implementations (slightly redundant, could implement draw in terms
of first... can be cleaned later)
- switch to use of new APIs... all uses of EditVert->ssco are now
clean (read: ready to die as soon as a proper DerivedMesh implementation
is swapped in with ccgsubsurf)
implementations
- updated drawobject selection code to use DerivedMesh (last DispListMesh
usage in drawobject.c that needs to be replaced! Woot!)
- interface could still be a lot cleaner, mostly calculating indices for
the various things to pass to selection color routine is hacky.
this is to ease migration.
- updated particles and STL converter to use DerivedMesh interface. This
is a bit wasteful at the moment, but these are not key performance areas.
Can update once DerivedMesh has accessors for faces and face data.
into drawobject.c (just used for calculating weight
map)
- removed two_sided (replace with glLightModeli calls)
- huge rewrite of drawobject.c for meshes, extracting simple
drawing functions and then reworking to bring some order
and clarity back to the code.
A lot was changed here so it is likely I missed a few
things in testing although I tried to be very careful.
Please let me know if you find any changes in drawing.
Jkey, for showing spare render page, didn't work when using ztransp
material, or buttons F5 open or shaded view.... quite strange eh!
Caused by init-render-material setting R.flag to use Ztransp render.
Globals causing havock yes...
This commit *only* adds the new files.
Since this is an experimental feature, it is NOT enabled by default.
At the moment, you can turn it on by editing the toplevel SConstruct
file. NOTE: this is a hack. it will be done properly later!
To enable this experimental feature,
add the following line after the line that starts with 'extra_flags = ['
extra_flags.append( '-DUSE_CCGSUBSURFLIB' )
I would like to have proper creasing (following what appears to be
the informal standard in the subdivision surface literature) but
I do not know when I will get to this or how complicated it will
be. With this patch CCGSubSurfs should now have the same capabilities
as regular subsurfs (barring possible bugs) and so replacing the
old implementation is a reasonable possibility.
(means optim, seams, selection should work same now, but I am
not super familiar with all this stuff so can't test very well).
These hacks to the DLM structure are disgusting btw Ton. What
a waste of memory! All the information that is so meticulous to
kept and managed in the old structure is essentially explicit (or
easily made so) in the new one.
only in one C file and not worth dropping in extern but presumably
will be synced with public CCGSubSurf release I hope to be making
soon.
- Currently the implementation must be enabled by defining
USE_CCGSUBSURFLIB somewhere with your build system. The code should
be considered highly experimental.
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle
undefining various crap that windows.h defines. Platform specific headers
should only have to be included in a few places. This reduces the number
of inclusions of BLI_winstuff.h to 16 which is a much more reasonable
number (than the 144 or whatever it used to be)
To enable it you will need to download OpenEXR and install it.
For the Makefiles you will need to set WITH_OPENEXR=true
and set NAN_OPENEXR to point to where OpenEXR is installed.
For scons you'll need to remove config.opts to get the new options
so you can enable OpenEXR, I was not able to get blender to link
with scons so the scons stuff may need to be tweaked a little but
I think it should work.
For other platform managers The OpenEXR stuff is similar to QUICKTIME
you need to define WITH_OPENEXR and setup the library stuff and
as you'll notice in this commit there are two extra files.
Kent
It is useful for large scenes, when you work with lot of MetaElems. Example:
http://e-learning.vslib.cz/~hnidek/pics/deer.jpg
(PildaNovak's model)
- shortcuts for hiding of MetaElems:
H ......... hide all selected MetaElems
Shift-H ... hide all unselected MetaElems
Alt-H ..... unhide all hidden MetaElems
- items in header menu of 3dview
Much wanted feature, to have paths with children having fixed distance
offsets from each other, for example to animate a train with wagons.
Solved it with Path option (Editing buttons curve) "PathDist Offs" which
interprets time-offsets of children as blender-unit offsets. The entire
animation system still works, but offsets are calculated based on distance,
even with a CurvePath without motion (speed curve horizontal).
http://download.blender.org/demo/test/pathdist.blend
Thanks to Bassam for kicking my ass!
It used to be a simple hack, scaling lens with 100, and moving the camera
to the back with an equivalent amount.
Because of the hack, making it 100% compatible with older files I could not
achieve (yet?). To help reminding users, I've added a print when reading
old files with Ortho cameras.
Full description of how it works can be found here;
http://www.blender3d.com/cms/Render_changes.515.0.html
Cleaned code somewhat (half the size!) and applied some changes:
- made it compatible with selection flags for new mesh editing (edge/face)
- renamed 'face angles' to 'edge angles' and made it display angles for
2 selected edges too
- removed the confusing convention that always drawed the info if one
of the vertices of edge/face/angle was selected. now it only displays on
minimum of 1 full edge or face selected.
- made it react to "zbuf occluded selection" option (for zbuffered text)
- made it also colorize text for white theme color (TH_TEXT)
On larger meshes this info still draws very confusing. The idea of displaying
the info on 1 vertex selected was probably to show values while grabbing,
although that didnt really work for angles. One idea could be, for transform,
that it draws all lenghts/angles/areas that get changed during transform
All in all, still useful addition tho!
Object "time" ipo was evaluated before it applied offset for field and
motion blur. Should be after! (ancient one)
in buttons_editing.c: removed sound include file
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.
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
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!
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.
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!
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.