Commit Graph

1020 Commits

Author SHA1 Message Date
1b85328545 hidden-wire draw option: always use the cage when masking out faces otherwise modifiers give odd results. 2013-07-22 21:45:01 +00:00
177ea51fab fix for unintended fall-through in switch statement, also reduce undo_pos increments in text editor. 2013-07-21 08:34:02 +00:00
7db1d6556d code cleanup: add break statements in switch ()'s, (even at the last case). 2013-07-21 08:16:37 +00:00
32f3771d0b hidden wireframe option for mesh editmode, important for retopology mode (can be used with xray). 2013-07-20 03:51:49 +00:00
3c4c2478b6 fix for own regression, face index ranges still need checking in some places. 2013-07-14 23:41:33 +00:00
aabddad346 draw loopcut display on the deformed mesh when in editmode. 2013-07-10 02:05:16 +00:00
c3c84521f1 fix [#36055] Edge/Face Info display on wrong position with key frames
display editmesh stats with deform modifiers.
2013-07-09 12:59:31 +00:00
8ab1fadf3d Fix #36063: cycles 3D viewport was incorrectly influenced by blender internal
material halo settings.
2013-07-08 22:41:12 +00:00
9747e63094 fix for [#35911] wasn't complete, while weigths would show in editmode, weights that were modified by a weight modifier wouldn't. 2013-07-04 22:24:39 +00:00
6321f11f03 tweak to commit r57891, dont draw hidden faces/edges in editmode. 2013-07-01 01:25:21 +00:00
c729c5ab4b fix [#35911] Show weights not working with a weight edit modifier in edit mode 2013-07-01 00:42:44 +00:00
28dd9c6a40 Fix #35767: transforming nodes in the node editor changed the wireframe color
of the active object in the 3D view. This was due to sharing a global G.moving
flag to indicate that transform is active, now it's only set per transform data
type so different editors don't influence each other.
2013-06-24 22:41:37 +00:00
781184562b add api calls for BM_mesh_active_vert/edge_get.
inspecting the edit-selection inline was cumbersome.
2013-06-24 04:51:56 +00:00
adba695209 remove vec_rot_to_mat3(), replace with axis_angle_normalized_to_mat3() 2013-06-22 23:58:52 +00:00
aea5114633 editmesh draw optimizations: use customdata offsets rather then per-element lookups. 2013-06-20 11:18:19 +00:00
972c01ac0c remove NULL checks for return values from EDBM_***_at_index calls. 2013-06-20 07:00:57 +00:00
c15c5540d9 make active vertex more apparent in weight paint mode 2013-06-15 12:11:38 +00:00
c15802f7d3 display active vertex in weight paint mode. also correct NULL free. 2013-06-15 11:02:36 +00:00
afc3d10d1a fix [#35694] Lattice; Display Type: "Bounds" not working 2013-06-14 15:11:28 +00:00
c730ae0921 another case that should have been in r57371, also reduce type conversions in compassion. 2013-06-11 05:56:02 +00:00
f0e6e60f65 fix for problem where curve handles in editmode could be obscured by other selected objects (referred to in [#35669]) 2013-06-11 05:21:36 +00:00
e70476db4b fix [#35663] Some object types don't draw bounds other than "Box" 2013-06-09 21:29:20 +00:00
eabb30a236 patch [#35631] Active element for Lattice
by Kevin Mackay (yakca)

Was one of our TODO's from the wiki.
2013-06-09 20:28:08 +00:00
820acf1b9e add editmode wire color,
also changed lattice to use this, it used a hard-coded green color which was hard to see over the default background.
2013-06-08 21:58:00 +00:00
a6b505ef0b style cleanup 2013-06-06 06:02:46 +00:00
249bf25565 editmesh display user request, keep the edge lengths within the view bounds (so you can see edge length even when zoomed in) 2013-05-31 23:52:39 +00:00
09e11ad6ef modifier stack: lazy initialize normals
many modifiers were calculating normals, when those normals were ignored by the next modifier.
now flag normals as dirty and recalculate for modifiers that set use `dependsOnNormals()` callback.

Quick test on mesh with 12 modifiers (mostly build type), calculated normals 6 times, now it only runs once - so this will give some speedup too.
2013-05-30 17:36:43 +00:00
57ae0f7680 modification to r57023, use active color but only draw face-stipple when selected. (active-unselected isn't in common usage for mesh editmode). 2013-05-27 13:03:33 +00:00
ec8d277c64 BLI_math rename functions:
- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4

