Commit Graph

5214 Commits

Author SHA1 Message Date
8e12f750f2 - Preview images get generated on render event again
- disabled threading for composit for now, it has a memory error still...
  will work on that tomorrow more.
2006-02-02 23:55:14 +00:00
ef47cb25a0 added needed stub for player (renderpasses) 2006-02-02 22:55:02 +00:00
d8ae1c93f3 Accidentally committed without log...
This commit removes old preview-image signals for Compositor, this was
obsolete when event-based updates were added, and was still causing
recalculations for example on loading files.
2006-02-02 22:35:23 +00:00
b43ddb4dec Added better safety in vertex/weight paint, so it survives painting outside
the window edge. Also did a paranoia larger memory allocation... weird
reports I got.
2006-02-02 21:52:35 +00:00
4249bce1bf Three feats;
- RenderLayers with 'view layers' set, now also take visible lights into
  account. Works just like for scene layer settings.

- On ESC from render, compositing (if set) is being skipped too

- While rendering with multiple RenderLayers it will end with a display
  of the current RenderLayer (as in Scene buttons)
2006-02-02 21:08:39 +00:00
15eebf614f Duplicator bugfix: particle duplicators were not restoring the matrix for
the duplicated object correctly. This appeared like object disappeared.

Note; to see this fix work on older files, you have to invoke a depsgraph
call, like by grabbing the duplicated object.
2006-02-02 19:54:42 +00:00
21e7a5f142 Render fix: object-duplicators now give their layer setting to the
duplicates, enabling lighting and layer-render properly.
2006-02-02 19:31:15 +00:00
2a528b285e If Images have relative path, and come from a library, it uses the library
path as reference for loading the image.
2006-02-02 18:28:01 +00:00
f493e8ed2e features & fixes:
- Enabled Groups to execute in Compositor. They were ignored still.
  Note; inside of groups nothing is cached, so a change of a group input
  will recalculate it fully. This is needed because groups are linked
  data (instances use same internal nodes).

- Made Composit node "Viewer" display correctly input for images with
  1/2/3/4 channels.

- Added pass rendering, tested now with only regular Materials. For
  Material nodes this is quite more complex... since they cannot be
  easily separated in passes (each Material does a full shade)
  In this commit all pass render is disabled though, will continue work on
  that later.
  Sneak preview: http://www.blender.org/bf/rt.jpg  (temporal image)

- What did remain is the 'Normal' pass output. Normal works very nice for
  relighting effects. Use the "Normal Node" to define where more or less
  light should be. (Use "Value Map" node to tweak influence of the
  Normal node 'dot' output.)

- EVIL bug fix: I've spend almost a day finding it... when combining AO and
  mirror render, the event queue was totally screwing up... two things not
  related at all!
  Found out error was in ray-mirror code, which was using partially
  uninitialized 'ShadeInput' data to pass on to render code.

- Another fix; made sure that while thread render, the threads don't get
  events, only the main program will do. Might fix issues reported by
  people on linux/windows.
2006-02-02 17:54:22 +00:00
ccbc32abed Curve tool was not threadsafe... it was storing premultiplied curves in
a function (static vars) itself, causing mixups of curve data on usage.
2006-02-02 14:37:25 +00:00
b38145ff51 * This should have come along with the cursors commit before, to make the standard cursor show when over a window header. *blush* 2006-02-02 12:16:23 +00:00
Alexander Ewering
6cede56718 Bug #3854: Extruded/Bevelled text objects didn't get the right materials
for front/back faces. This should also fix and enable overlapping extruded/
bevelled characters.
2006-02-02 12:13:08 +00:00
afb5a2acf5 yet another temporary strange but straightforward hack for a script at orange to work! that is: while Joseph is working on the actual Constraint API for bones etc., this allows our armature script to set influences with a simple call: armatureobject.setConstraintInfluenceForBone(bonename, constraintname, influence); fails silently at failure ('cause the c calls used do and no retvals are checked) and is in the strange place (as the current api is largely not object level) but works for us for now (e.g. next few weeks). 2006-02-01 22:21:46 +00:00
Chris Want
dc2cab13bd Strangely, the BLI_timestr() function returns nonsense on linux for
ia64. It appears that if I get rid of the fmod expression, and
use integer math I get the right values. Hopefully this isn't a
problem for anybody.
2006-02-01 20:16:50 +00:00
bee859fe17 fix for bug of long group long name, bug found and fixed for bmx007
.
2006-02-01 10:08:42 +00:00
93de82c3d9 removing dead experimental code 2006-02-01 09:46:34 +00:00
17fdca3372 Made preview render only use non-threaded tile processor, got reports
of crashes, and noticed here theres something not well functioning
with ghost & threads, probably. Will test that tomorrow more.
2006-01-31 23:25:53 +00:00
a9077e3582 WIP
-- fast softbody collision /* caching colliding objects & some global bounding boxes */
-- to compare .. set rt to 666
2006-01-31 22:48:41 +00:00
Ken Hughes
1b0ad97f46 ==Python API===
Minor typo fixes for Object API.
2006-01-31 22:18:07 +00:00
5e3170fafd Three features;
- Live scanline updates while rendering
Using a timer system, each second now the tiles that are being processed
are checked if they could use display.
To make this work pretty, I had to use the threaded 'tile processor' for
a single thread too, but that's now proven to be stable.

