Commit Graph

896 Commits

Author SHA1 Message Date
565316909e Bugfix:
Object constraints with a driven influence ipo were not being evaluated
properly. The code for adding the depsgraph relation and updating without
time changes was simply missing.
2007-10-15 10:36:30 +00:00
0096d180b9 Dof Object - set the depth of field to an object - set in the camera edit panel but the distance is calculated on the camera object only so linked cameras work.
Alt+Period - sets active pivot

some tooltips didnt make much sense, edited a few.
2007-09-23 18:27:01 +00:00
90daa8f811 * Extra lamp falloff options, including custom curve!
This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work.

* Constant
http://mke3.net/blender/devel/rendering/falloff-constant.jpg
Lamp doesn't decay with distance

* Inverse Linear
http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg
Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance

* Inverse Square
http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg
A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes.

* Lin/Quad weighted
Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting.

But much better for precise control over the lamp falloff now is:

* Custom Curve
This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value.

Some example curves and renders:
http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve1.jpg

http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve2.jpg

http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
0ba5295404 * QMC Raytracing
This introduces QMC sampling for use in glossy reflections/refractions, soft raytraced shadows, and ambient occlusion.

This work includes many new features and speed-ups, so check out the nice docs here:

Glossy Reflection/Refraction
http://www.blender.org/development/current-projects/changes-since-244/glossy-reflectionrefraction/

Raytraced Soft Shadows
http://www.blender.org/development/current-projects/changes-since-244/raytraced-soft-shadows/

QMC Sampling
http://www.blender.org/development/current-projects/changes-since-244/qmc-sampling/

Many thanks to Brecht van Lommel for some initial code snippets and for reviewing the patch, and especially to Alfredo de Greef who gave me a lot of guidance and help along the way!
2007-09-07 03:48:50 +00:00
356ab94373 == imagebrowser ==
Initial commit of imagebrowser in trunk.
BIG COMMIT!

Main changes:
* completely reworked imasel space
* creation and storage of the preview images for materials, textures, world and lamp
* thumbnails of images and movie files when browsing in the file system
* loading previews from external .blend when linking or appending
* thumbnail caching according to the Thumbnail Managing Standard: http://jens.triq.net/thumbnail-spec/
* for now just kept imasel access mostly as old imgbrowser (CTRL+F4, CTRL+F1) a bit hidden still.
* filtering of file types (images, movies, .blend, py,...)
* preliminary managing of bookmarks ('B' button to add, XKEY while bookmark active to delete)

More detailed info which will be updated here: http://wiki.blender.org/index.php/User:Elubie/PreviewImageBrowser

Places that need special review (and probably fixes):
* BLO_blendhandle_get_previews in readblenentry
* readfile.c: do_version and refactorings of do_library_append
* UI integration

TODO and known issues still:
* Accented characters do not display correctly with international fonts
* Crash was reported when browsing in directory with movie files
* Bookmark management still needs some UI work (second scrollbar?), feedback here is welcome!

Credits:
Samir Bharadwaj (samirbharadwaj@yahoo.com) for the icon images.

Many thanks to everyone who gave feedback and helped so far!
2007-09-02 17:25:03 +00:00
c4114780d4 Little code cleanup.
bsystem_time was being called with an extra variable, which was useless. Most of the places that called it, were passing NULL for that variable anyway.

I've also cleaned up that function a bit, but the underlying problems with that part of the code still exist (EVIL GLOBALS that are exported for frame_to_float), for mblur and fields rendering features. That remains for another time.
2007-08-05 09:21:29 +00:00
848ea23d84 removing unused dna 2007-07-30 13:26:22 +00:00
af55d208f4 == Constraints System ==
After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented.

=== What's New ===
* The long-awaited ``ChildOf Constraint'':
This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent.
* Constraint/Target Evaluation Spaces:
In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were.
* Action Constraint - Loc/Rot/Size Inputs
The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff.
* Transform - No longer in Crazy Space (TM)
Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking.

=== General Code Changes ===
* solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be.
* evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here.
* A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better.
* Made the formatting of constraint code consistent
* There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly.
* LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions.
* Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. 
* Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so.

