Commit Graph

280 Commits

Author SHA1 Message Date
29bcb903e9 Bug fixes of own collection:
- Selection wasn't possible on center dots in Object mode. I keep adding
it and it keeps disappearing again. Added clear comments in code too.

- Particles: (debug still) print "build particles" happened on each redraw
  when "Display percentage" for particles was set to zero.
2006-06-11 09:43:05 +00:00
908389b787 Bugfix #4293
And more particle issues... the attempts to allow particle systems to be
part of duplicators (groups especially) isn't easy to get working!
This commit solves regular animated particle systems... they rendered on
the wrong location, using wrong object transform.
2006-06-09 11:15:52 +00:00
69546bcf08 Bugfix #4259
Static particles, drawmode Shaded or Texture, colors for strands were wrong
2006-06-02 12:34:09 +00:00
7706d2e40f * Made the editmode text cursor draw inverted, so you can actually see where it is on a black background 2006-05-22 05:52:48 +00:00
1e0037045d Bugfix #3961
When using CTRL+L for materials, you can end up with non-existing material
indices in faces. The drawing code then was still happily drawing the old
situation (or something random, its a static array).

This commit checks the maximum amount of materials on an object, and draws
the last available material for a non-existing index. It uses an ugly
global yes, but this code is bad anyway. :)
2006-04-08 15:58:49 +00:00
16082eb732 Bugfix #4010
Dynamic particles sometimes didn't properly use global coordinates.
Meaning they were transformed by an Object, for example when it has
animation constraints.

Error caused by attempt to get duplicators to work for particles. Will
need re-evaluation this.. for now restored old functionality, with
exception of dupli-groups.
2006-04-08 14:50:04 +00:00
04fc04bcdd Make editmesh edge length and face area drawing's precission proportonate to the gridsize.
Needed when working with small models.
2006-03-27 14:57:53 +00:00
6b6511b54c Fix for messy commits in attempt to fix groups wire colors...
- if you add new theme colors, you need to initialize them correctly and
  add that in the usiblender.c version patching for saved themes
- the code for detecting group membership was highly confusing
- group colors were even used for non-groups

Further; I didnt add group theme colors yet, that's not a bug. It's a todo
item I preferred to tackle with having a decent wirecolor system once.
2006-03-11 18:51:41 +00:00
1c5aa14c5d fix for bug 3970
.
2006-03-10 19:49:25 +00:00
e932576bb7 fix bug 3970
.
2006-03-10 19:47:36 +00:00
0a6c3993bf fix for bug 3970
.
2006-03-10 18:52:49 +00:00
9a36e9b651 Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:

Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
  for box falling into water, water in a moving glass might cause trouble. Simulation
  times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
  might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
  and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
  obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
  for linux there's not much difference. Finally got rid of parser (and some other code
  parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
  This should still be changed (maybe by adding a new panel for domain objects).

IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
  to normal time IPO for Blender objects, the fluidsim one scales the time
  step size - so a constant 1 has no effect, values towards 0 slow it down,
  larger ones speed the simulation up (-> longer time steps, more compuations).
  The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
  objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
  objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
  Blender channels (Loc,dLoc,etc.).

Particles:
- This is still experimental, so it might be deactivated for a
  release... It should at some point be used to model smaller splashes,
  depending on the the realworld size and the particle generation
  settings particles are generated during simulation (stored in _particles_X.gz
  files).
- These are loaded by enabling the particle field for an arbitrary object,
  which should be given a halo material. For each frame, similar to the mesh
  loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
  for it in the code and it seems to work fine. The fluidsim particles
  store their size there.

Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
  appearance. In convertblender.c fluidsim particle systems use the p->rt field
  to scale up the size and down the alpha of "smaller particles". Setting the
  influence fields in the fluidims settings to 0 gives equally sized particles
  with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
  computed by the solver are used. This is basically done by switching off the
  normal recalculation in convertblender.c (the function calc_fluidsimnormals
  handles other mesh inits instead of calc_vertexnormals).
  This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
  during the simulation for image based motion blur. This is inited in
  load_fluidsimspeedvectors for the vector pass (they're loaded during the
  normal load in DerivedMesh readBobjgz). Generation and loading can be switched
  off in the settings. Vector pass currently loads the fluidism meshes 3 times,
  so this should still be optimized.

Examples:
- smoothed normals versus normals from subdividing once:
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
  size influence 1:
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
  size & alpha influence 1:
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
  (here's how it looks without
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
  (and strong mblur :)
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg

Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
  and motion blur for particles :)
2006-02-27 11:45:42 +00:00
ecaee2e3c8 Fix for very old annoyance; when an object is deformed far away from its
object center, it doesn't generate displaylist (or derivedmesh). This
error showed especially on loading files, and you had to advance frame,
zoom out or press Numpad-9 to see stuff.
2006-02-21 22:42:33 +00:00
3753d817ab Seam Cutting in Faceselect Mode:
- Mark Border Seam: mark edges on the border of face selection as seam.
- Clear Seam: clears seams in selected faces.
Hotkey: Ctrl+E

- Alt+RMB Click: mark/clear edge as seam
- Alt+Shift+RMB Click: mark/clear seams along the shortest/straightest path
  from last marked seam. The cost of the path also includes some measure of
  'straightness' next to the typical distance to make things work more
  predicatble and edgeloop friendly. Note that this cuts a path from edge to
  edge, not vertex to vertex. That gives some nice control over the direction
  of the seam.

Also includes:

- Removed old LSCM code.
- Fix updates glitches with DerivedMesh/Subsurf drawing in FaceSelect mode.
  Now there's a drawMappedFacesTex instead of drawFacesTex.
- Minimize Stretch menu entry called Limit Stitch.
- Removed the lasttface global, was being set before it was used anyway, so
  might as wel return from a function.
- Moved some backbuf sampling code to drawview.c from editmesh, so it can be
  used by Faceselect and VPaint.
- Use BLI_heap in parametrizer.c.
2006-02-08 21:01:00 +00:00
03ae9e70b8 * If an empty is a forcefield, scale the 3D forcefield shape with the empty drawsize 2006-02-07 13:05:17 +00:00
240e25ab65 Cleanup of blender/ module; Makefiles now compile this warning free.
Mostly was unused variables, unused functions, missing prototypes and
missing include files.
2006-01-28 20:17:48 +00:00
2af2c2c700 Orange: Display types and variable size for Empties.
This is using instructions from Ton, so hopefully the implementation is ok.
This is really needed here where we are using all sorts of wacky scales, and
empties look too big or too small. Of course we don't want to scale the
empties because there are often things parented to them.

New options are in edit buttons for empties to control the display style
and the size. New styles are easy to add, too. Just needs useful ideas and
minor effort from anyone who wants to.

Support for copying these values has also been added to the Copy Attributes
->Drawtype menu command.
2006-01-13 15:50:32 +00:00
dac868985e Orange: Added an option in View Properties panel to disable drawing of 'relationship lines' - i.e. the dashed lines that connect objects in parent/constraint/hook/IK relationships. After talking to the others I rolled the Armature-specific one into the same setting for simplicity's sake. We can see how it goes, always possible to put it back. 2006-01-11 14:44:23 +00:00
f47899fc0f Orange; merger with bf-blender.
(Merging is *not* fun work, especially not with bugfixes in main branch
for code that got cleaned up in the other! Poor Hos... :)
2006-01-03 21:43:31 +00:00
8b458c0b68 Based on bugreport, fixed the confusing tooltip for Subdivide options
"Short" or "Beauty".
2005-12-20 14:04:41 +00:00
72d805f17d Orange: monday merger with bf-blender (loadsa bugfixes).
ALso: a bit tidying up in editaction.c and python Object.c
2005-12-19 18:56:08 +00:00
bcd8e4aad8 #3635
Vpaint/weight/texture/UV modes were disabling zbuffer draw after drawing
the active object, causing objects to be drawn after (only selected ones)
to have no zbuffer on.
2005-12-19 15:55:26 +00:00
d3113b5184 Orange: made duplicators work for dynamic particle systems. Meaning; a
particle generator can be duplicated.

