Commit Graph

3559 Commits

Author SHA1 Message Date
a7b3203e31 New Particle option for Fluids did not work on rendering animation yet.
N_T: the implementation of this feature isn't 100% nice, it currently does
a full recalc on each redraw, and it doesn't work properly unless it is
recalculated for each frame.
2006-07-14 13:44:23 +00:00
224987b0fc == Frameserver ==
(serious) bugfix: make escape handling work in frameserver.
2006-07-13 19:36:38 +00:00
7692b9f21f Bugfix #4687
Repeat Image texture was broken... the repeat value for Y was accidentally
multiplied twice, typo... had to change a 1 into 2 :)

Error introduced in 2.41 btw, 2.40 and older were OK.
2006-07-13 15:41:36 +00:00
ec9b952582 Bugfix #4683
Render non-osa, with mblur, did not jitter the zbuffering, so it did not
result in basic AA for non moving parts.

Note to self: this now works on < 2.42 level again: it doesn't use
the correct subsampling, which can cause slight errors in rendering image
textures.
2006-07-13 14:02:27 +00:00
3bc73506ea Thanks Brecht && Valgrind!
Octree filling code used an unitialized vector. Only when a quad once was
rendered it was filled with a value, explaining the weirdness we suffer...
2006-07-13 10:55:25 +00:00
2899d1da35 Paranoia commit to eliminate threads issues or uninitialized var stuff.
- thread render stores per thread and per lamp the last intersected
  shadow face
- the Isect struct, for intersections, could use a couple of extra
  zeros on start.
2006-07-13 10:26:36 +00:00
841b5027aa Code cleaning: mixing short and floats in multiplying while building
octree.... might give issues, so made it all float.
2006-07-12 12:06:27 +00:00
500a68f0ad - ray.c: a string was assinged to stats drawing, but not cleared. could
create buffer overflows in string drawing
- removed static variable from renderwin.c. No fix, just nicer code.
2006-07-12 10:48:05 +00:00
cf313f867d Bugfix #4647
The raytracer wasn't calling node shaders yet, so results showed only
shading for the base material.
This now works, but there's a conflict in the internal Blender shader that
makes recursive raytracing with nodes unpredictable. Basicaly the conflict
is that when a ray wants to shade a point, it should be able to check the
material for mirror properties, but this is undefined for node trees...

Probably we need to separate raytrace entirely from material shading. Is
a good topic for NodeShader 2.0, when we really split up materials in
shading components.

I'll add a note in the release log about this. Best results you get now
when you don't include mirror/ray-transp insde a node tree, in that case
a regular material mirror can render that material perfectly.
2006-07-09 11:54:41 +00:00
775d3561b1 Another fix based on venomgfx fraka .blend:
In december, when testing material layering, I've removed the check that
prevented specular and diffuse to become negative, this because it could
work nice for layering.

However, this breaks quite some cases too. For example negative lamps are
only used to cancel out other lights in same material, and should not give
negative (invisible!) peaks that work on a node system. Same goes for
negative diffuse from AO 'subtract' mode.

In fraka the error happened for AO on a translucent material. The inside
of the mesh got a negative AO, cancelling out the positive AO on the
outside.

Anyhoo; this commits ensures that a 'shade_lamp_loop' call will never
return negative values again!
2006-07-07 12:28:23 +00:00
a156ecb7f5 Two fixes, venomgfx Fraka bird test!
- AO "Use Distances" can not use 'sky texture' for colors, that bug was
  fixed in UI (prevent settings to combine), but better also gets fixed
  on reading files.

- Backbuf render, when not existed, didn't initialize backdrop color to 0.
2006-07-06 21:18:06 +00:00
be3c3a24b5 Bugfix #4620
Hurmf, then you bring back old backbuffer, and they want to have fields
work on that!
OK... here it is. Although using Compositor features will make this much
easier and advanced to control. :)
2006-07-05 17:32:49 +00:00
034c197d61 bugfix #4604
Hemi light accidentally got shadow bias applied (to hide terminator probs).
This whilst this lamp type doesn't have shadow at all.
2006-07-05 09:20:46 +00:00
d22e4059e5 Random missed a seed per frame render. 2006-07-04 16:14:39 +00:00
cc85c0951e IRC report fix:
- Halos were not sorted, for ages! Meaning that they were rendered in order
  of creation, instead of back to front.
- Made ESC testing for halo render to check per halo, is a fast routine now
  anyway.
2006-07-03 11:53:52 +00:00
bb9cafc257 Bugfix #4557
Report noted the slow icon renders for menus, which indeed is an issue,
especially when texture images need to be loaded (not to mention that
will eat up loads of memory).

