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2011-11-02Cycles: RenderEngine api code tweaks, also ensuring it's backwards compatible.Brecht Van Lommel
2011-10-25Cycles: svn merge -r41225:41232 ^/trunk/blenderBrecht Van Lommel
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-05-18Cycles: svn merge -r36495:36747 ↵Brecht Van Lommel
https://svn.blender.org/svnroot/bf-blender/trunk/blender/
2011-05-09Code cleanup: warning fixes.Brecht Van Lommel
2011-05-05Cycles refactoring: put external engine code into separate file.Brecht Van Lommel
2011-04-27Blender modifications for Cycles integration.Brecht Van Lommel
Some notes about code status: * The Blender modifications were fairly quickly put together, much more code polish and work is needed to get this to a state where it can be committed to trunk. Files created with this version may not work in future versions. * Only simple path tracing is supported currently, but we intend to provide finer control, and more options where it makes sense. * For GPU rendering, only CUDA works currently. The intention is to have the same kernel code compile for C++/OpenCL/CUDA, some more work is needed to get OpenCL functional. * There are two shading backends: GPU compatible and Open Shading Language. Unfortunately, OSL only runs on the CPU currently, getting this to run on the GPU would be a major undertaking, and is unlikely to be supported soon. Additionally, it's not possible yet to write custom OSL shaders. * There is some code for adaptive subdivision and displacement, but it's far from finished. The intention is to eventually have a nice unified bump and displacement system. * The code currently has a number of fairly heavy dependencies: Boost, OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult to compile, we'll try to eliminate some, it may take a while before it becomes easy to compile this.
2011-02-25doxygen: blender/windowmanager tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-19Bugfix #26009Ton Roosendaal
Paint cursors were drawing on top of pop-up menus in 3D window, only in triple-buffer mode though.
2011-02-14more vars made staticCampbell Barton
2011-01-08remove unused code & variables.Campbell Barton
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2010-12-03- added GCC warning -Wstrict-prototypesCampbell Barton
- fixed bug in paste material, exposed by stricter warnings. - removed/renamed various shadowed vars. - removed BGE lamp.colour, only allow lamp.color attribute.
2010-11-24Bugfix #24847Ton Roosendaal
When report error was drawn in info header, using border select or paint brushes flickered. Was caused by Triple Buffer method not checking for correct redraw case. Also made report redraws less aggressive, it was drawing the info header all over with 50 FPS for 10 seconds. Made it 20 FPS, and added code to only send notifiers for actual changes. As todo note for future: animated UI options could get better caching to cope with slower refreshes.
2010-11-16Removing unnecesary print "draw swap exchange"Ton Roosendaal
2010-10-14remove unused args or tag as unused for image and screen editors, ↵Campbell Barton
uiItemEnumR_string was ignoring name and icon args.
2010-08-31Fix [#23592] WM draw method detection fails for Mesa's software rasterizer.Nathan Letwory
Reported and patched by Vinay Pawar. The drawing method will be set to Overlap on detection of Mesa software rasterizer.
2010-08-06Fix for silly mistake in overlap draw mode code, still drawing too much.Brecht Van Lommel
2010-07-23Another attempt to solve draw methods on Intel. Windows and mac now useBrecht Van Lommel
overlap, while unixes use overlap flip. Also implemented recent fix for redrawing after backbuffer selection differently to avoid unneeded redraws.
2010-07-22Attempt to fix black 3d view with texture paint + overlap draw mode.Brecht Van Lommel
2010-07-21Change back automatic draw method to triple buffer for Intel cards, overlap isBrecht Van Lommel
not working reliable and flickering on various configurations, will try to find out what these are, but for now probably better to have correct than fast drawing.
2010-07-162.5: automatic draw method now uses overlap for Intel on all platforms.Brecht Van Lommel
2010-07-14Merge GSOC Sculpt Branch: 28499-30319Jason Wilkins
https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-jwilkins See log of that branch for details.
