7553440aa4
svn merge ^/trunk/blender -r42172:42182
2011-11-27 01:42:56 +00:00
6f1473fb7c
Fix #29406 : show Sequence as render layer when rendering from sequencer, to make
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it more clear what was rendered.
Fix #29407 : external engine api doesn't support full sample yet, would give too
dark render result.
2011-11-26 18:33:31 +00:00
3b5bcab09c
svn merge ^/trunk/blender -r42139:42172
2011-11-26 16:29:14 +00:00
af7288c407
minor edit - weight_to_rgb() and ramp_blend() now take a float vector rather than 3 float pointers.
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also make particle draw use a float vec.
2011-11-26 03:13:54 +00:00
f28fd56f8f
svn merge ^/trunk/blender -r42095:42116
2011-11-24 05:33:22 +00:00
2345efc6c5
Patch #29336 : renaming UV (Texture) Layer to UV Map in the user interface,
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by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
2011-11-23 17:25:25 +00:00
f9e00b5c99
svn merge ^/trunk/blender -r42009:42053
2011-11-22 11:51:42 +00:00
743d2f8c0f
rename image type defines to be less ambiguous, also set BMP as not supporting alpha (it reads but cant write)
2011-11-22 00:35:26 +00:00
6d6f1b0b4d
display quality for avijpeg, name BKE_imtype functions more sensibly
2011-11-22 00:06:54 +00:00
da25b50ccb
image save operator now shares settings and UI with render & image out node.
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details:
- setting format options from python isnt possible anymore since this isnt exposed via op->properties, python should use image.save() function instead.
- image save UI now hides 'Relative' option when copy is selected since it has no effect.
- default image depth is set to 8 or more if the image has no float buffer, otherwise its set to 32 or less.
other fixes:
- image new was adding an image with a filepath set to "untitled", if this file happened to exist in the current directory a save on the generated image would overwrite it, now initialize to empty path.
- BKE_ftype_to_imtype was returning an invalid value if ftype==0.
2011-11-21 23:56:32 +00:00
30fd1ab523
replace ImBuf.depth with ImBuf.planes to match ImageFormatData.planes & to avoid confusion with ImageFormatData.depth
2011-11-21 20:47:19 +00:00
0e2c8cdcdd
move image settings into their own structure so the interface can be shared where image saving settings are needed.
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currently file out node and render output share this struct & UI.
2011-11-21 20:19:58 +00:00
8eb41f0fdb
svn merge ^/trunk/blender -r41998:42009
2011-11-20 16:05:51 +00:00
f1eb66aa68
share code for fluidsim, ocean & dynamic paint file paths.
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- use BLI_join_dirfile for joining all paths (no need to ensure slash is appended).
- paths from linked library files now supported.
2011-11-20 14:38:11 +00:00
3c8d86e117
svn merge ^/trunk/blender -r41961:41998
2011-11-20 01:14:33 +00:00
5d2a155f2b
Camera: some more refactoring, mostly in the function that computes the camera
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border, now we just get the border coordinates from comparing the viewport and
camera viewplanes.
2011-11-19 18:35:42 +00:00
539c94a051
Camera: some code refactoring, use an intermediate CameraParams struct instead
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of long list of variables everywhere. Intention is to also let 3d view use this
eventually, instead of duplicating code.
2011-11-18 15:52:00 +00:00
9d05ccf9e8
svn merge -r41899:41926 ^/trunk/blender. also sync mempool with trunk and move BLI_mempool_alloc out of mempools header where it was inlined
2011-11-16 19:06:38 +00:00
c6bbe25c29
Fix #29093 : world zenith up and down texture influence were not working
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correct. These were decoupled from horizon influence for 2.5, but not
actually used in the render engine.
2011-11-16 15:47:25 +00:00
c4e029a274
Fix #29287 : cycles and other external render engines did not print correct frame
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number in background render.
2011-11-16 12:47:37 +00:00
e6e265b2b5
svn merge -r41779:41847 ^/trunk/blender
2011-11-15 02:58:06 +00:00
e59ab6486f
svn merge -r41751:41779 ^/trunk/blender
2011-11-15 02:05:32 +00:00
49ccf975f2
minor cleanup
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- use NULL rather then 0 for pointers
- use static functions where possible
- add own includes to ensure func's and their declarations don't get out of sync.
2011-11-14 16:05:44 +00:00
e058110b70
fix uninitialized memory use when an object has modifiers but no ocean modifier.