=== Future Work ===
* Geometry to act as targets for constraints. A space has been reserved for this already. 
* Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
2929e8f65a == Constraints/Arithb Code ==
* Formatting 'fixes' for more consistency with rest of code
* Moved Mat4BlendMat4 from constraint.c to arithb.c/h
2007-07-03 00:58:38 +00:00
3c469b88f5 == Constraints Code ==
Relatively harmless removal of useless code. Also formatted things in a few places.
2007-05-17 06:45:16 +00:00
de2fc6d687 Fix for bug #6629 - modifiers and vertex-parenting
I have changed the vertex parenting code to use the derivedFinal mesh rather
than derivedDeform; this gives the result after all modifiers have been
applied, rather than the result up to the first non-deforming modifier as it
did before. Since the derivedFinal mesh can have more than one vertex
corresponding to a single vertex in the base mesh, the average of all such
vertices is used.
2007-05-04 16:36:39 +00:00
0a0cf54a27 update to center view.
- Dont do anything if no verts or faces are selected (used to zoom into 0,0,0)
 - use the centers of dupli objects (should eventually use their bound boxes), much nicer when dealing with many dupli-objects
2007-04-14 13:18:24 +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
bc31d61c3b patch 5341 by Juho
This adds option to show camera angle instead of camera lens value.
(Complete revised patch...)
2007-03-23 13:12:11 +00:00
6b584a6504 many menu items would crash blender if there was no 3d view. added checks. 2007-03-14 09:08:41 +00:00
e0c77c0f14 made all data adding functions accept a name such as add_mesh or add_curve, previously only some datatypes adding functions accepted a name.
also updated the Bpy.py epydocs
2007-03-11 16:25:17 +00:00
38f168c3d3 Bugfix #5430
"Delete object" didn't correctly clear all pointers in Object NLA modifiers
2006-12-27 10:21:33 +00:00
Ken Hughes
08a7208aa6 Python API
----------
A more robust attempt to avoid creating non-Empty objects with no data while
maintaining backward compatibility.
2006-12-17 00:21:57 +00:00
Ken Hughes
ba36ef9f3f Python API
----------

Bugfix #5373: creating a curve or text object using Object.New() without
linking any data to the object would later cause a segfault when ob->data
was later dereferenced.  This problem will be fixed (hopefully soon) in the
API when new objects are created with data and linked to scenes all in one
step, but for now check for curves that ob->data is defined before using,
otherwise print an error message to the console and skip the object.
2006-12-09 06:17:14 +00:00
4f8079d49c Modifier Stack: Limit calculation to required data.
This commit upgrades the modifier stack to only calculate the data which is
needed, either by modifiers further down the stack or by other functions at
the end of the stack (e.g. drawing functions).

This speeds up modifier stack recalculation, especially where vertex
groups and UV coordinates are concerned. For example, a mesh with an Armature
modifier followed by a Subsurf modifier would previously have required the
Subsurf modifier to interpolate all the vertex groups in the mesh, slowing
down modifier calculations considerably. With this update, vertex group data
is not propagated beyond the Armature modifier, so calculations are faster.

Note that this depends on the order of modifiers in the stack. If the Armature
and Subsurf modifiers were swapped in the above example, the Subsurf modifier
would have to interpolate vertex groups, as they are needed by the Armature
modifier.
2006-12-05 17:42:03 +00:00
342c900220 Proxy Objects revisited!
The first incarnation assumed that proxies were local objects per
definition. Unfortunately that makes it impossible to - for example -
reference-link an entire Scene with proxies, to be used as a special
character set.

This commit makes the proxy implementation also a bit more clear.

Related work: the scene-sets were not executed fully or correctly for
the dependency graph. That happens now (in 3d view) as well.
2006-11-30 15:54:21 +00:00
3b23677425 Duplicator feature:
Vertex/Face/Frame duplication now draws using OpenGL display lists. Makes
drawing go much faster (2-5 times, depending on size of duplicated object).
This system uses boundbox checks too, so outside of view it draws faster.