2010-07-04Fix #21894: backface selection wasn't working correct with < 24 bits colors,Brecht Van Lommel
e.g. thousands of colors on OS X, due to use of uninitialized value. Problem tracked down and patch provided by Shane Ambler, thanks!
2010-06-23Fix #21470: changing brush settings redraws the 3d view unecessarily,Brecht Van Lommel
added ED_region_tag_redraw_overlay to only redo overlay drawing, which in case of triple buffer is much faster.
2010-04-25Fix #22123 and #22124: some problems with mutex locks, also tweak toBrecht Van Lommel
how removing opengl textures from outside main thread is done so it happens as part of the main loop.
2010-04-05Fix #21349: triple buffer drawing doesn't work well with thousands ofBrecht Van Lommel
colors setting on Mac, just disabled it in that case.
2010-03-22Sculpt Mode Bugfixes:Brecht Van Lommel
* #20833: layer brush doesn't work with multires. * #20946: sculpt mode partially removes parts of the mesh in the viewport. * #20420: grab brush stops after moving some distance. * #20906: sculpt grab tool moves in wrong direction. * #21132 and #21272: undo on object with subdivision surface modifier crashes. * #21115: subsurf + multires + sculpting + undo causes crash. * #20683: sculpt + multires apply + undo crash. * #19094: wrong outline in solid mode.
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-03-21Fix syntax for ID keyword.Guillermo S. Romero
2010-02-12correct fsf addressCampbell Barton
2010-02-01Fix automatic draw method detection not clearing things properlyBrecht Van Lommel
on e.g. resizing windows.
2010-02-01WM Draw Method added to do Overlap assuming swap exchange / flipping,Brecht Van Lommel
and made that the default for windows software opengl because that seems to be working better at least on XP. Previously this could only be specified from the command line.
2010-02-01WM Draw Methods now has a new option Automatic (default). This willBrecht Van Lommel
set the draw method to triple buffer or overlap depending on the configuration. Ideally I could get all cases working well with triple buffer but it's hard in practice. At the moment there are two cases that use overlap instead: * opensource ATI drives on linux * windows software renderer Also added a utility function to check GPU device/os/driver.
2010-01-26Drag and drop 2.5 integration! Finally, slashdot regulars can useTon Roosendaal
Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2009-12-17Fix #19431: gestures would sometimes draw incorrect, now ensures theyBrecht Van Lommel
are always drawn in pixel space.
2009-12-17Fix #20374: Limit selection to visible would not work anymore after trying toBrecht Van Lommel
select once but not selecting correctly, due the need backbuffer flag not being reset correctly in the 3d view.
2009-12-09grabcursor attribute stores full grab mode so we can better differentiate ↵Martin Poirier
when it needs to wrap around cursor draw. Also add cocoa exception to wm_get_cursor_position (this should be fixed at the ghost level)
2009-12-07Custom cursor draw function uses the real cursor position when cursor is ↵Martin Poirier
grabbed (and not the coordinates from the event). Drawing a custom cursor anywhere but on the real cursor is no good. Also permit NULL poll function (equal to a function that always returns 1)
2009-10-20Auto SaveBrecht Van Lommel
Auto save is now working again in 2.5. It will also remember now what the location of the original file was when recovering it, so that library links still work and saving the restored file does not save to the temp directory. There is also a new Recover Auto Save operator which will open the filebrowser in the temp directory and show the auto saved .blends. Implemenation Notes: * Timer storage was moved from window to windowmanager, so we can have windowmanager level timers too now, doesn't make sense to have autosave timer attached to a particular window. * FileGlobal now has a filename field storing where the file was saved. Note that this is only used when loading a file through the recover operators, regular file read doesn't use it, so copying the quit.blend manually over the original file will still work as expected. * Jobs timer no longer uses operator now, this seems more like an internal thing, changing keymaps should not make it possible to break the jobs manager. * Autosave is postponed by 10 seconds when a modal operator is running, e.g. transform or file browsing. * Moved setting G.sce in setup_app_data before depsgraph updates, these can use the filename for pointcaches.
