Commit Graph

2331 Commits

Author SHA1 Message Date
aa92e3e37f Bufix #1942
Halos with Flare option didn't render correct in Unified render, they were
added twice!
Also noticed errors in applying alpha for 'Premul' alpha in Unified. Fixed.
2004-12-02 21:18:58 +00:00
47230dbf75 Bug fix #1939
Combining panorama scene and Sequencer effect on scene (like glow) crashed.

Found two other issues;

- on click in sequencer, the image output window didn't redraw correct, but
  only when a render window was opened. Caused by missing 'activate' call
- added a pause in dragging-frame loop to make it idle friendly
2004-12-02 18:12:18 +00:00
64620dd650 Reported on IRC, Wavez:
Objects with negative scale draw TFaces front/back inverted in FaceSelect
mode. Added same solution as 2 releases before for Solid draw mode.
2004-12-02 16:08:49 +00:00
8896a50807 Selection on faces now includes the facedots in solid/visible-only mode. 2004-12-02 16:01:15 +00:00
a7e250e85c Bug fix #1937
In unified render, halos can give black/colored overflows. Found it this
happens with halos that are behind the camera clipping range. Halo clip
just had some weird code for panorama corrections...

In the provided .blend of report found 3 more glitches;

- after render particle system with Material Ipo, values for material were
  not restored correctly
- Meshes with particles didn't draw axis (draw extra) on correct location
- Same as above, axis didn't draw in selected color.
2004-12-02 14:52:40 +00:00
38f9dc057a Bug fix #1935
Using header view3d pulldown for "align active camera to view" didn't clear
the abused modifier value correctly. Learn from this:

incorrect: G.qual &= ~LR_CTRLKEY|LR_ALTKEY;
correct:   G.qual &= ~(LR_CTRLKEY|LR_ALTKEY);
2004-12-02 12:37:08 +00:00
Stephen Swaney
70c386cddf bugfix: #1930 Mathutils.Euler constructor fails to initialize class variables
Euler object was holding pointer to bad memory.
Euler now owns internal array memory and frees it in destructor.
2004-12-01 23:09:59 +00:00
8fc85d9c8f Three little fixes as reported by Campbell;
- Mesh editmode; SHIFT+F fill didnt set default vertex color
- Parented spotlight had wrong (black) dashed line to parent when selected
- Constraint line draw while transform wasn't reset, causing sometimes to
  draw when using the (ugly) G.moving flag...
2004-12-01 22:35:42 +00:00
fdf3b12682 Fixed old annoyance in Blender;
With mouse cursor over a screen-edge (between windows) none of the hotkeys
worked. Now it checks for the global list of keys, including screen-switch,
quit, frame change, Fkeys, load/save, undo/redo, etc.
2004-12-01 20:10:08 +00:00
63d38ede15 Bug fix #1922
Gauss filtered render now supports using Part render too.
Solved by increasing part sizes with 1 pixel around, but only with gauss
set.
2004-12-01 19:46:58 +00:00
f2a265f0c5 Buf fix #1928
Bug in Unified render with Edge outline option. Appeared to be lack of
setting buffer pointers at NULL after a render. Bad one, oldie. :)
2004-12-01 16:47:26 +00:00
2f79bdd872 Bug #1924
In PoseMode, selecting multiple bones and transform() it crashes.
Found out the bones were not even counted at all! Bug since 2.25...
2004-12-01 15:57:33 +00:00
d7c8ff725a Bug #1909
When choosing "render engine" in Scene Buttons, the newly added or removed
Panels didn't invoke a re-alignment event yet.
Also added code that inserts new panels as good as possible on their
previous locations. This works reliable for 1 new panel, not for more, this
because a Panel only stores its old location, not the locations of all
Panels in a given configuration. Consider that minor issue...
2004-12-01 12:39:14 +00:00
40f1dfe380 Bugfix #1915
In unified render, AO with option "Sky" could give black dots, caused by
an overflow due to division by zero (was clipped away in normal render).
2004-11-30 22:46:13 +00:00
1534066d5b - Bug fix #1913
Lasso select on objects didnt work with multiple views, due to lack of
calculation of screencoords.

- Bug fix #1914
Hooks didn't update 'parent' when snapping to grid a Hook. Solved it for
snap to cursor too.
2004-11-30 22:32:52 +00:00
d9e4a8580e On report from IRC: expand/shrink selection (CTRL + numpad-plus/minus) did
not work with edge/face selection modes correctly yet.
2004-11-30 13:06:00 +00:00
6d9c02be4c Scripts:
- Fixes by Jean-Michel Soler: mod_ai2obj.py, mod_svg2obj.py;
- Fixes by Campbell Barton: obj_import.py;
- Small fix to mod_meshtools.py (fixes bug #1605: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1605&group_id=9);
- Updates by Jean-Baptiste (Jiba) to his blender2cal3d.py;
- Updates to all his import / export scripts (added doc data) by Anthony D'Agostino;
- Update to off_import: support for uv data, by Arne Schmitz.

