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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!
2006-05-17#4201 the secondJens Ole Wund
humm .. a bit more testing showed AVI codecs want it 2 byte aligned found nothing in MSDN Library about that
2006-05-16bug #4201 fixedJens Ole Wund
one from the stoneage providing proper padding for non 4 byte aligned rows when passing data to windows codecs NOTE however some popular codecs like divx refuse to work with image dimensions like that -did put a nice printf in for that. i'll leave this open on tracker since i expect surprises with one of the zillion codecs. unless prooven to do no harm
2006-01-291. making RenderData, xrect, yrect parameters in AviCodec callsJens Ole Wund
2. fixing MSVC6 projects to build
2006-01-29Fix some of Stealth Apprent's warnings/errors and some extra little stuff.Kent Mein
here is a quick summary... Kent intern/bsp/intern/BSP_CSGMesh_CFIterator.h removed tri_index (unused variable) intern/bsp/intern/CSG_BooleanOps.cpp removed extra ; intern/string/intern/STR_String.cpp added <ctype.h> source/blender/blenkernel/BKE_writeavi.h moved things around so not doing forward declarations source/blender/renderconverter/intern/convertBlenderScene.c changed render.h to render_types.h source/blender/src/blenderbuttons.c source/blender/src/editgroup.c source/blender/src/meshtools.c added newline source/gameengine/Ketsji/KX_KetsjiEngine.cpp commented out include "PIL_time.h" code that requires it is commented out reading blender/src/writeavicodec.c (struct keyword to a couple of lines that needed it) and added: extern struct Render R; blender/renderconverter/intern/convertBlenderScene.c added extern Render R; added #include "rendercore.h" to get rid of undeclared shade_material_loop (Not sure if this is right but it fixes it. Did not fix this problem, is it alright to just pass NULL here or should we chan ge it to something else: init_render_materials' : too few gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp removed argument to dHashSpaceCreate commented out dWorldQuickStep since it does not exist
2006-01-24Giant commit!Ton Roosendaal
A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2005-04-17Replaced a bunch of malloc() calls with proper MEM_mallocN()Ton Roosendaal
(and free() and calloc() of course) Remainder malloc() calls need to be there for realloc().
2005-03-19Some cleaning up of BLI_winstuff.h usageDaniel Dunbar
- removed reference in render.h (really bad, shouldn't include a platform specific header so widely unless really necessary) - added M_PI, M_PI_2, M_SQRT, M_SQRT_2 defines to BLI_arithb.h... this is a better place as it is more the "standard" blender math header. left in winstuff.h as well for the moment for simplicity - other changes are patches to code so everything works ok with this shuffling.
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!
2004-01-13Converted the Userpreference buttons to zr's new ButBit calls.Rob Haarsma
Also added USER_* to each define located in DNA_userdef.h.
2003-12-22- brought back to render.h includes... ifdef SGI and Windows...Ton Roosendaal
2003-12-22Phew, a lot of work, and no new features...Ton Roosendaal
Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-05-25Support for building bf-blender under windows with gcc (huge thanks toChris Want
Florian Eggenburger). Full instructions are in doc/README.windows-gcc. Main differences from Florian's patch: - the 'lib' dir should now be the same level as the 'blender' dir (rather than being a subdir of 'blender'). This is consistent with the other platforms that bf-blender supports (tuhopuu will also adopt this convention hopefully soon). - the script 'free_windows-env.mk' is no longer needed ... see the docs about how this is overcome (again, tuhopuu will hopefully also follow this route soon). - the dlltool dir has it's own Makefile that builds all of the needed stub libraries from the dll's in cvs.
2003-05-12modified userprefs layout.Rob Haarsma
modified linenumber display. for Win32: added display of framenumber in titlebar of animwindow. added userpref that enables all codecs for rendering.
2003-05-11fixed a (wn32 avi) codec issue when adding an Empty scene.Rob Haarsma
added ttc and otc to the list of font extensions.
2003-05-09added a labelbutton that displays the selected avi/quicktime codec.Rob Haarsma
2003-04-28Added Quicktime support for OSX and Windows.Rob Haarsma
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
2003-03-24Update space dispatch:Daniel Dunbar
- drawXXXspace, changeXXXspace, and winqreadXXXspace now receive the area and spacedata as explicit arguments, allowing them to access private data w/o going through globals. - pass the new BWinEvent through to the winqreadXXXspace, allowing future access to extended event data. Removed direct calls to winqreadXXXspace to simulate user actions, replaced by calls to action functions in edit.c or the appropriate handler.
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