Age | Commit message (Collapse) | Author |
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to remove the following warnings:
playanim.c:228: warning: implicit declaration of function `strdup'
playanim.c:228: warning: assignment makes pointer from integer without a cast
playanim.c:234: warning: implicit declaration of function `strcpy'
playanim.c:281: warning: assignment makes pointer from integer without a cast
playanim.c:299: warning: implicit declaration of function `strlen'
playanim.c: In function `playanim':
playanim.c:378: warning: implicit declaration of function `strcat'
Kent
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colors. This because of the pretty weird (ab)use of load & make editmesh...
For each added undo step, the load_editmesh was fed with an empty mesh
to assign data to, without knowledge of what was in the original mesh.
That way UV and color data got lost.
Solved it in 2 steps:
1. removing the ->tface pointer from EditVlak, and make TFace a builtin
struct inside EditVlak. This didnt cost much extra mem, since it already
stored UV and color. This enabled some pretty cleanup in editmesh.c as
well, storing tface pointers was cumbersome.
2. for each undo step, it then generates always a tface and mcol block to
link to the undo Mesh.
Even when it wasn't in the actual Mesh, at exit editmode the original
Mesh is used as reference anyway, and undo-meshes are freed correctly.
The enormous commit is because I had to change the BLI_editVert.h file, and
found it was included in about every file unnecessary. I removed it there.
ALso found out that subsurf has code ready (unfinished) to make UV coords for
the displaylist in EditMode as well, nice to know for later...
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modified linenumber display.
for Win32:
added display of framenumber in titlebar of animwindow.
added userpref that enables all codecs for rendering.
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#include <QuickTime/Movies.h> instead of #include <Movies.h> on OS X to
avoid having to specify the full path to the QT headers in the Makefiles
#undef NDEBUG on OS X to avoid errors about ID being declared twice
enable support for QuickTime in the original Makefiles on OS X
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Might be possible I mised an .h or so, just notify me in that case.
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This code allows you to load Quicktime images and movies as textures
and render animations to Quicktime movies.
Note that the selected output codec is *not* saved in the blendfile.
To enable Quicktime functionality you need the SDK from Apple:
OSX: ftp://ftp.apple.com/developer/Development_Kits/QT6SDK_Mac.hqx
Win: ftp://ftp.apple.com/developer/Development_Kits/QT6SDK_Win.hqx
Add the \QTDevWin\CIncludes and \QTDevWin\Libraries directories
from this SDK to your build environment.
Enable the WITH_QUICKTIME compile flag in the following directories:
bf\blender\source\blender\imbuf
bf\blender\source\blender\src
bf\blender\source\blender\render
bf\blender\source\creator
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#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
Just need to finish cpp files now :)
Kent
--
mein@cs.umn.edu
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