- Constructive modifiers are enabled by default in sculpt mode.
- There's option to disable all constructive modifiers in the "Options"
panel of toolbox in sculpt mode,
- Use one column in options panel to make strings easier to read
- No modifiers would still be applied on multires
- made EXPANDED_AGRP take bAnimContext as an argument.
- remove unneeded NULL check drawFacesColored functions.
- comment some vars which are set but not used.
======================
All this work with sculpting on armatured/deformed mesh allowed to
implement sculpting on non-locked keys very easy -- just use the same
approach of propagating offsets from deformed PBVH to "sculpting layer".
- If key is locked, then old logic would be used.
- If there's multires modifier enabled, sculpting would happen on multires.
Multires interpolation is considerably better
now, though it still has a problem with occasionally
producing little random tangent spikes. Still, it's
far better then it was.
Also fixed a bug in dissolve faces.
into account that some tools use normals for things other than display. Now
we properly initialize vertex normals at flat faces too.
Also fixed a normal refresh issue, and deduplicated CDDM/mesh normal
calculation code.
Coded a new modifier, "Precision UV Interpolation",
that triangulates, subdivides, then uses brecht's mean
value interpolation to interpolate face data.
Textures on ngon faces get interpolated a bit nicer, in
other words (though concave cases, e.g. 'N', don't work very well).
weighted normals as the render engine, and the render engine will copy
normals from the mesh rather than always recalculating them.
Subsurf/multires still use regular vertex normals, but they are expected
to be sufficiently high resolution to not need this.
This means that normal maps displayed in the viewport actually match the
render engine exactly and don't have artifacts due to this discrepancy.
It of course also avoids unexpected surprises where your render normals
look different than your viewport normals.
Subversion bumped to 4 for version patch to recalculate normals.
Patch by Morten Mikkelsen, with some small changes.
Fixed view selected code. Made MDisps->disps use the
special allocation library I wrote as a
temporary fix to MDeformGroup->dw problems.
Why was the vgroup solution reused? It's really slow,
and its hard to tie in something like mempool or memarena.
The hackish allocator I wrote really needs to go, eventually,
or be folded into guardedalloc.
Also fixed a customdata bug with modifiers.
Mirror modifier no longer uses bmesh, but is now
100% CDDM. This is faster; the sluggishness was
driving me crazy. Still need to deal with UVs,
but that shouldn't be hard.
Fixed join meshes, and an annoying modifier bug (making modifiers
not work in editmode). Also fixed a tesselation bug.
Also got edge slide to work right, yay! Dunno why I couldn't get
it working right before; took me twenty minutes to fix.
the two files mikktspace.h and mikktspace.c. These are standalone files
which can be redistributed into any other application and regenerate the
same tangent spaces. The implementation is independent of the ordering
of faces and the vertex ordering of faces.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
Used a crazyspace approach (like in edit mode), but only modifiers with
deformMatricies are allowed atm (currently shapekeys and armature modifiers only).
All the rest modifiers had an warning message that they aren't applied because
of sculpt mode. Deformation of multires is also unsupported.
With all this restictions users will always see the actual "layer" (or maybe
mesh state would be more correct word) they are sculpting on.
Internal changes:
- All modifiers could have deformMatricies callback (the same as deformMatriciesEM but
for non-edit mode usage)
- Added function to build crazyspace for sculpting (sculpt_get_deform_matrices), but it
could be generalized for usage in other painting modes (particle edit mode, i.e)
Todo:
- Implement crazyspace correction to support all kinds of deformation modifiers
- Maybe deformation of multires isn't so difficult?
- And maybe we could avoid extra bad-level-stub for ED_sculpt_modifiers_changed
without code duplicating?
also removed unused vars.
can_pbvh_draw() had a NULL check which is never needed (callers check for this), a NULL ob would have crashed the function anyway.
Use object's displists for storing deformed tesselated curve. Was unable to
totally get rid of curve's displist because of how texture space is calculating.
VBO enabled, GLSL shading and bevel modifier leads to crash when entering edit mode
Bevel modifier doe not support remapping still, so added check about original index
in cdDM_drawFacesTex_common. Now it works like VBO-less drawing for that special case.
Root cause is that some drawing modes don't work with PBVH
drawing. Worked around by adding a call to update mesh normals from
the PBVH so that sculpted changes appear correctly in those
"unsupported" modes. (They'll still draw much more slowly than solid,
but should at least appear correct now.)
- VBO UV Edge display wasn't allocating a large enough array for drawing.
- VBO UV Edge drawing was using an edge flag with faces.
- notifier for modifiers updating the UV window.
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
This is a more general problem that drawing functions would skip faces when the original index could not be found, screw result for example wasnt visible in editmode too.
Fixed by adding a material set argument to DerivedMesh->drawMappedFaces(), this was already being done in some of the other drawing functions.