Note for face duplication: I've fixe a bug for incorrect alignment when
the parent was rotated when a parenting happened, the 'inverse parent
correction matrix' then messed up alignment. For face duplication it now
works OK, but for vertex-dupli not... need a way to fix this backwards
compatible.
2006-11-29 12:44:48 +00:00
e435fbc3c5 Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.

Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData


Replaced TFace by MTFace:

This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.


Removed DispListMesh:

This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.


Removed ssDM and meshDM DerivedMesh backends:

The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.


This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
e50112d441 Bugfix #5230
Vertex Parent option didn't have index correction for editing Meshes.
That caused the parenting to flip around when you deleted or added stuff.
2006-11-15 11:10:00 +00:00
a8ca44ea41 Bugfix in group-proxy, Deleting objects didn't reset proxy pointers. 2006-11-14 18:50:23 +00:00
c0e9d77188 Next level of Proxy support for animation: Proxy for duplicated groups.
Notes:
- Only referenced groups (from other files)
- Only 1 group (no more duplicates using same group yet)
- Only Proxy working well for Armature or Empty

Is going to be reviewed in Plumiferos team; but target is that this will
solve a major animation pipeline bottleneck :)

Usage; select group, alt+ctrl+p, pick an object you want to proxify.
2006-11-14 15:27:43 +00:00
1113df4a9a Totally ancient year zero bug:
Deleting one object that's referenced from other file crashes when this
object still was pointed to by other referenced data.
2006-11-13 21:43:09 +00:00
bbfb7e5483 bugfix
crash with duplicated softbodies
in copy_softbody() scratch pointer was not initialized to NULL in copy
did not know that function exists at all
2006-11-12 16:51:29 +00:00
feb210f08e Experimental feature, especially for the animation department:
THE OBJECT PROXY

Or simple said; local control of referenced data from libraries.
Having library files with references is a very common studio setup, and
Blender did do quite well in that area. Were it not that for character
setups it was impossible to use still.

This commit will enable a full rig+character to remain in the library,
and still have - under strict control - local access for animation edits.

Full log:
http://www.blender3d.org/cms/Proxy_Objects.824.0.html
2006-11-11 16:45:17 +00:00
cad4d9e5db - Improved cyclic error prints for Armatures
- Improved bone parent error print
2006-11-01 11:41:29 +00:00
35d6c6e695 Two wonderful new NLA & Armature editing features!
- FORWARD CYCLING & MATCHING

Up to no now, adding multiple actions in NLA with walkcycles required to
animate them standing still, as if walking on a conveyor belt. The stride
option then makes the object itself move forward, trying to keep the foot
stuck on the floor (with poor results!).
This option now allows to make walk cycles moving forward. By
indicating a reference Offset Bone, the NLA system will use that bone to
detect the correct offset for the Armature Pose to make it seamlessly going
forward.

Best of all, this option works as for cyclic Action Strips as well as for
individual Action Strips. Note that for individual strips, you have to set
the strip on "Hold". (Might become automatic detected later).

Here's an example edit image for NLA:
http://www.blender.org/bf/nla_match-cycle.jpg
And the animation for it:
http://download.blender.org/demo/test/2.43/0001_0150_match.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_matching.blend

Using this kind of cycling works pretty straightforward, and is a lot
easier to setup than Stride Bones.

To be further tested:
- Blending cycles
- matching rotation for the bones as well.

- ACTION MODIFIERS (motion deformors)

The above option was actually required for this feature. Typically walk
cycles are constructed with certain Bones to be the handles, controlling
for example the torso or feet.
An Action Modifier allows you to use a Curve Path to deform the motion of
these controlling bones. This uses the existing Curve Deformation option.
Modifiers can be added per Action Strip, each controlling a channel (bone)
by choice, and even allows to layer multiple modifiers on top of each other
(several paths deforming motion). This option is using the dependency graph,
so editing the Curve will give realtime changes in the Armature.

The previous walkcycle, controlled by two curves:
http://download.blender.org/demo/test/2.43/0001_0150_deform.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend

Action Modifiers can be added in the NLA Properties Panel. Per Modifier you
have to indicate the channel and a Curve Object. You can copy modifiers from
one strip to another using CTRL+C (only copies to active Object strips).