2009-10-19Fix #19669 and other: triple buffer & icon texture drawing could causeBrecht Van Lommel
a system crash and other issues on ATI/Apple, due to a buggy driver (similar issues reported for other OpenGL applications). For now, work around it by not using non-power-of-two textures on this combination.
2009-07-192.5Ton Roosendaal
Small fix: Triple Buffer mode didn't clip custom paint cursors correctly for overlapping regions (example, view3d paint circle drawing into toolbar)
2009-03-25UI:Brecht Van Lommel
* Screen level regions created for menus are now a separate CTX_wm_menu in the context, so they don't interfere with existing regions. * Fix context in popup menus to always come from the area and region the popup was opened from. * Removed some unused context stuff: tasks and reports. The places that were using context reports were using it wrong anyway. * Fix F6 closing immediately after editing a button, by making uiBlockSetFlag not clear existing flags anymore. * Don't use ":" in boolean X/Y/Z buttons.
2009-02-062.5: Enable triple buffer drawing by default (if it doesn't workBrecht Van Lommel
or flickers, kick me). Also removed proxy texture test since it does not seem to be implemented well by all drivers.
2009-01-282.5:Brecht Van Lommel
* Fix using enter key for selecting item in a submenu. * Fix some non working buttons in nodes. * Fix memory leak when using glsl. * Change triple buffer proxy test a bit, hopefully this succeeds on more cards now.
2009-01-24Added back old sculptmode FKEY radial control. (Moved fullscreen to F11KEY ↵Nicholas Bishop
for now.) Notes: * So far, only size mode ported and tested, still strength and rotation to do * Brought this back for sculptmode first, still to do are particle edit, vpaint, wpaint, texpaint, and I guess image paint? * Changed the wm paint cursor slightly, to take a customdata pointer. * Still need to bring back brush texture display in the cursor
2009-01-232.5: multiple small fixesBrecht Van Lommel
- wm draw method is now initialized correct when reading older files, but the SDNA bug causing the problem is still unsolved. is due to // char pad[8]; not being recognized as commented. - triple buffer proxy texture test follows spec better now, was disabling triple buffer unnecessarily on some drivers. - some cmake compile fixes related to sequencer pthread usage and removed bad level calls lib for player. - show outliner header buttons in oops mode as well until that can be switched in the UI. - fix region data free issue for tooltips - warning fixes
2009-01-232.5: WM CompositingBrecht Van Lommel
* Triple Buffer is now more complete: - Proper handling of window resize, duplicate, etc. - It now uses 3x3 textures (or less) if the power of two sizes do not match well. That still has a worst case wast of 23.4%, but better than 300%. - It can also use the ARB/NV/EXT_texture_rectangle extension now, which may be supported on hardware that does not support ARB_texture_non_power_of_two. - Gesture, menu and brushe redraws now require no redraws at all from the area regions. So even on a high poly scene just moving the paint cursor or opening a menu should be fast. * Testing can be done by setting the "Window Draw Method" in the User Preferences in the outliner. "Overlap" is still default, since "Triple Buffer" has not been tested on computers other than mine, would like to avoid crashing Blender on startup in case there is a common bug, but it's ready for testing now. - For reference "Full" draws the full window each time. - "Triple Buffer" should work for both swap copy and swap exchange systems, the latter still need the -E command line option for "Overlap". - Resizing and going fullscreen still gives flicker here but no more than "Full" drawing. * Partial Redraw was added. ED_region_tag_redraw_partial takes a rect in window coordinates to define a subarea of the region. On region draw it will then set glScissor to a smaller area, and ar->drawrct will always be set to either the partial or full window rect. The latter can then be used for clipping in the 3D view or clipping interface drawing. Neither is implemented yet.