Added a flag in scene to disable loading of images, makes it 50 times
faster, at least :)
2006-07-02 18:26:20 +00:00
7b07fcca91 Bugfix #4564
Environment mapping on channel "Mirror color" didn't support stencilling.
2006-07-02 10:42:29 +00:00
9f6f44938e Bugfix #4562
Another thread render issue, now in Image texture, the 'repeat' value was
still a global... how did I think that would ever work? Just forgot about
that one I guess. :)
2006-07-02 10:30:48 +00:00
9467a55d1a Fix: While checking on render stats timer, I found there was already stats
reserved for field and blur steps, but never used or printed.
2006-07-02 08:31:54 +00:00
fc1becdcd2 bug #4559
Render timers were called in the internal render loops (tile processor),
they still had to be moved to the outer loop, so they include fields/blur
or sequencer render timing correctly.
2006-07-02 08:15:16 +00:00
0cbb917e60 Bugfix #4558
Thread render error: a flag was stored in read-only data to indicate
whether top or bottom hemisphere of sky was rendered. That can't work
with tiles (but did work when scanlines were threads).
2006-07-02 07:59:42 +00:00
6a5f637338 Hooray! Finally found the dreaded "Opengl crash" the poor orange team
suffered for the entire movie. :)

It only happened when rendering large frames, using a lot of memory and
typically when you also use other software in meantime.

Reason: the main thread does the drawing updating, while rendering is
still continuing. When using Ztransp, there was a free buffer done
when possibly a draw could still be in progress. Only crashed when drawing
is slow... explaining why it only showed up in more complex cases.
2006-06-30 14:21:25 +00:00
c0e26bd3c0 Bugfix, IRC report:
Render option "Key Alpha" did not work yet.
2006-06-29 17:22:29 +00:00
e5d4c789a1 Bugfix #4535
A proper check for the error "No Camera" on rendering can only be made
after a renderwindow was initialized. The error menu then shows in the
render window, which appears to not work OK in windows ATI (again!).

So; I've moved the test to before the renderwindow is activated, this is
not a test checking on the entire render pipeline (like Composite nodes or
sequence strips). In case more complex setups cannot render, an error is
printed in the console only.
2006-06-29 10:48:30 +00:00
a3e49a23d7 Hurmf, the previous commit to solve proper 3D preview re-renders broke how
buttons preview work. :)

The initialize of the variable should be in the initialize code, not in the
freeing code, tsk tsk!
2006-06-28 14:14:52 +00:00
9ecffb4314 Campbell report:
Not clearing the value for 'parts rendered' caused 3d previewrender to
sometimes fail doing updates (when an escape happens during converting
render data).
2006-06-28 12:53:57 +00:00
c93176260a Bugfix #4446
Wire render crashes in Linux (only!), but why? Using a calloc instead of
malloc fixes it, but that doesn't solve the real issue in the code.

I can only imagine that bsearch() in linux has a completely different
implementation...

Anyhoo; let's commit the calloc, at least then we got stable wire render!
2006-06-27 13:13:49 +00:00
8d2f04ac74 Bugfix #4495
Another old only-shadow material error: spot lights with ray-shadow still
calculated shadow on faces that were pointing away from the lamp.
2006-06-27 12:01:33 +00:00
f7c9c99877 Bugfixes from own collection:
- when renderwin exists, but not used for render, the ESC timer check still
  could return ESC event, due to missing flag clearing.
  (For example in sequencer, a scene strip did not update on frame advance)

- option 'single layer' set in combination with render "Do Sequence" didn't
  free the pushed layers.
2006-06-27 09:48:54 +00:00
2670797e8a Plumiferos report:
The new Material "LightGroups" only worked with lamps in visible layers.
Now also lamps from the group that are not visible are included for
rendering, ensuring that a lightgroup always works on that material,
disregarding layer settings (unless lamp is type 'layer lamp').
2006-06-26 17:50:48 +00:00
a6d6a35d3c Bugs #4488 and #4431
Sequencer:
Removing feature that allowed live updates of render progress while using
scene strips. In 2.41 and older this also happens invisible, and ESC from
it works now anyway.

