Age | Commit message (Collapse) | Author |
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previous code created faces with mixed face-flipping and could get very slow,
test with ~60,000 edges here hung my system for over 2min (didnt wait for it to finish), new code executes in about 1 second.
new code doesn't attempt to flip faces correctly, its quite involved to do so, especially when the new faces are not created adjacent to eachother.
so simpler to calculate normals afterwards.
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This disables crazy adaptive sampling happening in diagonal direction.
This still gives some doggyness, but it's much less dramatic now,
and behavior is pretty damn the same as EWA filtering when rendering
textures with Blender Internal.
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Problem is that the read/write buffer operations only work with actual
image inputs. If a singular value is used as group input no actual
buffer will be created, the write operation does not schedule any chunks
and the ReadBufferOperation subsequently returns zero
(MemoryBuffer::read).
The fix uses the (0,0) resolution to detect single value input of the
WriteBufferOperation. The actual resolution is then clamped to (1,1) to
ensure we have a single pixel to store the value in. A m_single_value
flag is also set, so we can reliably distinguish this from genuine image
resolutions without having to check m_width/m_height later on.
The ReadBufferOperation copies this flag from the associated
WriteBufferOperation and if set will always return the single value from
pixel (0,0).
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us unimportant, since append steps over the whole list each time.
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the subset version of the function checks if any faces has all its verts in the given array.
also made some additions to linklist functions (arena and pool versions of append).
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In fact, there's no need to get float buffer at all,
conversion could be done in pixel processor level
after interpolation.
It might give slightly worse interpolation results
(which i'm not sure would be visible by eye) but
it gives more than 2x speedup on my laptop on node
setups used for warping image.
--
svn merge -r58988:58989 ^/branches/soc-2011-tomato
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This commit includes all the changes made for plane tracker
in tomato branch.
Movie clip editor changes:
- Artist might create a plane track out of multiple point
tracks which belongs to the same track (minimum amount of
point tracks is 4, maximum is not actually limited).
When new plane track is added, it's getting "tracked"
across all point tracks, which makes it stick to the same
plane point tracks belong to.
- After plane track was added, it need to be manually adjusted
in a way it covers feature one might to mask/replace.
General transform tools (G, R, S) or sliding corners with
a mouse could be sued for this. Plane corner which
corresponds to left bottom image corner has got X/Y axis
on it (red is for X axis, green for Y).
- Re-adjusting plane corners makes plane to be "re-tracked"
for the frames sequence between current frame and next
and previous keyframes.
- Kayframes might be removed from the plane, using Shit-X
(Marker Delete) operator. However, currently manual
re-adjustment or "re-track" trigger is needed.
Compositor changes:
- Added new node called Plane Track Deform.
- User selects which plane track to use (for this he need
to select movie clip datablock, object and track names).
- Node gets an image input, which need to be warped into
the plane.
- Node outputs:
* Input image warped into the plane.
* Plane, rasterized to a mask.
Masking changes:
- Mask points might be parented to a plane track, which
makes this point deforming in a way as if it belongs
to the tracked plane.
Some video tutorials are available:
- Coder video: http://www.youtube.com/watch?v=vISEwqNHqe4
- Artist video: https://vimeo.com/71727578
This is mine and Keir's holiday code project :)
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* FIX: selecting bookmark or recent file caused UNDO push, also caused issue with the 'Open' and 'Cancel' buttons being grayed out.
Reported by Sergey Sharybin in IRC, many thanks.
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Creating new splines via Python API didn't take
curve dimension into account.
Now adding new splines will set 2D/3D flag for
spline according to curve's dimension.
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Currently this is only for the Python API. The logic brick will be updated in a future commit.
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Now sounds that stopped playing but are still kept in the device can be differentiated from paused sounds with this state.
This should also fix the performance issues mentioned in [#36466] End of SequencerEntrys not set correctly.
Please test if sound pausing, resuming and stopping works fine in the BGE and sequencer, my tests all worked fine, but there might be a use case that needs some fixing.
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This is getting confused, why bevel is handled different
for 2D and 3D curves?
Anyway, made bevel work for 2D case nice again, but it's
probably nice to unify 2D and 3D cases.
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from the original
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Make it so mpath is not shared between several bones now.
Fix suggested by Joshua Leung, thanks!
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of the edge loops.
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flag.
also remove unused transform defines.
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Fix: to swap the drawing order for the warp mesh polygon
The code was drawing CW instead of CCW.
It would work in some cases where the drawing flags would allow for the
back faces to be visible.
More specifically the alternative fix were:
glDisable ( GL_CULL_FACE );
glFrontFace( GL_CW );
Bug originally reported in the small_planetarium mailing list.
This bug fix was a comissioned job by a group who prefer not to be
credited. Thanks regardless.
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array reallocation with alloca.
fix for error increasing the face tag count when the face might not be created.
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also simplify for loops.
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Needed correct quat for first point as well.
Maybe it's time to refactor make_minimum_twist function a bit..
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support this.
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- allow negative index values.
- error when invalid index value are passed in.
- remove last item if no index argument is given.
also change behavior to remove the material slot, it was only clearning by default but the list length remained the same.
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current behavior.
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function was accessing the psys->frand random number array, but since the particle modifier is disabled this array does not get
initialized. Added a sanity check to skip disabled particle systems in BI render. (why wasn't this done before?)
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from a script (without a view3d).
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waiting on the graphics card.
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for all bmesh functions eventually.
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only need to check if the edge is boundary or not. will speedup edgesplit modifier a little.
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will cause crash
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Some places like proxy rebuild didn't increent
custom shape user counter which lead to user
decrement errors later when freeing pose channels.
Try to keep custom object counter relevent, but
some corner cases might still be missing.
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Forgot to calculate directions of first/last points
for NURBS and POLY splines.
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Issue was caused by reload caused by input colorspace change.
For generated images generated alpha flags weren't saved to
DNA, which lead to fallback from 32 bit depth to 24 when
doing any kind reload of generated image.
The same alpha loss happens when you save .blend file with
generated images.
Now added generated depth to DNA, so reload image and .blend
file wouldn't loss alpha.
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just check we're not in editmode.
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size in some cases.
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disabled.
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