Commit Graph

932 Commits

Author SHA1 Message Date
8cbdf89695 OpenGL playblasts now respect Preview Range, making it easier to
render out short segments of shots to be previewed with accurate
timing.
2011-02-17 10:18:14 +00:00
8b7482892b made most variables which are only used in a single file and not defined in header static for blenlib, blenkernel and editors. 2011-02-14 17:55:27 +00:00
3789c398ff Merged changes in the trunk up to revision 34828.
Conflicts resolved:
source/blender/makesrna/RNA_enum_types.h
2011-02-13 23:47:30 +00:00
7eb51a012b Some more fixes for particle textures:
* Moving a texture slot didn't keep the moved slot active.
* Copy & paste for particle textures didn't work.
* New textures weren't freed properly.
2011-02-13 12:35:26 +00:00
496a78a593 bugfix [#25969] GLSL missing an update on texture slot change
what did I learn from this?
"if at first you don't succeed..
   you're not kaito." ;)
2011-02-08 14:33:08 +00:00
c8be8a7c6d Bugfix 25965
New "auto render" now prevents calling anim-updates, that's
not needed (and popped back transformed keyed objects).
2011-02-07 18:09:27 +00:00
5c421c328e Todo/feature request
When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.

This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
  that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
  edit in 3D window

The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!

Demo file:
http://download.blender.org/demo/test/auto_composite.blend

Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.

Implementation notes

- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
  this is temporarily.
2011-02-07 16:41:57 +00:00
4e9a519e22 Merged changes in the trunk up to revision 34574. 2011-01-30 23:41:58 +00:00
89c617a116 remove nan-makefiles 2011-01-30 15:29:22 +00:00
c7a122aa27 Merged changes in the trunk up to revision 34335. 2011-01-15 23:09:52 +00:00
8227b3d463 remove/comment unused vars
also removed unnecessary NULL checks (where the pointer was used later without checking).
2011-01-13 04:53:55 +00:00
bc1e26e496 Simplified the implementation of toggle buttons for folding/expanding
modifier boxes in the Parameter Editor mode UI.
2011-01-09 18:15:00 +00:00
0ec378f3fe Merged changes in the trunk up to revision 34193.
Conflicts resolved:
source/blender/editors/animation/anim_channels_defines.c
source/blender/editors/animation/anim_channels_edit.c
source/blender/editors/animation/keyframes_draw.c
source/blender/editors/animation/keyframes_edit.c
source/blender/editors/include/ED_anim_api.h
source/blender/editors/space_nla/nla_channels.c
source/blender/makesrna/intern/CMakeLists.txt
source/blender/makesrna/intern/rna_main_api.c
source/blender/makesrna/intern/rna_scene.c

API changes resolved:
source/blender/freestyle/intern/system/PythonInterpreter.h
2011-01-09 15:07:14 +00:00
8f21a43535 split BKE_utildefines.h, now it only has blender specific defines like GS() MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
2011-01-07 18:36:47 +00:00
b067a85aa3 Todo item:
Object color option now is incorporated in preview render, and
in display in 3D window.

Note that Object-color is "modulating" the render result, it just
multiplies... which is very limited for practical use. This was
added for Apricot game project. The original meaning however was
to replace diffuse only... so specular and light work still correct.

ALso made header for properties editor start on top, to reflect
default (report in tracker).
2011-01-05 15:10:35 +00:00
5db20b512e Todo item:
New option to start threaded wmJobs, with flag WM_JOB_SUSPEND.
This makes the job wait 1 timer step before running. 

