Commit Graph

17 Commits

Author SHA1 Message Date
15e79ef4c8 SSS fixes:
- Radius R, G, B sliders had too small number increase on clicking.
- Preview render now renders with higher SSS error setting to speed it up a
  bit.
- bug #6664: 3d preview render had artifacts. re->viewdx/dy wasn't set then,
  which is needed to estimate the area of each point. Have set this now, not
  in the nicest way, there is some bit duplicated code, but I don't want to
  refactor existing code with the chance of breaking it at this point.
- bug #6665: grid like artifacts with parts rendering. The two extra pixels
  around parts used for filtering were used as well, leading to double points.
2007-05-08 10:15:51 +00:00
a64339d319 Use smoothview For * (align to object) and editmode align to selected. 2007-04-09 12:22:22 +00:00
afdd54fa37 moved source and text to american spelling
* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
2007-04-04 13:18:41 +00:00
8e97a2955b Merged Google Summer of Code sculptmode/multires/retopo tools.
From the tracker:
https://projects.blender.org/tracker/index.php?func=detail&aid=5018&group_id=9&atid=127
2006-11-06 01:08:26 +00:00
042d612df2 Giant commit!
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!
2006-01-23 22:05:47 +00:00
dd5410162a New feature; User definable Clipping Planes.
Press ALT+B in 3d window, draw a rect, and it becomes a clipping
volume of 4 planes. You then can rotate the view anyway you like.
Works for each 3d window individually.

Disable it with another ALT+B press.

Commit is huge because it had to change all selection code as well.
The user-clipping planes are in 'eye space', the other clipping
happens in projected 'viewport space'.

Nice to notice is that the 'x=3200' convention (to denote a coordinate
is clipped) now is a define. Define value is still a number though... but
we now can get up to screens of 12000 pixels without issues!

Known issue; here it refuses to draw the 'object centers' or Lamp icons
within the clipping region. Can't find any reason for it... however, we
might move to non-pixmaps for it anyway.

Testing might reveil numerous issues, will be standby for it.

Curious? Check this http://www.blender.org/bf/rt4.jpg
2005-08-20 19:18:35 +00:00
0c7f65d152 - added view3d_get_object_project_mat function, returns mat to project
object cos into screenspace without mucking with gl matrices.
 - added view3d_project_ functions, take arguments instead of using
   globals
 - removed View3D.{mx,my,mxo,myo}
 - switch drawobject foreachScreenVert functions to use new projection
   functions
 - switch edge slide to use new projection functions, fixes erratic
   behavior (project was using wrong mat I believe)
 - bug fix in edgeslide, nearest edge to start was one-off
2005-08-15 04:10:02 +00:00
10c4c6463c Boundbox select object mode optimisation.
Changed selectprojektie (and renamed to view3d_opengl_select as suggested by Ton) to accept a buffer size, so boundbox can adapt it's buffer size to the number of object in scene.
Also, the loop is done more smartly, since glSelect fills the buffer in the same order as the drawing order, so we save lops of looping on unselected object (which used to go through all the buffer before finding that they weren't selected).

This scheme could probably be applied to all the other loops using glSelect. (good project for newbie coders)
2005-07-11 11:09:26 +00:00
c00adc5ff8 Transform 2D center was using short. Not good enough when it's it's way off screen. Switched to ints, that fixed the bug in the tracker.
Switching to floats would probably be safer in the long term, but too many things to test to do that now.
2005-06-05 13:50:21 +00:00
9a625925da Cleaned up new constraint line drawing while grab/rot/scale
- uses callback mechanism to tell main drawing routine what to do
- for that reason it doesn't use frontbuffer drawing anymore
  and it shows up in all 3d windows as well
- it uses the same colors as for the grid axes (I tweaked it a bit,
  this is based at themecolors, and also should work in different
  background and grid color)
- I disabled drawing lines through every object or every vertex.
  The current display method is clear and not distracting
- when in 'local' transform (double press X/Y/Z), it displays a nice
  axis in the center of transform for vertices.
  In object-mode, local transform differs per object, so constraint lines
  and axes are drawn for each individually...

Also:

- fixed an old bug in rotate transform(). Using a constraint for
  rotation (X, Y, Z) didn't work for multiple objects at all!
2003-10-23 16:15:05 +00:00
41f4940bff Helpline drawing in transform (semi broken in this commit)
This is only usefull for rotate now, but the axis constraining code has a part that depended on this, so I commit this part first.

For coders:

void constline(float *center, float *dir, int col)
	Draw an infinite line on the screen. col is the color argument. It must be cpack compatible

void project_short_infiniteline(float *vec, float *dir, short *adr1, short *adr2);
	clips infinite line to screen border
2003-10-21 16:25:00 +00:00
5d1438ad96 - fixed editing vertices again!
I had to clean up very old calls to switch matrices for 3d windows.
To make it more clear, I've introduced defines for the infamous persp()
function:

persp(PERSP_WIN);  sets matrices at pixel level window
persp(PERSP_VIEW); restores matrices back to 3d drawing
persp(PERSP_STORE); only called once, to store correct matrices

I will now check on frontbuffer drawing of vertices... it's very doubtful
if it's used still correctly, was only meant for visual speed in the
early nineties you know. :)
2003-10-16 09:39:19 +00:00
Alexander Ewering
5c2005cf06 Robert (DetectiveThorn) Wenzlaff's Knife subdivide tool. See previous
message on Bf-committers for description.
2003-10-12 23:43:26 +00:00
f1c4f705a1 Removed the config.h thing from the .h's in the source dir.
So we should be all set now :)

Kent
--
mein@cs.umn.edu
2002-12-27 13:11:01 +00:00
b9a19f1ea7 Did all of the .h's in source
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac

Kent
--
mein@cs.umn.edu
2002-11-25 11:16:17 +00:00
01bff70383 fixed spacing in the headers to get rid of some warnings and some other
little minor spacing issues.
2002-10-30 02:07:20 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00