Setting up a correct Curve Path has to be carefully done:
- Use SHIFT+A "Curve Path" in top view, or ensure the path is not rotated.
- make sure the center point of the Curve Object is at the center of the
  Armature (or above)
- move the first point of the curve to the center point as well.
- check if the path starts from this first point, you can change it using
  (in Curve EditMode) the option Wkey -> "Switch Direction"
- Make sure alignment uses the correct axis; if the Armature walks into
  the negative Y direction, you have to set in Object Buttons, "Anim settings"
  Panel, the correct Track option. (Note; option will probably move to the
  Modifier later).

This is a good reason to make such paths automatic (on a command). Is on the
todo list.

Also note this:
- the Curve Path extends in beginning and ending, that's (for now) the default,
  and allows to use multiple paths. Make sure paths begin and end horizontal.
- Moving the Curve in Object Mode will change the "mapping" (as if the landscape
  a character walks over moves). Moving the Curve in Edit Mode will change the
  actual position of the deformation.
- Speed (Ipos) on paths is not supported yet, will be done.
- The Curve "Stretch" deform option doesn't work.
- Modifiers are executed *after* all actions in NLA are evaluated, there's no
  support yet for blending multiple strips with Modifiers.
- This doesn't work yet for time-mapping...

This commit is mostly for review by character animators... some details or
working methods might change.
This feature can also be used for other modifiers, such as noise (Perlin) or
the mythical "Oomph" (frequency control) and of course Python.

Special thanks to Bassam & Matt for research & design help. Have fun!
2006-10-31 15:51:57 +00:00
9fa438b4e9 Another shadowbuffer goodie: the "Halfway trick"
http://www.blender3d.org/cms/Shadow_buffer__Halfway.786.0.html

Simply said: by using the average of the nearest and 2nd nearest Z value
in Shadowbuffers you can reduce bias errors very well.
For backwards compatibility it is a new buffer type though.
2006-10-15 11:50:46 +00:00
e868f223dc New shadow feature: Irregular Shadow Buffers
Full log:
http://www.blender3d.org/cms/Irregular_Shadow_Buffe.785.0.html

In short: this is a shadow buffer approach that always results in crispy
shadows, independent of lamp buffer size or zoom level. This shadow buffer
system also supports transparent shadow.

This is part of work on refreshing Shadow Buffers in Blender. You now can
choose of two types (Classical, Irregular). More types will follow. Also
quality issues for Classical shadow buffers are going to be reviewed,
especially to solve the lousy Biasing.

For the CVS log record; it is based on articles:
Gregory Johnson et al, University of Texas, Austin. (Regular grid method).
Timo Aila and Samuli Laine, Helsinki University of Technology. (BSP method).
2006-10-14 10:21:19 +00:00
3147963237 Bugfix #4983
- Using NLA stride didn't work at all for Motion Blur render... appeared to
  be a typo even, using 'ctime' instead of 'stime'. :)
- When entering editmode on a striding Armature, the position of the
  armature was incorrect (missing depsgraph refresh)
- changes in constraint.c is just a small cleanup, unused 'ctime' arg.
2006-09-17 11:40:28 +00:00
b150f25c36 Enabling vertex-parenting to a Lattice didn't take deformed Lattices in
account...
2006-09-16 10:46:53 +00:00
Ken Hughes
c3b9a550a3 ===Python API===
Internal code clean-up: make M_Object_New use existing code instead of
duplicating the steps of object initialization/creation.
2006-09-11 17:55:52 +00:00
be4e97911d New: vertex-parent support for Lattice.
Works like vertex-parent for Mesh and Curve/Surface. Select one or three
vertices in edit mode, and use CTRL+Select to select another object.
Then press CTRL+P.
2006-09-08 12:05:36 +00:00
f21f3cb290 - modified patch #4681, for scons compiling
of the fluidsim can now be disabled with the
	flag: BF_NO_ELBEEM='true', e.g. for irix systems.
	(The number of ifdefs from the original
	patch was reduced, and the defines are now
	only necessary when elbeem is switched off.)
- particle generation option is available again
2006-08-22 11:18:00 +00:00
2ee42ac01e Huge commit: VERSE
- All code is in #ifdef ... #endif
 - Only make build system is supported and you have to add:
    export WITH_VERSE=true
   to user-def.mk file
 - Blender can share only mesh objects and bitmaps now
 - More informations can be found at wiki:
    http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlender
    http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlenderUserDoc

  I hope, that I didn't forget at anything
2006-08-20 15:22:56 +00:00
12a1fc374e - fixed manual viscosity bug (#4733)
- added some more free/copy checks for bug 4094, but
  still not enough
2006-07-20 15:27:55 +00:00
0458c50f63 Bug #4597
More Driver fixing...
Commit of over week ago to make drivers update correctly on cyclic
situations, forgot to fix another driver call... which then got called
always with 'current frame' set to zero.

Error only happened with animated (Ipos) Object-Object driver relations.

Also in this commit: when loading file, lattices with hooks were not
updated correctly.
2006-07-04 10:19:26 +00:00
8988a0de38 Bugfix #4329
New "Dimension" button: when using TAB to cycle over buttons, the dimension
event was sent multiple times, accumulating scaling. The code was also not
prepared to handle multiple changes at one event.

Also: added object_get_boundbox(Object *ob) in BKE_object.h, so the code
now really supports most primitives in Blender.
2006-06-14 08:50:41 +00:00
a0d94e6727 - added fix for fluidsim copying bug
(surface mesh structs werent handled correctly,
  copying is now done in a new function)
2006-06-12 06:18:57 +00:00
7130ab3fe6 Bugfixes 4082 4112 4172 4232
Each report was about a different failure with Particles, all related to
weak handling of animation systems and the depsgraph.

Fix has 2 parts; depsgraph now signals "object recalc" to be for time
changes; this then is used to bypass particle-building (since that's baked).

Other part is better object caching while makig particles.
2006-05-30 12:43:06 +00:00
e5b39b69d1 So! Finally time to work on finishing render pipeline project.
This commit brings back:

- Field Render
- MBlur Render (old style)
- Border render with or without cropping

Note: Field Render is not supported in Compositor yet. Blurring or filter
will destroy field information.
Both MotionBlur as Field render are done before Compositing happens.

Fixes:

- The "Save Buffers" option only worked on single frame renders, not for
  Anim render.
- Found an un-initalized variable in Render initialize... this might have
  caused the unknown random crashes with render.

Code restructure:

Cleaned up names and calls throughout the pipeline, more clearly telling
what goes on in functions.
This is visible in the updated first image of the Wiki doc:
http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline
2006-05-27 13:35:03 +00:00
fa5f95efa5 Fix #4111
Objects with a Pose, but which is not an armature, crashes on duplicating.

Now have to find out how it can happen even... only Armatures uses poses.
2006-04-17 14:26:41 +00:00
f6fb4a30a1 Bugfix #3698
Crash fix for deleting all vertices in a Mesh when this Mesh had a
Vertex parent.
2006-04-11 10:17:15 +00:00
546cf1d5ba Bugfix #4051
- particle duplicators should not include parent animation (error in
  duplicator recode of last december)
- added exception for 'died' particles to keep correct orientation

Also in this commit:

- added comment in code to explain why vertexnormals in mesh are equal to
  vertex location when no faces exist
- cleanup of BKE_object.h for functions that don't need export.
2006-04-02 11:48:22 +00:00
130c41c7ba More compositing goodies.
- Texture Node
Allows to use any Blender Texture block as input for masks or color
blending. The texture node doesn't generate a real image, but adjusts to
the size as mapped with during an operation. So it won't work to use it
as Image input for Blur or Filter nodes.

Note; the Vector inputs for this node only work with manual input now!

- Translation Node
Give any image an offset in X or Y direction

For the Texture node to work, I needed to move the central 'pixel
processor' up one level... to allow differently sized images to merge
and allow 'procedural images' without size.

Temporal image of the day: http://www.blender.org/bf/rt.jpg
2006-02-19 14:55:16 +00:00
240e25ab65 Cleanup of blender/ module; Makefiles now compile this warning free.
Mostly was unused variables, unused functions, missing prototypes and
missing include files.
2006-01-28 20:17:48 +00:00