Used now for Material Icon render renders, which makes the
big preview to be always rendered first while using UI.
2011-01-04 14:59:55 +00:00
2ad8175597 Todo: Material nodes
- On each re-render, the node image was cleared. Skipping this gives
  nicer pictures
- Node render was using AA, but unfortunately only 1 sample for Nodes
  is being stored. Disable AA render for now, nice speedup too.
2011-01-03 15:50:08 +00:00
22b97743ef avoid int/float comparisons within a number of for loops in deep shadow map compression.
gives minor overall speedup.
2011-01-03 06:13:50 +00:00
05cfe50436 Bugfix #25446 (and todo item)
The icons for materials were always lagging or not updating
at all. I also found it suspicious slow... 
It appeared that the icons now store a "mip level", where for
every change in Materials 2 render jobs for icons were started,
one for 32x32 pix, one for 96x96. The latter was cancelling out
the first job almost always.

Also made preview renders detect size, to set amount of tiles
to be rendered. Small icons use 1 part, larger previews 16 now.

All in all, behaves much smoother now! But, will also update
the thread Jobs manager to allow "delayed jobs" like for icons,
these are aggressively put as first in the jobs list.
2011-01-02 19:46:32 +00:00
ddcb91fc21 Merged changes in the trunk up to revision 34010. 2011-01-02 18:34:32 +00:00
ae51e1c683 reverting part of Ton's commit r33911.
The bug was 'write_still' was incorrectly being initialized to 'view_context'.

'write_still' should always write an image, so failing silently here is bad behavior.
Also, opengl render and internal render engine operator should use this option the same way.
2010-12-31 04:48:56 +00:00
1a8cc0a8f0 Small fixes:
- OpenGL still render failed when output format was set to Movie.
  Now it just doesn't save a file and renders anyway.
- Bone heat weight was missing 'wait cursor'.
- Waitcursor for Mac Cocoa is back! Made all OS's use the same
  nice hourglass cursor.

(Note: this violates Mac UI guidelines, we should rely on the 
spinning wheel of death instead. Highly disputable that.)
2010-12-27 18:54:43 +00:00
b1b22e928d Usability fix:
OpenGL render now first opens render window.
It used to render first, save file, and then open window to show result.
2010-12-27 18:00:35 +00:00
3ead3c4ff3 Merged changes in the trunk up to revision 33894.
A note for branch users: CMake 2.8 on 64-bit Windows Vista raised
an error in line 948 of soc-2008-mxcurioni/CMakeLists.txt due to
an invalid argument for the blender_include_dirs macro:

  blender_include_dirs(${OPENGL_INCLUDE_DIR})

The command above should be:

  blender_include_dirs("${OPENGL_INCLUDE_DIR}")
2010-12-27 01:38:23 +00:00
490c0758cb Bugfix #25357
Having 2 windows open, rendering to image editor, activate other
window and press F11 -> UI went haywire. Simple fix prevents
render output to be closed in this case.
2010-12-24 13:24:26 +00:00
5e382eb8e5 rename blenderlib to blender_add_lib 2010-12-22 23:09:30 +00:00
0db7bdf00a IRC fix: removing material slot from Object didn't refresh 3D correct.
Missing ID tag update.
2010-12-22 17:38:08 +00:00
6b1258f5b8 Bugfix #25301
Material Node trees:
SSS wasn't displaying in Nodes.

Implementation notes:
- Currently copying local data for preview render, only copies
  the base material. Node materials are re-used.
- This causes data to be in 2 "main" databases... complex.
- To make it work for preview, I had to add another loop in the
  SSS code that checks the original Main dbase. That's marked
  as warning in code to be fixed up.

Another bug:
- Material properties "SSS presets" copied settings to the
  active material, not to the displayed one. Added RNA call 
  to retrieve this from Objects.

(Next commit will fix preset scripts)
2010-12-20 13:02:33 +00:00
88b2955564 Bugfix #25307
Node shaders + textures, showing in Texture properties, with option
"show both previews" had bad ID checking.
2010-12-20 11:33:52 +00:00
b8e47fd160 Bugfix #25301
Preview render for node shaders broke, caused by localizing 
materials last week, to prevent thread crashes. Fixed now.
Also added a temp fix to draw color-management corrected
node previews default. Will follow scene setting tomorrow.