Also note that these updates draw per layer, including ztransp progress
separately from solid render.

- Recode of ztransp OSA
Until now (since blender 1.0) the ztransp part was fully rendered and
added on top of the solid part with alpha-over. This adding was done before
the solid part applied sub-pixel sample filtering, causing the ztransp
layer to be always too blurry.

Now the ztransp layer uses same sub=pixel filter, resulting in the same
AA level (and filter results) as the solid part. Quite noticable with hair
renders.

- Vector buffer support & preliminary vector-blur Node
Using the "Render Layer" panel "Vector" pass button, the motion vectors
per pixel are calculated and stored. Accessible via the Compositor.

The vector-blur node is horrible btw! It just uses the length of the
vector to apply a filter like with current (z)blur. I'm committing it anyway,
I'll experiment with it further, and who knows some surprise code shows up!
2006-01-31 21:49:05 +00:00
397ee6768d -some knitpicking on low scale brushes
-- should do 'alpha' right now ..  down to brushes of 2 pixel size
-making AUX1/2 real air brushes .. must have been lost by brechts 'cleaning'
2006-01-31 21:43:59 +00:00
e53bb5b342 In some PC's (not mine) forced grid casued an infinate loop. - commenting until more is discovered. 2006-01-31 12:13:53 +00:00
3a22871f41 * Fix to adaptively grow and shrink the width of the Ipo channel list based on the width of the names.
Now we can actually distinguish our shape ipo channels!
2006-01-30 23:25:42 +00:00
1622f9e569 Removed gradients- too intense, just forced all hoz gridlines for now. 2006-01-30 22:31:01 +00:00
1f691ae3cd Added KX_VehicleWrapper.cpp
(Let me know if this doesn't fix it, no time to test it.)

Kent
2006-01-30 21:51:11 +00:00
22c7c71d03 added more game-engine physics vehicle infrastructure. 2006-01-30 20:49:41 +00:00
18857a6225 prepared physics/game engine infrastructure for vehicle support.
fixed a python related bug with physics contraints
fixed some line-ending problem with blenderbuttons.c

makefile/scons/projectfiles need to add source/gameengine/Ketsji/KX_VehicleWrapper.cpp
2006-01-30 20:33:59 +00:00
8e9222ec21 More simple fixes to cleanup warnings and what not:
extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h
        added newline at end of file.
 intern/boolop/intern/BOP_Face2Face.cpp
        fixed indentation and had nested declarations of a varible i used
                for multiple for loops, changed it to just one declaration.
 source/blender/blenkernel/bad_level_call_stubs/stubs.c
        added prototypes and a couple other fixes.
 source/blender/include/BDR_drawobject.h
 source/blender/include/BSE_node.h
 source/blender/include/butspace.h
 source/blender/render/extern/include/RE_shader_ext.h
        added struct definitions
 source/blender/src/editmesh_mods.c
 source/gameengine/Ketsji/KX_BlenderMaterial.cpp
 source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
 source/gameengine/Ketsji/KX_RaySensor.cpp
        removed unused variables;
 source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
        changed format of case statements to avoid warnings in gcc.

Kent
2006-01-30 19:59:33 +00:00
ed81ff405f Fix: buttons previewrender was re-rendering on scrolling a lot, this due
to rounding noise when trying to detect if previewsize changed. Made it
use a threshold now.

Fix: SHIFT+P in editmode is still push/pull, outside editmode it'll do
the preview render. (Note; editmode changes are not updated anyway!)
2006-01-30 19:39:05 +00:00
1c3ece9915 * Allow the Sequence editor to scale in Y axis too. Why was this never enabled? 2006-01-30 16:34:18 +00:00
6b7c992920 Bugfix: missing faces on edge of image
Yesterdays commit slightly extended clipping area for window, to ensure
no empty borders get rendered. Unfortunately it reveiled a case in code
that was never handled; clipping code was throwing away good faces. Old
bug... but apparently never showed up?
2006-01-30 16:23:14 +00:00
416329c477 small fix for wave drawing. Made trackview draw gradiants as background. Grid does not necessarly represent tracklines at the moment and this is a nice way to show tracks. 2006-01-30 12:41:33 +00:00
ba83c7ffeb The patch to pre-emptify the queues for 'clever numbuts' didn't check for
non-existant windows, causing crash for example in Action window for shapes
2006-01-30 11:30:37 +00:00
e193648595 Created threadsafe MEM_malloc versions in BLI_threads.h, now in use
for compositing code.

