Age | Commit message (Collapse) | Author |
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operations.
The view map is mostly treated as a read-only data structure by line stylization
operations (i.e., selection, chaining, splitting, sorting and stroke creation). The
only exception is the chaining operation in some cases where insertion of extra
FEdge objects is necessary to ensure the continuity of underlying FEdges from
which a chain is constructed.
The present revision addresses the removal of extra FEdges so to keep the view
map clean and suitable for reuse in subsequent render frames.
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New render layer option named "View map cache" is added to reuse a
previously computed view map for subsequent rendering. The cache is
automatically updated when the mesh geometry of the input 3D scene has
been changed.
This functionality offers a major performance boost for Freestyle
animation rendering when camera-space mesh geometry is static, as well
as for repeated still renders with updates of line stylization options.
Although the "View map cache" toggle is a render layer option, the cache
memory is shared by all render layers and scenes. This means that if
Freestyle is used for two or more render layers (possibly in different
scenes through the compositor), then the cached view map for one render
layer is replaced by a new view map for another render layer and hence
no performance gain is expected.
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useful to view animations from different POV.
FKey: X, Shift+FKey: Y
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smoke effects.
Example values for such an effects are resolution = 10 and high resolution = 5.
Patch by nudelZ
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Keep soft min/max to usual values, but allow artists to play with strange values
if they really want it.
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The following two sort keys are added for sorting chains.
* Projected X - Sort by the projected X value in the image coordinate system.
* Projected Y - Sort by the projected Y value in the image coordinate system.
A new line style option for the selection of first N chains is also added.
Moreover, the chain sorting and chain selection operations are now executed
in this order instead of the reverse order used previously. The UI has also
changed accordingly. This functional change is backward compatible and
won't result in visual differences.
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On 4k devices the default pixel size leads to tiny OpenGL drawing
that is hardly usable without doubling the DPI. The retina system
on OSX aims to alleviate this problem by introducing a general 2x
pixel size.
No equivalent feature exists on other platforms so far. However,
to emulate the effect this patch introduces a "virtual" pixel size
factor for OpenGL drawing.
Note that the user currently has to enable this manually by selecting
the "Virtual Pixel Mode" in the user preferences (defaults to native).
All windows of a Blender instance share the same virtual pixel size as well.
It may be possible to handle this on a per-window basis and automate
the selection somewhat (if enabled by the user), so working with
multiple screens becomes more convenient, but technical limitations
make this a bit difficult (on X11 with nvidia drivers the actual screen size
is not reported correctly).
Reviewers: ton, campbellbarton
Differential Revision: https://developer.blender.org/D669
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Not a regression, yet maybe simple/safe enough for 2.72?
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This fix is for 2.72.
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`double` surrogates are slow (e.g. pow is 2x slower than powf), and MSVC12
supports fp-math functions from C99.
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Reviewers: psy-fi
Differential Revision: https://developer.blender.org/D799
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This is better to be backported to the 2.72.
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active layer
in this case too.
Thanks to Campbell for the head up.
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called from 3DView
Typo using v3d->layact instead of v3d->lay when linking and v3d is available in context.
This can be backported to 2.72.
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Rotated coordinate of the ray start was used when calculating
the ray direction, ending up with wrong direction.
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Reuse `rna_Scene_glsl_update` here too.
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Linked actions.
Dummy typo in some recent refactor I guess.
This is to be backported to 2.72 for sure!
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This is actually also safe for 2.72 :)
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Quite safe for 2.72.
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redundant, just call factor as smooth modifier does.
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Behavior is different and hard to keep building on older versions.
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Based on code by wahooney (Keith Boshoff), patch itself was merely rewritten due to BMesh changes...
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Changes were actually pretty simple to make it work - set 'scene' member of image user,
and handle lock when acquiring/releasing ibuf...
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used in DopeSheet
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was rendered too.
Pretty straightforward, issue probably goes back to (pre)history!
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instead track inside/outside state while stepping over intersections.
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