Also: SSS in nodes doesn't render yet. Was issue in 2.4 too...
2010-12-19 20:12:12 +00:00
7507a5f959 Bugfix #25288
SSS preview render didn't happy.
Was caused by using a Material copy for preview renders (to prevent
crashing in other cases). There were actually 2 errors:
- material copy should be added to preview-main database
- the render was invoked using wrong main database even!
2010-12-19 11:39:55 +00:00
3368a595da Merged changes in the trunk up to revision 33765. 2010-12-18 11:49:12 +00:00
7bca6bcf1f Bugfix #25259
Compositor: using the icon "render only this layer" now shows
progress in header, allows it to stop, and signals composite in
end.
2010-12-17 17:06:36 +00:00
c4e41d7371 Fix for compilation errors with CMake on Linux. Patch provided by
Écrivain through the BA Freestyle thread.  Thanks!
2010-12-16 21:11:39 +00:00
fef0549ea5 SVN maintenance.
Plus some typo fixes in comments.
2010-12-16 19:05:47 +00:00
d2f84e0f79 Bugfix #25191
F11 pushed a render window to back, but not popped it.
This also works for user prefs btw, not bad ;)
2010-12-13 17:40:06 +00:00
afacd18498 use lowercase for cmake builtin names and macros, remove contents in else() and endif() which is no longer needed. 2010-12-08 08:43:06 +00:00
8a2eb1f590 * Merged changes in the trunk up to revision 33492.
* Fixed a bug in listing all style modules in source/blender/blenlib/intern/bpath.c.
2010-12-06 01:23:18 +00:00
b110c7c8f2 Dependency graph: changed DAG_id_flush_update to DAG_id_tag_update. Now it
only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.

This should help performance in python and animation editors, by making 
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
2010-12-05 18:59:23 +00:00
263830f000 Enabled GCC -Wwrite-strings warning for CMake and replaced many 'char's for 'const char's,.
Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
2010-12-03 17:05:21 +00:00
52edaae9c5 Bugfix #20565
Material Node shaders: displaying GLSL + rendering previews crashed.
Reason was non-safe threaded access to material nodes. Now, on a preview
render, a full copy of Material is being made.
2010-12-03 14:26:03 +00:00
cd97253502 - added GCC warning -Wstrict-prototypes
- fixed bug in paste material, exposed by stricter warnings.
- removed/renamed various shadowed vars.
- removed BGE lamp.colour, only allow lamp.color attribute.
2010-12-03 12:30:59 +00:00
b45c3363fd fix for some pedantic warnings. 2010-12-03 01:52:28 +00:00
42d6603cae Add option for CMake to build libredcode, also use CODEC prefix for ffmpeg, quicktime & sndfile options. 2010-11-30 18:52:39 +00:00
e8397e6193 include headers in cmake source, added a script to check for consistency, reporting missing headers & C files.
this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
2010-11-29 04:35:56 +00:00
a04603d2a0 Merged changes in the trunk up to revision 33348. 2010-11-27 12:48:35 +00:00
ce2295999e use zero initializers instead of memset(), also change PointerRNA_NULL from an extern into a define. 2010-11-23 08:44:21 +00:00
cd2ab75b73 - include pthreads for win32 globally (as with opengl).
- MSVC CFLAGS were being set by only checking WIN32, (breaking non-msvc win32 builds)
2010-11-21 09:10:50 +00:00
aef3e99eab Bugfix #22052
OpenGL viewport render gave squeezed results in cases.
Reason: some graphics cards only give offscreen buffers in multiples
of 256 or 512 (my case). 

Current fix uses the actual size returned by graphics card, which
is also safe for too large renders.
More elaborate cropping or matching is for another time.

(Added printf for feedback on this, might disappear)
2010-11-18 19:11:05 +00:00
fd3c8214d0 Bug fix:
When 2nd window open, the code that tried to find an Image editor in the
the active window failed.
2010-11-18 08:44:50 +00:00