"interface" appeared to be a shadowed var (or even a macro/define elsewhere)
which was causing errors like:
intern\cycles\blender\blender_mesh.cpp:124:23: error: multiple types in one
declaration
intern\cycles\blender\blender_mesh.cpp:124:23: error: declaration does not
declare anything [-fpermissive]
It's using the Ward BSDF currently, which has some energy loss so might be a bit
dark. More/better BSDF options can be implemented later.
Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet
to set a custom tangent, that will follow as part of per-bsdf normals patch.
Regular rendering now works tiled, and supports save buffers to save memory
during render and cache render results.
Brick texture node by Thomas.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture
Image texture Blended Box Mapping.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texturehttp://mango.blender.org/production/blended_box/
Various bug fixes by Sergey and Campbell.
* Fix for reading freed memory in some node setups.
* Fix incorrect memory read when synchronizing mesh motion.
* Fix crash appearing when direct light usage is different on different layers.
* Fix for vector pass gives wrong result in some circumstances.
* Fix for wrong resolution used for rendering Render Layer node.
* Option to cancel rendering when doing initial synchronization.
* No more texture limit when using CPU render.
* Many fixes for new tiled rendering.
other places, was mainly due to instancing not working, but also found
issues in procedural textures.
The problem was with --use_fast_math, this seems to now have way lower
precision for some operations. Disabled this flag and selectively use
fast math functions. Did not find performance regression on GTX 460 after
doing this.
Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.
Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
* Compile all of cycles with -ffast-math again
* Add scons compilation of cuda binaries, tested on mac/linux.
* Add UI option for supported/experimental features, to make it
more clear what is supported, opencl/subdivision is experimental.
* Remove cycles xml exporter, was just for testing.
This change adds RNA access to tesselated face UVs and colors (MTFACE and MCOL), primarily for use by plugin renderers (e.g. cycles). The RNA mesh properties to get to these are prefixed with "tessface_" and additionally the help text states that these are for renderers, to try not to confuse existing mesh editing tool scripts into thinking they could just start using these values.
by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
Regarding merge status, there should be no build failures, but cycles may not
be enabled in your build, we are still solving:
* Windows: CUDA kernel compile at runtime is failing, probably will have to
do precompiled kernel again.
* Mac: scons is not building cycles yet.
* Linux doesn't have boost + openimageio libs available in lib/ yet, so it
requires manual install of those libs still.
* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.
And a bunch of incomplete and still disabled code mostly related to closure
sampling.