* move declaration to start of function. Again I repeat: these *have* to
be at the start. GCC users should check themselves always, as GCC allows
this kind of atrocities :)
/Nathan
A bug fix and an enhancement:
* fixed bug when adding or deleting faces from a mesh which has
vertexColors; mesh->mcol was not being updated
* changed edges.extend() and faces.extend() to accept integer vertex
indices in addition to MVerts; this should make scripts simpler and
in general make things run faster
counting, causing "Error Totblock" messages on exit due to memory not being
freed. Added a call to test_object_materials() after the new data is linked.
Additions to BezTriple API: complete get/set access to all BezTriple settings
(knot and handles points, handle types, tilt/alfa, hide, weight and selection
status).
The old implementation was added quite hackish (talking about 10 yr ago).
You also had to make a small image slice, which was extended Xparts in
size. That also required to adjust the camera angle. Very clumsy.
Now; when enabling the Panorama option, it will automatically apply the
panorama effect on the vertically aligned tiles. You can just enable or
disable the "Pano" button, to get a subtle lens effect like this:
(without pano)
http://www.blender.org/bf/rt.jpg
(with pano)
http://www.blender.org/bf/rt1.jpg
For Panorama render, the minimum slice size has been hardcoded to be 8
pixels. The XParts button goes up to 512 to allow that. In practice,
rendering 64 slices will already give very good images for a wide angle
lens of 90 degrees, the curvature of straight lines then is equal to
a circle of 256 points.
Rendering a full 360 degree panorama you do by creating an extreme wide
angle camera. The theory says camera-lens 5 should do 360 degrees, but
for some reason my tests reveil it's 5.1... there's a rounding error
somewhere, maybe related to the clipping plane start? Will look at that
later. :)
Also note that for each Xpart slice, the entire database needs to be
rotated around camera to correct for panorama, on huge scenes that might
give some overhead.
Threaded render goes fine for Panorama too, but it can only render the
vertically aligned parts in parallel. For the next panorama slice it has
to wait for all threads of the current slice to be ready.
On reading old files, I convert the settings to match as closely as
possible the new situation.
Since I cannot bump up the version #, the code detects for old panorama
by checking for the image size. If image width is smaller than height, it
assumes it's an old file (only if Panoroma option was set).
Made some fixes and changes.
* The matricies returned were wrapped. Wrapping Display Mesh matricies segfaulted sometimes. - Made a copy instead.
* Added 1 missing epydoc from the patch.
* Renamed getDupliMatrices to getDupliObjects, and changed to return a list of (object, matrix) tuples instead of just the matrix. This is much more usefull because it allows python to know what objects are used for dupliGroups and for dupliverts where there is more then 1 child. also cleaned up this function a bit.
Allow object.setMatrix() to accept 3x3 matrices by extending to a 4x4
internally. Also check the dimensions of the new matrix and throw an
exception if not a 3x3 or 4x4.
Small bug reported on irc, matrix.translationPart didn't check bounds
properly (needed to use || instead of &&). Also fixed similar bugs in
rotationPart and rich compare.
Just use SHIFT-F3 and save an image.
Basically all this does is copy the zbuffer to a new Image buffer
and pass that to the save image function.
Sample output:
http://www.cs.umn.edu/~mein/blender/kungfu_zbuf255.jpg
Also thanks to Jesterking for helping me debug dumbness... ;)
and the nice screenshot.
Kent
Three more changes for the Mesh module:
(1) Bug fix for UV vertices ("sticky"). me->msticky was not being updated
when vertices were added or deleted from the mesh.
(2) Vertex, edge and face .extend() methods accept zero-length sequences
instead of throwing an exception. (Note that not giving any argument
is still an error).
(3) Edge and face .extend() methods ignore "invalid" edges or faces which
have the same vertex twice instead of throwing an exception. Cam and I
argued about this for a while... :-)
Ken
- Set local sticky in the uv editor as default.
- Don't do live unwrap on fully selected charts or charts with no pins
selected.
- Fixed bug with live unwrap not respecting transform cancel in some cases.
- "View Home" didn't work without an image.
- Move UV Calculation settings (cube size, cylinder radius, ..) into the scene
toolsettings, instead of global variables
- Remove the name LSCM from the UI (and python docs on seams), and replace it
with 'Unwrap', with upcoming ABF this didn't make sense anymore.
- Move the Old/New LSCM switch into the UV Calculation panel. New LSCM is the
default now. Also renamed LSCM there to "Conformal".
- Made some room in the UV Calculation panel by removing the buttons to execute
the UV calculation, only leaving the settings.
