Age | Commit message (Collapse) | Author |
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When loading a file with linked external scene, and that external scene
didnt exist anymore, and that scene was active in the file -> crash!
Render code; changed to use local 'puno' flag for threaded render.
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Made NMESH_SUBDIV_MIN 0 instead of 1 so NMesh is like the gui...
Kent
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- snap to center creates displist for subsurf mesh
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the face-normal had to be local too...
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I just fixed indentation (replaced spaces with tabs where needed) and removed
#include config.h stuff from the above files.
Kent
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Rendering in parts, and ESC from render, didn't check for not-rendered
parts yet. (due to recode of parts stuff)
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added a casts to:
blender/blenlib/intern/BLI_memarena.c
gameengine/Rasterizer/RAS_TexVert.cpp
Removed unused vars from:
blender/python/api2_2x/vector.c
gameengine/Ketsji/KX_PyMath.cpp gameengine/Ketsji/KX_Scene.cpp
gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp
gameengine/Rasterizer/RAS_FramingManager.cpp
gameengine/Rasterizer/RAS_Polygon.cpp
gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
Kent
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I changed them so that they have CPPFLAGS += LEVEL(X)_CPP_WARNINGS
instead.
Kent
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Alpha for halos was always added, even when "Add" slider was zero. Fixed.
(also; made BROW define BROW16, to distinguish from int version in
BKE_utildefines.h)
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For normal maps only:
Slider for "nor" mapping in "Map to" panel allowed values for over 1.0 in
preview render (not for render itself, causing confusement).
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FileWindow didnt sort the dirs "." and ".." correctly. Now these two are
always first.
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the active main window, if that was active before.
We need to track down how to solve this more definite... for example, the
"make active" window command can also pop window to front.
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- zbuf; error caused by using unsigned int as counter (while >= 0) in radio
- backbuffer didnt load in initrender (was removed from sky render)
- unitialized variable in envmap.c
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- if object mode && G.vd==OB_TEXTURE, drawing mesh objects did not check
object's max drawtype (ie. dt).
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Ton will probably have a good laugh when he'll see what the error was. ;)
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(/tmp or $TEMP for win.)
Probably too early still, but now in plugin mode the floatbuffer will be used too,
including postprocessing.
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target and the owner.
Bug since 2.35.
Was lost when bug #1307 was fixed in this commit: http://projects.blender.org/viewcvs/viewcvs.cgi/blender/source/blender/src/editobject.c.diff?r1=1.121&r2=1.122&cvsroot=bf-blender&diff_format=h
This doesn't seem to bring back the bug (copy full scene didn't update links in constraints).
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Material texture channels 9 & 10 could not be deactivated.
Code used a char instead of a short as flag for this.
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loop select (Alt B)
Reported by Gimble
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caused very bad stripes in render.
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It *should* be there, but its a bad-level-include. The bad_level_calls.h
makes it compiling nice, but that wasnt the purpose.
Error is in the winstuff.h in render.h most likely
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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!
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number of processors to yafray through plugin too. Will work with current
CVS yafray code. Now at p.b.org. Needs testing with a real multicpu machine.
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Add text, TAB, CTR+Z, TAB -> crash... :/
Just forgot 1 if()... was there for weeks! So...
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Undo on SHIFT+backspace in edit of 3d Text object, caused text editing
to stop working normal. (only added text in beginning)
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Dxf reader had 2 crucial erros;
- didnt read files correct with \r\n enters (\n and \r go fine)
- polyline triangles were added as quads with identical first and last
vertex, going terrible wrong on mesh import of 3DS files.
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Commit of dec 9... still uses fopen(name, "ab") instead of "wb"
Caused targa and bmp files to write wrong on save-over, appended instead.
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With the new rule that allows correct calculation of vertex normals on a
mixed solid/smooth mesh, it is essential that vertex normals get
recalculated when changing smooth settings. Such a facility doesnt exist
in Blender yet, only after leaving editmode.
Hacking in a "enter editmode, leave editmode" event on the "Set Smooth"
button isn't nice... instead I've tweaked the calculus of vertexnormals
that it always sets them OK, apart from where they get mixed with solid
faces. Only in rare occasions this can still go "wrong" and needs a
TAB-TAB to fix. Will add that comment in release notes. For next release
we should definitely solve this smoothing bizz!
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wrong constant name.
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Wrong constant names. Fix contributed by Joilnen B. Leite <pidhash>
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Backbuffer selection codes issue on OSX.
On some h/w configs, with "1000s of colors set", the drivers seem to round
colors up or down... whilst until now rounding always was just truncating
bits. This gives errors in writing color codes and reading it back.
The c code only changed for OSX. For other OS's and HW this test could be
done as well.
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It appeared that the method as used in unified render for "render all sub-
pixels" isn't very well resistant to having large amounts of faces in a
single pixel. The bug file had about 16x70x2 faces per pixel... causing
tremendous slowdown and even wrong render.
I've disabled the option (was coded by Nzc in NaN days) and made it
sampling in the main render loop. Goes much faster, error free. Only loss
is in that it doesnt use superiour subsamples for gauss anymore. Here the
normal render performs slightly better. Not a real issue though. Hard to
notice.
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"Layer" Lamp. Was just missing a value being written in halo struct.
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Slightly altered rules for calculating vertexnormals. By only averaging
face normals from faces actually set 'smooth', the result looks much more
nice (for example on a cylinder with caps solid). Vertex normals not being
used by smooth faces are set to the face normal direction.
Shows both in editor as rendering.
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highest quality.
I noticed Quicktime did not display interlaced fields for DV movies, it works OK now !
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This method is now unsupported. The original intent appears to
return the first BPoint of an Ipo curve. However, BPoint Ipo curves
are not implemented and the first point therefore never existed.
The segfault was from an unchecked input parameter.
Calling this method now always throws a NotImplemented exception.
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to allow up to 2500 objects (was 500).
Still an arbitrary limit, could use better code. For now its less
frustrating :)
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or deleted without keeping track of spaces in names, causing in potential
loss of data.
Needs review!
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Separate in Mesh editmode, selectmode 'face', and with a selection that
used to be in vertex mode a full select (like selecting the 2 opposing
faces in a cube) caused crash. There was still no good face-select
awareness there... tsk! :)
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Actually a 1 liner fix, added displist re-make event for wave objects
being used to vertexparent objects to. Will of course be much better
solved with the dep graph!
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- Add UV Sphere now aligns with view, as do all primitives
- Small drawing error in edges between blender areas (black lines were 2
pixels too short)
- Replaced the heuristics in opening sublevel menus, to be less frustrating.
It now keeps sublevel open while mouse moves within the triangle defined
by original mouse location (before moving) and the closest vertical edge
of the new sub menu. Works nice for toolbox and pulldowns.
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Particles added to mesh being deformed with Armature crashes.
Bug introduced with 2.33, particle collisions... leon added some fancy
updates for actions and armature displists there, which are highly
disputable. I left it in, because I didn't see it was actually new.
Note: particles added while updating mesh with armatures is not supported,
it will shoot particles from original location.
What does work, is static particles.
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not implemented on MetaBall editmode, causing an old global var to wreak
havoc.
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