Note that the particles are only generated once, on the original, and just
get duplicated.
For static particles it worked already OK.

Added note for previous grouping commit; group-duplicators should support
fully all animation systems, including modifiers and particles.
2005-12-11 14:28:22 +00:00
d7bee8c117 Big commit with work on Groups & Libraries:
-> Any Group Duplicate now can get local timing and local NLA override. This
   enables to control the entire animation system of the Group.

Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
   to override NLA/action of any Grouped Object.

For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.

Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.

Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.

-> Recoded entire duplicator system

The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.

By centralizing the code for duplicating, more options can be easier added.
Features to note:

- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too

Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.

-> Library System

- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.

-> Fixes

- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
  causing unnecessary slowdown on reading.

Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
ae8c2963e5 Orange: fix for duplicator-group using X-Ray or Transparent draw options.
Note that X-ray is skipped, since it can only work for clearing the zbuffer,
but Transparent works now.
2005-12-08 20:07:41 +00:00
fba94ef97a Orange: Custom drawing types for bones in Poses!
In Armature Pose-bone panel, the 'hide' button got replaced with a button
where you can type (TAB complete works) a name for a Mesh Object. It then
draws that Object instead of the indicated bone drawing type.

Fixes for bone layers:
- Akey in Editmode didnt work proper (now deselects all non visible bones
  too. selection for editmode works on the vertices, not bones...
- Snap in Editmode now respects layers
2005-12-07 15:07:31 +00:00
1123be1bcc Orange request; Bones in Armature now have own layer settings.
Works like for Object layers, but local within Armature itself. Each Bone
can be in (16 now) any layer, and the Armature layer defines what is
visible or not. Also note that hiding will still work too.

Since the Blender code is *stuffed* with Bone options now, this commit
requires a good test if all tools we got now comply to layers...
(I counted 130 cases for checking for selected Bones in code!)

In PoseMode; hotkey M will show 'movetolayer' menu. Not in editmode...
then its the mirror menu.

Todo: make action/nla drawing comply to Armature layer settings.
2005-12-07 12:36:26 +00:00
d024452ebf Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.

Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
  groups.
- In Object buttons, a new (should become first) Panel was added, showing
  not only Object "ID button" and Parent, but also the Groups the Object
  Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
  temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group

But, the real power of groups is in the following features:

-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).

-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).

-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)

-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).

-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!

In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
413a86e5d9 As reported on bf-committers maillist: new object centers were drawing in
sets. To fix it, I got rid of a very ancient hack to enable set grey wire
drawing (setting a global to pretend it's picking select draw).
Now this setting is nicely passed on via functions as argument.
2005-11-28 16:59:12 +00:00
1745a077ad New object centers were not visible consistantly when using zbuffering.
Instead of disabling zbuffer while drawing it, it now still writes zvalues,
but not tests for it. That way the centers are visible independent of
drawing order.
2005-11-27 23:27:14 +00:00
29db5673c9 * Trying some tweaks to lamps/centers drawing based on IRC discussions 2005-11-27 18:19:00 +00:00
8480731e96 Rui Campos found a glitch in drawing particles, these were accidentally
still drawing all (zero sized) particles with "disp" option set to <100.

Fast graphics card show the issue less evident, but especially with a
giant amount of particles (100k) very much noticable. Thanks!
2005-11-21 15:08:02 +00:00
4cb9133143 * Corrected the lamp outer dotted circle drawing - the dotted outer circle
represents whether shadows are on for that lamp or not. Now, it properly
takes into consideration what type of lamp it is, and whether it can have
whatever type of shadow.

Things like this, and the inner spot circle representing the Spot Blur should
really be documented somewhere, I'll make a note.