2011-11-14 06:11:40 +00:00
bb934ad883
Ocean baking was using uninitialized memory, but further investigation it was calculating foam values when they were not used.
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avoid calculating foam and allocating memory when its not needed.
2011-11-14 05:55:50 +00:00
dfd20bb888
remove double promotions and some formatting edits (tabs & spaces mixed)
2011-11-13 16:10:01 +00:00
7edd4f93f1
add missing break in ocean_texture switch statement & quiet some warnings.
2011-11-13 14:11:02 +00:00
Lukas Toenne
11c83d8432
Ocean Sim modifier patch
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by Matt Ebb, Hamed Zaghaghi
This adds a new Modifier "Ocean" to simulate large-scale wave motion.
Details can be found in the wiki documentation [1], the project homepage [2] and the patch tracker [3]
The modifier is disabled by default for now. To enable it, the WITH_OCEANSIM (cmake) / WITH_BF_OCEANSIM (scons) flags have to be set. The code depends on fftw3, so this also has to be enabled.
[1]
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulation/Ocean
[2]
http://www.savetheoceansim.com
[3]
http://projects.blender.org/tracker/?group_id=9&atid=127&func=detail&aid=28338
2011-11-13 12:17:27 +00:00
e070823378
Fix #29207 : cancelling volume precache at high resolution was too slow, added
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more test_break calls.
2011-11-11 16:01:13 +00:00
e84c0980a3
correct indentation and some whitespace edits (no functional changes)
2011-11-11 13:09:14 +00:00
094c9799f9
quiet -Wdouble-promotion warnings
2011-11-11 12:00:08 +00:00
c0934795cb
bmesh compiles again after dynamic paint merge
2011-11-11 11:20:46 +00:00
92d35b74e7
svn merge -r41722:41723 ^/trunk/blender
2011-11-11 06:25:45 +00:00
130b4429b0
svn merge -r41638:41648 ^/trunk/blender
2011-11-10 01:50:22 +00:00
1b4a54ad73
Merge with trunk r41701
2011-11-09 15:46:53 +00:00
be5ef51b73
use some more logical BLI math functions & tracking used INT_MAX on a short.
2011-11-08 09:02:47 +00:00
edec46b0a6
Merge with trunk r41625
2011-11-07 16:36:49 +00:00
7508540c53
svn merge -r41575:41602 ^/trunk/blender
2011-11-07 07:01:24 +00:00
96d73bfdcf
replace VECCOPY with copy_v3_v3, same for 2d copy, also added vec copy functions for int & char.
2011-11-07 01:38:32 +00:00
85540d5aa7
more macro --> BLI math lib, mainly replace VECCOPY in render and blenkernel.
2011-11-06 16:38:21 +00:00
d8717d2628
more macro --> bli math lib replacements.
2011-11-06 15:39:20 +00:00
0634d8a745
replace macros with math functions for render code
2011-11-06 14:36:37 +00:00
e936c78251
svn merge ^/trunk/blender -r41503:41575
2011-11-06 10:38:44 +00:00
9884129117
Code refactoring: split camera functions from object.c into new camera.c.
2011-11-05 13:00:39 +00:00
2ed6f077b3
Merge with trunk r41545
2011-11-05 08:04:49 +00:00
62f2218554
macro formatting & remve some unused code.
2011-11-05 05:44:52 +00:00
057bf2a02b
misc doc edits
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- remove recently added sphinx reference workaround.
- tested doxygen, correct some warnings, set tab width and added pymathutils group.
- added convenience target 'make doc_doxy'
2011-11-05 01:48:10 +00:00
4ea816837d
Configurable sensor size:
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- Added support of variable size sensor width and height.
- Added presets for most common cameras, also new presets can be defined by user.
- Added option to control which dimension (vertical or horizontal) of sensor
size defines FOV. Old behavior of automatic FOV calculation is also kept.
- Renderer, viewport, game engine and collada importer/exporter should
deal fine with this changes. Other exporters would be updated soon.
2011-11-04 14:36:06 +00:00
70b7402252
svn merge -r41480:41503 ^/trunk/blender
2011-11-03 22:58:05 +00:00
224c26f891
Fix #28998 : sequence rendering with wrong progress bar
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Show overall progress when doing sequence rendering. Nice for cases when
you're using sequencer to combine video strips only, without rendering
scenes and so. If scene strips are used in sequencer, per-frame rendering
would be used (because of scene rendering sets per-frame progress).
2011-11-03 17:06:12 +00:00