large render sizes could cause an the threaded tile processor to hang because winx * winy wrapped into a negative value.
also convert winx/winy to floats before multiplying for vector passs.
globbing vs explicit is discussed here.
http://www.cmake.org/pipermail/cmake/2008-December/025694.html
Practical implications are:
- developers need to keep CMakeLists.txt files up to date.
- Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
* This fix is really only a bandage, as the underlying issue is that sequencer preview render doesn't yet use the job system.
* The sequencer preview can start a full render of the scene, and this can collide with other preview/actual renders in many cases.
* Drawing the sequencer preview is now disabled when an other render is in progress, but the sequence preview rendering could have already been started before the other render, so this doesn't really fix anything.
* For now only OpenGL rendering can be used for the sequencer preview reliably until it's reimplemented using the job system.
* Using the job system in the future can handle the clashes between different renders properly and will give users a nice progress bar to indicate something is happening while the preview is recalculated.
* The problem is that shadow pass is derived from the diffuse pass as
shad = shad'/diff, where shad' = shad*diff. In cases where diff is
0 and the division can't be done shad is left as shad' (=0).
* This all works just fine until the diffuse color is 0 on just one
channel (no red in material color for example). In this case the shadow
pass is left as 0 too regardless of the existence of an actual shadow,
so the end result is a colored shadow!
* The only real solution is to use the original shadow intensity to
determine if there actually is a shadow or not. This is now stored in
shr->shad[3] from the lamp shadow calculation.
Note: The best solution would probably be to calculate the shadow pass on
it's own and not to derive it from the diffuse pass, but I didn't dare to
start messing up the shading code totally.
Both stored the filename of the blend file, but G.sce stored the last opened file.
This will make blender act differently in some cases since a relative path to the last opened file will no longer resolve (which is correct IMHO since that file isnt open and the path might not even be valid anymore).
Tested linking with durian files and rendering to relative paths when no files is loaded however we may need to have some operators give an error if they are used on the default startup.blend.
- omit render code from this warning (cmake only), until render branch is merged.
- moved -Wunused-parameter warning to apply to all C code in blender (not just ./source/blender), (cmake only).
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings.
- the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
the render engine assumes the RenderResult's rectf is not in linear color space when color management is disabled so the sequencer and opengl render need to follow this else it results in dark images.
* add support for LCMS (disabled by default, set WITH_LCMS to true to enable it)
* fixed typo that prevented TIFF support to be properly enabled
* enable ray optimization by default (scons and cmake already did this)
* fixed building with libsndfile on darwin (disabled by default)
* quicktime: use audaspace headers from $(NAN_AUDASPACE)/include instead of intern
* gameengine: add -DWITH_FFMPEG to compiler flags when building with ffmpeg support