Officially malloc/calloc/free is threadsafe, but our secure malloc system
requires all memory blocks to be stored in a single list, so when two
threads write in this list you get conflicts.
2006-01-30 11:09:50 +00:00
18ab7c468f P back to Play Game :)
<shift>P = preview toggle.
Don't know what the previous <shift>P did, something like 'Transform'. Ton, can you look into this?
2006-01-30 05:43:07 +00:00
b01b574656 When using Duplicated Objects (like vertex dupli) the original isn't
rendered anymore, to prevent overlapping situations. This worked before.

Note; group dupli stuff will test later. :)
2006-01-29 23:45:11 +00:00
38cafa3009 adding needed entries to stubs.c after orange branch commit
so that player compiles.
2006-01-29 23:41:15 +00:00
07cde494c1 reduced dithering on sequence wave redraw. 2006-01-29 23:28:50 +00:00
6dd3fd2a26 Two issues solved in render recode;
- the sub-pixel masks for applying correct filters (gauss and friends)
  accidentally were y-flipped, causing bad looking results.

- zbuffer was clipping extremely narrow, causing border pixels to miss
  samples, and reveiling alpha that way (was in old render a prob too)
2006-01-29 23:01:33 +00:00
aa3aaaa9b6 == interface ==
Two new mouse cursors (paintbrush and text I-bar) made by basse (he even made the patch!), inspired by Bart's page.

I also changed screenmain() ever so slightly, so that the standard cursor is always used when the mouse is over a window header.
2006-01-29 22:25:53 +00:00
24446906bc Use ALsizei/GLsizei to fix compile errors on mac / gcc 4.x. 2006-01-29 21:29:14 +00:00
c23aadd1e4 Bug #3837
A commented if in toets.c for flipping the render buffer prevented the propagation of the keypress to handler in space.c

Ton: I added a temporary check for no qualifier but it's missing a test for an opened render window.
2006-01-29 19:38:52 +00:00
282fbcc763 Previous fix was in wrong part of code... not alpha adding was wrong, but
there was an error in the zbuffer code!

This should fix combinations of using Ztransp and Solid faces.
2006-01-29 18:04:15 +00:00
eee7393e1c 1. making RenderData, xrect, yrect parameters in AviCodec calls
2. fixing MSVC6 projects to build
2006-01-29 17:46:19 +00:00
a4f05a17c3 Accidentally mixed up addAlphaUnder and addAlphaOver in merging solid and
ztransp layers, for OSA renders. :)
2006-01-29 17:40:06 +00:00
Ken Hughes
ef981e1321 Bugfix #3797: 24-bit BMP images weren't read properly. Standard apparently
assumes each raster line is padded to a multiple of 4 bytes.
2006-01-29 15:23:26 +00:00
e544723e63 Fix some of Stealth Apprent's warnings/errors and some extra little stuff.
here is a quick summary...

Kent

intern/bsp/intern/BSP_CSGMesh_CFIterator.h
removed tri_index (unused variable)

intern/bsp/intern/CSG_BooleanOps.cpp
removed extra ;

intern/string/intern/STR_String.cpp
added <ctype.h>

source/blender/blenkernel/BKE_writeavi.h
moved things around so not doing forward declarations

source/blender/renderconverter/intern/convertBlenderScene.c
changed render.h to render_types.h

source/blender/src/blenderbuttons.c
source/blender/src/editgroup.c
source/blender/src/meshtools.c
added newline

source/gameengine/Ketsji/KX_KetsjiEngine.cpp
commented out include "PIL_time.h" code that requires it is commented out

reading blender/src/writeavicodec.c
(struct keyword to a couple of lines that needed it)
and added:
extern struct Render R;

blender/renderconverter/intern/convertBlenderScene.c
added extern Render R;
added #include "rendercore.h" to get rid of undeclared shade_material_loop
        (Not sure if this is right but it fixes it.
Did not fix this problem, is it alright to just pass NULL here or should we chan
ge it to something else:
        init_render_materials' : too few

gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
removed argument to dHashSpaceCreate
commented out dWorldQuickStep since it does not exist
2006-01-29 15:15:34 +00:00
160239ea73 Fixed a few problems with wave drawing-
Optimized so only samples inside the screens bounds are drawn.
Wave display detail is based on zoom - so you can view realy large wave files as well as indervidual samples.
Changed logic so an approximation of the wave is displayed rather then just the symetrical amplitude of the sound.
Triangles at start and end were annoying and obscured the start of the sound. made them alpha 0.7 for sound clips only.
a whole CD of music should display well and zoom smoothly now.
2006-01-29 14:58:41 +00:00
9f5a58aeff Compositing: the "RGB Curves" node now has an optional 'factor' input as
well. It currently only is active when you input a mask (alpha, z).
Nice to do grading on certain parts of image only :)
2006-01-29 14:37:17 +00:00
d334ac0963 Fix: theme color version patching should start with 2.41 too. 2006-01-29 13:12:42 +00:00