -Wno-missing-braces.
the only one still worrying me is in rand.c line 57 :
rand.c:57: integer constant is too large for "long" type
but i have no clue about how correct cross-compiler and 32/64 bits friendly
see also my mail to commiter list for signed/unsigned issues
|
|
Proportional edit:
- Proportional mode added to header as button/menu. Including new option
to have only connected geometry influenced.
- Added icons for proportional & proportional modes
- Make proportional edit data part of Scene, so all gets saved.
The Global flag G_PROPORTIONAL was removed
- Made sure #defines get used properly, also tweaked order for proportional
so it starts with regular 'smooth' by default.
- Use ALT+O in editmode to switch to new proportional 'connected' mode
Other UI stuff:
- in EditMode, the layer buttons get hidden... the amount of icons in
3d header grows to fast. :)
- made less ugly icons for the Manipulators. Still can be better.
- Added alpha-filter for pre-processing Icon-image, giving nicer display
of icon-antialising on dark or bright backdrops
- disabled Manipulators when in editmode, and current layers don't show
the edited data.
- Added the value used to define Normal size (editmode draw) in Scene too,
so it gets saved.
|
|
- added in new transform the (not so useful but yah) old feature that
does scrollwheel zoom during transform
- had to change transform call arguments for uv-window/sequence/oops to
match new transform for mouse callback
TODO (for martin?)
- pulldown menu support to call with local axes compliant as for pressing
it with hotkey
- mirrormenu() still uses old transform stuff...
|
|
- Moved Weld/Align out of transform code, now it's a menu.
- Removed confirmation popups for LSCM unwrapping in the uv editor, didn't
make sense anymore now we have undo.
- Extended select linked, to work more like it does in edit mode:
- L: select linked uvs/faces under the mouse
- Shift+L: select/deselect linked uvs/faces under the mouse
(like shift+click for selecting single uvs/faces)
- Ctrl+L: how L worked before
- More accurate uv selection: when selecting one uv from a group of uvs that
are in the same position, it now selects the uv belonging to the face the
mouse is over, instead of a random uv.
- 'View Selected' (numpad .-key) for both faceselect mode and the uv editor.
|
|
Also includes some 2d vector operations (subtract, dot, normalise).
|
|
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)
|
|
lot of casts, added prototypes, missing includes and some true errors
|
|
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!
|
|
doing a transform. Solves bug reported by Brecht about this.
|
|
Brecht; can you give it a good test :)
|
|
pinned.
|
|
Fixed a bug where the projection axis for the initial solution was wrong,
causing the solution to collapse into one point.
Made packing denser (by reducing the padding between face groups).
|
|
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.
|
|
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
|
|
might be only an edge was missing in one of the loops.
Fix a crash that would sometimes happen when clicking the texture painting
button in the image window header. Made headerbuttons_packdummy a static
variable again. The uiDefBut call for the texture painting button stores a
reference to it, so it must be kept in memory.
|
|
new Properties panel (was first called Transform Properties). They include the
same settings as were previously found in the window header: Anim toggle,
Start/End frame, Speed, Tiles toggle, X repeat and Y repeat.
The Tiles button used to work incorrectly in 2.25, this is now fixed too.
The drawing of the UV Vertex transform buttons in the Properties panel used to
give popup error messages when in Edit Mode (uv_tface_editing_is_allowed is not
silent). Also these buttons would still draw in Edit Mode. Both are problems
are solved now.
|
|
it for the UV Image window (as Nkey replacement). Blendix can take
this further now.
Other little improvement: vertices in UV window now draw unselected
first, and then selected over it. Less confusing!
Next spaces: Action and Nla.
|