* Decreased the size of the hemi lamp arcs.
2005-11-19 17:47:45 +00:00
ec2e8d5380 Finally switched to porting UI stuff from tuhopuu!
This commit is based on the patch & cool design work of Matt. It includes
the new Lamp drawing style, and replaces the Object center dots with a
similar styled OpenGL drawn dot.

Important side-note is that removing the old glDrawPixels() for centers or
lamps will not only make Blender faster, but also prevents crashing on a
couple of cheaper 3d cards (as reported for S3 and Intel on-board cards)

Notes:
- The new default only draws Object centers when selected or active. If
  you like to see them always, use the View Properties Panel. You can also
  save that in the .B.blend
- The size for centers (and lamps) is in the User settings "View & Controls"
- Unselected Lamps, and their offset lines from zero Z, are drawn in a new
  Theme color

Changes and additions in Matt's patch:
- Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp
  draws screen aligned now.
- Center dots now also draw in blue to denote Library linkage or to show
  that an Object has been linked to other scenes.
- When objects are empty (no vertices) they will always draw a center dot.
  Otherwise these objects would never be selectable anymore!
- Added theme setting for center size, and initialization
- Removed the old redundant code for drawing centers
- Cleanup of drawing routines, made center dots faster
- Started removing calls to glBlendFunc(). Regular alpha drawing should
  become standard, and the (very) occasional exception should return this
  to default after usage.
2005-11-19 10:55:07 +00:00
66867140dd * Fixed an old, old, old problem where the top camera arrows
couldn't be seen in a side on view because they had no wireframe.
2005-11-11 17:26:08 +00:00
bfddf7f4af - Static particles now draw shaded too!
http://www.blender.org/bf/rt3.jpg
  It uses Material color and specular, like for the solid faces.
- Depgraph Fix for changing object layers, should re-evaluate dependencies
- Fix for setting curves to 3D by default (on adding a Guide field)
2005-11-10 19:00:10 +00:00
f8845d5d11 The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html

There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)

Here's a list of of most evident changes in the patch;

- Guides support recoded. It was implemented as a true 'force field',
  checking all Curve path points for each particle to find the closest. Was
  just far too slow, and didn't support looping or bends well.
  The new implementation is fast (real time) and treats the paths as actual
  trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
  exception. Now it's integrated and can be combined with other velocities
  or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
  giving too much cpu for a simple task. Instead of going over all faces
  many times, it now only does it once.
  Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
  cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
  VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
  the convention that particles were added with increasing time steps.
  Solved by creating a object Matrix Cache.
  Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
  actually calculate fewer particles for 3D viewing, but render all still.
  So now it can be used to keep editing realtime.

Removed;

The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.

And:

- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
  nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
  collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
  (location changes got the half force, speed the full...???)

So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
1bfc5181f0 Tweaks to the camera visualisation:
We decided that the dashed lines were too much,
making the view very busy with dashed parent lines,
lamps, etc. So now the camera lines are drawn solid,
but the arrow (now triangle by andy's demand!) is drawn
outlined for inactive cameras, filled for the active
camera.
2005-10-28 14:19:40 +00:00
dd409399ec Camera visualisation changes and features (from tuho)
* Made the in-camera view dashed border lines less jarring
and disturbing. We will give it some testing here, feedback
is welcome.
* Showing the title safe zone is now an option in the
camera edit buttons. It's not very useful if you're not
making stuff for video/broadcast so you can turn it off.
* Passepartout is now a flag per camera, rather than per
scene. It never really belonged in the render buttons or as
Scene data, though it could be up for debate whether it's
better as camera data or view data (i.e. in the view
properties panel). Old files get converted over nicely with
this so if you had passepartout on before, it stays on the
cameras.
* Added an option to show the current camera's name at
the bottom of the in-camera view, to help keep track of
which one you're seeing when using multiple cameras.
* In the 3D View (non-camera view) the active camera is
drawn with a solid line as before, while non-active
cameras are drawn with a dashed line, to help visualise
which one is active.
2005-10-27 11:28:43 +00:00
Ken Hughes
b970e55df2 fix access of pointer before its assigned 2005-10-26 00:54:53 +00:00
7fc4cf930c Bugfix #3232
When a file was loaded with curves in invisible layers, the displists
were not created.
2005-10-25 18:48:18 +00:00
c677ffdebb Bugfix; using weightpaint changed the default lighting setup (specular). 2005-10-20 19:27:47 +00:00
12dc565786 New! Edit mode curve now draws solid extrusions, bevelcurves and tapers.
Fix: when unlinking an Action from Armature, the ipo window still allowed
adding drivers, causing crashes.
2005-10-03 14:13:47 +00:00
96253376e7 Recommitted this commit yesterday, was apparently done in the wrong
directory... so the slowdown was still evident!