Fill Holes:
- LSCM now has an option to fill holes in the chart before unwrapping. This on
by default, and enables two things:
- Prevent internal overlaps (e.g. eyes, mouth) for LSCM unwrapping.
- Allow the internal boundaries to move freely during stretch minimize.
- The possibility to switch it off is there because it is not always possible
to define which the outer boundary is. For example with an open cylinder
where there are two identical holes.
A couple of bug fixes and enhancements:
(1) Setting the UV attributes of a mesh face will create texture faces if
they are not already defined. Previously this threw an exception.
(2) Setting the image attribute of a mesh face will also set the TEX bit
of the face.mode flag
(3) When "sticky" vertices are created with mesh.vertexUV, the color is
set to white instead of black.
(4) Bugfix #3872: copying the mode attribute of one mesh to another would
sometimes result in an exception due to unexpected bits being set. I
still don't know how these other bits are being set, but this patch will
stop the complaint if they are set.
* This commit is all of the rewrite work done on the SCons system. For
documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt.
Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring
contains valuable information, along with what still needs to be done.
- linux, os x and windows compile now.
- files are compiled to BF_INSTALLDIR (see config/(platform)-config.py)
- NOTE: Jean-Luc P will commit sometime during the weekend proper
appit() for OS X. For now, copy the resulting binary to an
existing .app bundle.
- features:
- cleaner structure for better maintenance
- cleaner output during compile
- better handling of build options
- general overall speed increase
- see the wiki for more info
Cygwin, FreeBSD and Solaris systems still need work. For these systems:
1) copy a config/(platform)-config.py to ie. config/cygwin-config.py
2) set the proper defaults for your platform
3) mail me at jesterking at letwory dot net with you configuration. if
you need any modifications to the system, do send a patch, too.
I'll be giving first-aid today and tomorrow, after that it'll be all
regular development work :)
/Nathan
- Scene support in RenderLayers
You now can indicate in Compositor to use RenderLayer(s) from other scenes.
Use the new dropdown menu in the "Render Result" node. It will change the
title of the node to indicate that.
The other Scenes are rendered fully separate, creating own databases (and
octrees) after the current scene was finished. They use their own render
settings, with as exception the render output size (and optional border).
This makes the option an interesting memory saver and speedup.
Also note that the render-results of other scenes are kept in memory while
you work. So, after a render, you can tweak all composit effects.
- Render Stats
Added an 'info string' to stats, printed in renderwindow header. It gives
info now on steps "creating database", "shadow buffers", and "octree".
- Bug fixes
Added redraw event for Image window, when using compositor render.
Text objects were not rendered using background render (probably a bug
since depsgraph was added)
Dropdown buttons in Node editor were not refreshed after usage
Sometimes render window did not open, this due to wrong check for 'esc'.
Removed option that renders view-layers on F12, with mouse in 3d window.
Not only was it confusing, it's now more efficient with the Preview Panel,
which does this nicely.
Here are my notes on things to look out for as potential problem
spots:
source/blender/blenkernel/intern/displist.c:
+ is initfastshade(void) supposed to be empty? I had
to make it empty to get the merged tree to compile.
source/blender/python/api2_2x/Armature.c:
+ went with the version that had Armature_getLayers()
source/blender/python/api2_2x/Object.c
+ went with the version of Object_getPose() from bf-blender.
(#ifdef 0-ed the other version)
source/blender/python/api2_2x/Pose.[ch]
+ had problems linking due to no Pose_Init() ... copied these
two files straight from bf-blender.
source/blender/src/drawview.c:
+ view3d_panel_properties() had things shifted a few things shifted
a few pixels, otherwise, things were painless
source/blender/src/splash.jpg.c:
+ went with bf-blender version (orange is dead)
source/gameengine:
+ went with bf-blender version -- does not compile due to IMB_rect* stuff,
Ton should look into this.
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
Bugfix #3660: NMesh.getVertexInfluences() was broken following the changes
to the armature system. Tron Thomas (kudos) came up with a fix that seems
to perform identically to the old method. I'm also adding it to the Mesh
module for compatibility.
patch from jean-michel soler (jms) - .insertShapeKey()
Python API, a function to insert a shape key in an object . It works on Mesh, Lattice curve ans surface .
Example of use :
import Blender
OBJECT=Blender.Object.GetSelected()[0]
OBJECT.insertShapeKey()
a docstring to follow soon
Added Mesh.Modes() function, which allows scripts to get/set the selection
mode settings for meshes. This was necessary in order for the mesh tools
such as triangulate, remove doubles, etc., to work properly.
to get the current value of the IPO shape key. There are still some issues
to discuss as to whether methods/attributes should be used and what they
should be named, but this will (or should) be addressed in the upcoming API
rewrite.