use more api functions more (some vertex group editing functions were copied about), also make some functions int oapi calls.
- remove defgroup_find_index(), use BLI_findlink instead since they both work the same way.
- move static function getNearestPointOnPlane() to BLI_math api function closest_to_plane_v3()
- ED_vgroup_give_parray() added option to return an array where unselected verts are NULL (simplifies code & works for lattice when it didn't before).
- more consistant error checking of ob->actdef.
lambda_cp_line --> line_point_factor_v3
lambda_cp_line2 --> line_point_factor_v2
correction to previous commit function name
isect_seg_sphere_v3 --> isect_line_sphere_v3
... since its not clipped.
added a clip argument to the python version of the function.
=======================
Added option to baked named "Bake From Multires" which is avaliable for
normals baking and displacement baking.
If this option is enabled, then no additional hi-res meshes and render
structures would be created . This saves plenty of memory and meshes
with millions of faces could be successfully baked in few minutes.
Baking happens from highest level against viewport subdivision level,
so workflow is following:
- Set viewport level to level at which texture would be applied
during final rendering.
- Choose Displacement/Normals baking.
- Enable "Bake From Multires" option.
- You're ready to bake.
Displacement baker had aditional option named "Low Resolution Mesh".
This option is used to set if you want texture for realtime (games)
usage.
Internally it does the following:
- If it's disabled, displacement is calculated from subdivided
viewport level, so texture looks "smooth" (it's how default
baked works).
- If it's enabled, dispalcement is calculated against unsubdivided
viewport levels. This leads to "scales". This isn;t useful for
offline renders much, but very useful for creating game textures.
Special thanks to Morten Mikkelsen (aka sparky) for all mathematics
and other work he've done fr this patch!
mouse coords would with cont. grab would wrap at short.
use mouse coords as int rather then short.
this problem still happens on linux because of XTranslateCoordinates
- remove some warnings
- fix typos
- cmake allow in-source build (when WITH_IN_SOURCE_BUILD is defined)
- cmake, use an explicit list of rna files (don't glob)
weighted normals as the render engine, and the render engine will copy
normals from the mesh rather than always recalculating them.
Subsurf/multires still use regular vertex normals, but they are expected
to be sufficiently high resolution to not need this.
This means that normal maps displayed in the viewport actually match the
render engine exactly and don't have artifacts due to this discrepancy.
It of course also avoids unexpected surprises where your render normals
look different than your viewport normals.
Subversion bumped to 4 for version patch to recalculate normals.
Patch by Morten Mikkelsen, with some small changes.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
- equals_v2v2
- project_v2_v2v2
- isect_seg_seg_v2_point
which would be necessery for my further multires interpolation commit
M_Geometry_LineIntersect2D now uses isect_seg_seg_v2_point(). Behaviour of this
function was changed a bit -- it haven't returned intersection point in several
cases when two segments are making angle.
- pep8 script was giving an error on non utf8 scons source files.
- use PyList_SET_ITEM macro when list type is ensured.
- all mathutils types use subtypes to create new types when available.
- use defines MAT3_UNITY, MAT4_UNITY to initialize unit matrices.