Maintenance commit;

  - *Giant* speedup for LMB frame-dragging in ipo/action/nla windows. It was
    calling a routine that accessed frontbuffer drawing.... a very old patch
    for SGIs even! :)
  - Prepared code for support of unlimited Shape keys
  - Curve objects didnt draw correct for selection-outline option
2005-09-27 21:52:04 +00:00
43d2904037 Cleanup and new features for vertex keys.
User doc: http://www.blender3d.org/cms/Shape_Keys.678.0.html

- The mixed use of "Vertex Key","Key" or "RVK" in Blender was a bit
confusing. Also a 'vertex key' assumes keys per vertex, which actually is
only a single key for the entire shape. The discussions on blender.org
forums all mentioned "Shape" or "Blend Shapes", which I think is an OK
name for a "Vertex Key" in the UI. :)

- Most work was code spaghetti cleanup. Doing shape-keys now nicely goes
via the depgraph and DerivedMesh. That then allows to have different
shapes per object, with the new "Pin" feature.
Objects now define what Shape is shown (ob->shapenr)

- Added a Shape Panel in the Edit buttons with the various options

- Fixed a lot of issues in the IpoWindow, with drawing the channels.
For example, deleting a key-line there caused the entire Relative option to
go wrong, same for moving the lines up/down.
Changing key-line order now reflects in order of channels. The active
Shape is drawn more clear now too.

- Noticed it doesnt work yet for curves/lattice. Need modifier advise!
2005-09-26 15:34:21 +00:00
abe9799c47 Made sure in vpaint, wpaint and tpaint the "draw extra wire" shows identical
as for non-paint drawmodes. I guess this exception was from period before
we had subsurfed paint drawing... right daniel?
2005-09-24 14:27:32 +00:00
e1c56fc201 Made WeightPaint use shaded mode. This thanks to the preparations as done
by daniel before. :)
Note; the shaded display uses smooth normals by default, because thats how
the derived mesh works!

Daniel; I've changed the G_WEIGHTPAINT hack in derivedmesh code... no idea
how this could work even. Still ugly though.
2005-09-24 13:49:55 +00:00
f12a551213 Bugfix #2746
In Surface editmode, solid draw  mode, curves are drawn in wire now
(where in invisible). Its a simple fix, it shouldn't give issues with
the Nurbana work. :)
2005-09-23 08:29:32 +00:00
d9fa984f35 More properly coded version for adding edges... now only do_versions()
reads from the old mface->edcode flag to set edge drawing.

ALso; added a pointer check in draw_mesh_object(), here the derivedmesh
gives NULL on reading regression file lostride.blend. Zr needs to check!
2005-09-22 17:52:41 +00:00
7396075ef1 - add option to drawMappedFaces to draw with colors (from tface or mcol)
- convert weightpaint/vertexpaint to draw using drawMappedFaces, slightly
   hacky because during weightpaint mcol's get overridden in order to
   have them propogate through modifiers. should work fine.
 - add NULL check in shaded draw, prevents crash w/ dupliframe
2005-08-23 20:04:10 +00:00