these temporary names were used to avoid problems when argument order was switched.
2013-05-26 18:36:25 +00:00
754f93f30d Simple usability fix:
Mesh editmode, active face was always drawing same stipple pattern color, 
whether face is selected or not. 
Now it uses selection color + stipple. Looks much more consistent.
2013-05-25 17:42:20 +00:00
00f0ac8107 Fix #35368:
* Editing number of segments for particle hair did not update the viewport.
* Hidden particles were confusing, the paths were drawn but without the points.
  Now it draws the path faded to indicate that they are hidden/locked.
* Select tips/roots operators now have options to select/deselect/toggle/invert.
2013-05-16 00:07:01 +00:00
2e96e41da3 Made bundles in 3D viewport have constant size
This means bundles' size is not affected by camera scale.
This way it's more useful to work with -- bundles never
becomes too small or too large (depending on reconstructed
scene scale).
2013-05-09 16:38:47 +00:00
562ed2b42e add in asserts when rv3d->viewmatob, rv3d->persmatob are not initialized.
This is often hard to spot since in many cases it works correctly even
when not initialized but may still fail in other situations.
2013-05-08 13:00:52 +00:00
4daf1958cf de-duplicate draw_new_particle_system() particle drawing. 2013-05-08 12:57:07 +00:00
01f8b229c9 revert own change from 56177, game bounds can be useful to see in editmode,
also use gcc attributes for smallhash header and some style edits to recent commit.
2013-04-20 17:24:40 +00:00
5999aebe4e fix for glitch in object drawing, color of texspace was last used editmode draw color.
also disable BGE bounds drawing when outside of object mode.
2013-04-20 06:22:17 +00:00
0e5d4fcd7d code cleanup: remove unused var from drawobject 'warning_recursive'. also remove unused colors from 'colortab'. 2013-04-20 05:50:22 +00:00
6db3375e4f code cleanup: removed unneeded null check in object drawing, some warnings, style. 2013-04-18 15:09:30 +00:00
3430068654 Fix #34970: in glsl mode the vertex paint face mask is not visible
Added face selection code to GLSL draw. We do this for Cycles
already, shall behave expected now.

Checked by Ton, thanks!
2013-04-18 10:39:53 +00:00
6da961775f code cleanup: rename BKE_tessmesh -> BKE_editmesh, rename EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere). 2013-04-13 20:31:52 +00:00
a305452275 Paint refactoring commit, non-disruptive (in theory :p)
* Fix precision overflow issue with overlay previews,
* Expose alpha mask mapping to UI (still not functional but coming soon).
* More overlay refactoring:

Overlay now does minimal checking for texture refresh.
Instead, we now have invalidation flags to set an aspect of the brush
overlay as invalid. This is necessary because this way we will be able to
separate and preview different brush attributes on the overlays, using
different textures:

These attributes/aspects are:

Primary texture (main texture for sculpt, vertex, imapaint)
Secondary texture (mask/alpha texture for imapaint)
Cursor texture (cursor texture. It involves brush strength and curves)

Modified the relevant RNA property update functions and C update callback
functions to call the relevant cursor invalidation functions instead
of checking every frame for multiple properties.

Properties that affect this are:

Image changes, if image is used by current brush,
Texture slot changes, similarly
Curve changes,
Object mode change invalidates the cursor
Paint tool change invalidates the cursor.

These changes give slightly more invalidation cases than simply
comparing the relevant properties each frame, but these do not occur in
performance critical moments and it's a much more elegant system than
adding more variables to check per frame each time we add something on
the system.
2013-04-12 17:21:31 +00:00
002dbaece7 style cleanup 2013-04-05 16:55:12 +00:00
83fff218cc svn merge ^/trunk/blender -r55700:55776 2013-04-04 13:37:07 +00:00
9c49e71216 Bunch of fixes for GLSL display transform
- GLSL shader wasn't aware of alpha predivide option,
  always assuming alpha is straight. Gave wrong results
  when displaying transparent float buffers.

- GLSL display wasn't aware of float buffers with number
  of channels different from 4, crashing when trying to
  display image with different number of channels.

  This required a bit larger changes, namely now it's
  possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE)
  to glaDrawPixelsTex, This also implied adding format to
  glaDrawPixelsAuto and modifying all places where this
  functions are called.

  Now GLSL will handle both 3 and 4 channels buffers,
  single channel images are handled by CPU.

- Replaced hack for render result displaying with a bit
  different hack.

  Namely CPU conversion will happen only during render,
  once render is done GLSL would be used for displaying
  render result on a screen.

  This is so because of the way renderer updates parts
  of the image -- it happens without respect to active
  render layer in image user. This is harmless because
  only display buffer is modifying, but this is tricky
  because we don't have original buffer opened during
  rendering.

  One more related fix here was about when rendering
  multiple layers, wrong image would be displaying when
  rendering is done. Added a signal to invalidate
  display buffer once rendering is done (only happens
  when using multiple layers). This solves issue with
  wrong buffer stuck on the display when using regular
  CPU display space transform and if GLSL is available
  it'll make image displayed with a GLSL shader.

- As an additional change, byte buffers now also uses
  GLSL display transform.

  So now only dutehr and RGB curves are stoppers for
  using GLSL for all kind of display transforms.
2013-04-03 15:59:54 +00:00
fc3c13c309 fix [#34825] Transparent background of Empty Images clips objects behind them away when Empty is not selected
allow 'Transparency' option to be used on empty-images.
2013-04-03 05:16:15 +00:00
5524ed9ba2 Merged changes in the trunk up to revision 55700.
Conflicts resolved:
source/blender/editors/mesh/mesh_intern.h
2013-04-01 13:47:19 +00:00
4e0e9eb994 Draw relationship lines for rigid body constraints
Makes it easier to see what's connected to what.
2013-03-31 19:52:37 +00:00
1777a69818 misc minor edits.
- pass string size to BLI_timestr() to avoid possible buffer overrun.
- quiet warning for mingw.
- include guards for windows utf conversion funcs.
- fix for mistage in edge-angle-selection check.
- some style cleanup.
2013-03-29 06:25:22 +00:00
c826174056 minor improvement to edge-angle-drawing, when transforming verts draw the angle of the opposite edge since this is the angle thats being changed. 2013-03-29 04:38:10 +00:00
4506f73055 add edge-angle drawing in editmode for manifold edges. 2013-03-29 04:01:52 +00:00