Two reasons:
- it is quite annoying, especially on quit renders
- new 'render to window' conflicts too much with the sequencer window
  option that shows previews (in code as well as functional!)
2006-06-26 14:57:56 +00:00
d6e7eb27ed == Frameserver ==
Set SO_REUSEADDR on server-socket, since otherwise, frameserver will barf on
second start.
2006-06-26 13:22:55 +00:00
dbc7dbb2b9 Bugfix #4457
When faces (like in cubes) have exactly 90 degrees angles with other
faces, the check for a vertex-normal flip became random, caused by the
infamous bad floating point resolution.
Solved with including FLT_EPSILON in the check.

Also: minor optimize for readability and removed dutch function name
(contrpuntnorm -> check_vnormal)
2006-06-26 13:19:04 +00:00
f1bd7928ba Bugfix, Campbell irc report; the 'error no camera' didn't halt actual
rendering completely. Making ESC (push window) work confusing or even
save images in Anim (and crash).
2006-06-25 17:37:31 +00:00
fa8c779c2d Displacement didn't react correct for stencilling. Our confusing system
has both geometry-normal displace as texture-normal displace. The first
didn't get stencilled.
2006-06-25 16:54:06 +00:00
dd064b5990 Patch from Ed Halley to ensure transmissivity values get the right
defaults.
2006-06-25 15:46:03 +00:00
1fa183c27e Fix #4472
Material option "Only shadow" didn't work 100% anymore since shadowbuffer
returns 0.0 (shadow) on backfacing normals.

Added extra test in code to solve this.
2006-06-25 15:32:42 +00:00
a966a72cd6 Many buttons assumed G.vd existed. found all? buttons that cheashed Blender and made them test for G.vd 2006-06-25 13:58:42 +00:00
713711b8be Bugfix #4463
Render Pipeline: the error "No camera" wrongly popped up when rendering a
scene that has only compositing inside (can skip 3d rendering).
2006-06-25 12:16:05 +00:00
eacb3c4b45 Bugfix #4454
Lens flare: error in counting visibility per halo-flare in the to-be
cropped area of tiles. Halos now don't render in the 2 pixels exta outline
per tile, which is only used by faces anyway.
2006-06-25 10:52:13 +00:00
3364a53854 Dunno how... maybe during Orange merging, but these files should have been
removed from CVS too!
2006-06-25 10:02:18 +00:00
93f2eb4487 Bugfix #4443
Mblur render without OSA set, still did render OSA.
2006-06-25 09:18:55 +00:00
47b5894e57 == Render ==
Bugfix:
- Frameserver rendering always got only the first frame, because
  re->cfra wasn't initialized.
2006-06-24 20:54:26 +00:00
0609066fe9 Bug 4429
When using multiple RenderLayers, each with own 'edge render', the buffer
holding edge pixels wasn't cleared from scratch, so the edges of previous
layers were showing too.
2006-06-23 16:48:28 +00:00
bf6ecd67d9 Fix #4403
Render: the Lamp-halo (spots) didn't respect the local view-layer
options in the RenderLayers.
2006-06-22 10:10:12 +00:00
0f7396e9c5 Fix #4406
The Stucci texture now returns an 'intensity' value too, this wasn't too
interesting though... not reflecting all options for the texture itself.
Now it shows better in preview renders.
2006-06-22 09:27:33 +00:00
193015653f bug #4380, border rendering was not correct.
solution could have been much simpler, but since that would have required
altering blender code (only a single line though)...

also fixed a minor bug reported in the yafray forums, when spotlights had the
shadowbuf flag set and then switching to yafray, yafray still rendered
shadows which to user was unexpected since there was no shadow flag enabled
in the yafray lamp panel, so now ignores the blender flag.
2006-06-22 03:12:48 +00:00
985db6c4ef Bugfix #4367
Creating texture coordinates for Curve bevels didn't allocate a correct
sized memory block when both U and V directions of a bevel are circular.

This will also fix "UV orco" for such curves (like donut shapes).
2006-06-21 10:02:47 +00:00
8d9d66f30f fix #4379
3D Preview didn't update correctly when switching between ortho and
perspective view (ortho render flag hanging)
2006-06-20 15:55:49 +00:00
f7d38ee181 Bugfix #4370
Silly: when using vector blur on a curve or text object, without having a
material assigned to it, the default material didn't get initialized OK
for vector blur, causing random streaks.
2006-06-20 15:44:25 +00:00