BPython:
- Removed Object.get and .getSelected (deprecated long ago, we use .Get and .GetSelected) -- fixes #1861: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1861&group_id=9
- Applied patch by Michael Reimpell: quat.c - fix for wrong initialization with newQuaternionObject; Mathutils documentation improvements.
- Stani reported a wrong return msg in IpoCurve.Get (that is unimplemented).

Thanks to all coders mentioned above!
2004-11-30 02:27:46 +00:00
a54cde872d Fixed fgon issues;
- removed rule restricting to co-planar fgons; isn't useful anyway. Now
  allows to fgonize the entire surface of a tube :)
- Hide/Reveil fgons cleared fgon flags
- Reveil ended with wrong selection status for verts/edges... solved with
  correctly using EM_select_edge and EM_select_face
2004-11-29 12:57:35 +00:00
e2d4750f41 Bug reported by Wavez;
Leftmouse select option doesn't work with "Emulate 3 button mouse" option.
The latter maps middle mouse to ALT+leftmouse, frustrating loop select for
example.

Add tooltip to say this, made option to disable automatic on load (version
check) and made buttons redraw to show option being disabled.

Note; wrapping middle mouse to ALT+RMB will frustrate 1 button mices... the
current code for leftmouse-select is a hack at best, better do this good
when we have proper event handlers system.
2004-11-29 12:15:25 +00:00
9ba60811b5 bug #1897: Added check to make sure plugin actually loaded correctly. 2004-11-29 05:33:32 +00:00
45cd17b584 Ack, previous commit (4 hr ago) cancelled out recalculating lookop tables
for Gaussian filter.
2004-11-28 23:11:41 +00:00
c079987dfe Improved rule for selecting objects in solid view, the old method skipped
selection when clicked object was already active (didnt deselect others,
nor select active when it was not selected).
2004-11-28 22:29:28 +00:00
f11c448cab Fixed something that annoyed me for ages;
In Object mode, Solid drawing, selection was just always not what you
wanted, the rules for wireframe (cycling) can't be used then.

New rule is;
- it always selects the frontmost visible item (wires in solid too), unless
  - frontmost is active already, then it picks the 2nd
  - mouse didnt move 2 pixels while selecting, then it starts cycling

Works nice :)
2004-11-28 19:48:53 +00:00
12795fede8 Bug fix #1903
Bug in Nurb Surface orco, causing illegal pointer to be set, and crash.
Another oldie, pre-2.25!
2004-11-28 18:35:40 +00:00
ac9f9298fd Fix for #1902
For composting sky behind alpha, a gamma corrected alpha_under was used,
but Blender didnt make the gamma tables unless OSA was set.
Old bug!

Changed; while rendering with "Backbuf" that doesn't exist, blender still
renders, but without backfbuf now. It used to stop render and return, with
only a print in console... confusing.
2004-11-28 18:14:57 +00:00
a7630c6faa Fix for unified rendering;
Gaussian sampling/rendering now supported too!
Also corrected gamma corrected adding of colors, which gives better alpha
and blending with sky than normal render does. The latter I could check
once too...
2004-11-28 14:28:55 +00:00
aa6484db87 cleaning commit
shut the warnings GCC was producing for Os X
2004-11-28 12:14:27 +00:00
8e9d54ced0 Not really bug, but fix for report in tracker;
Added more support for lasso select; it now does:
- UV FaceSelect
- Editmode curve, surface, lattice

Missing: MBall and Armature; these make use of opengl selection still.
2004-11-28 11:32:55 +00:00
20cd56e4af Bug fix #1842, "black scanlines appear in render on windows".
Thanks to Brecht & Valgrind, found 2 cases for unitialized variables in
the render code. Both were for 2D texture input (Window and Sticky) which
didn't initalize a the third coordinate. Goes fine for 2D textures, but not
for 3d ones :)
2004-11-28 10:31:18 +00:00
e80206e65f Added nearly full support for Blender's procedural textures, with the exception
of 'envmap', 'magic', and 'plugin' modes.
The stucci texture also is not exact match, since it cannot be fully
emulated in yafray because of implementation issues. It will work best
for low turbulence values (which is actually not taken into account
in the export code).
Also, since Blender's static noise is basically just direct random number
output, don't expect the exact same result when rendered in yafray, but in this
case that probably shouldn't be that much of a problem...
(needs yafray from cvs)

(btw, on a side note, I put this in the comments once when working on the noise
stuff for Blender, but noise is affected by the 'depth' parameter, and there
is no way to control this directly from the GUI, can only be done by temporarily
switching to 'clouds' for instance.)
2004-11-28 02:13:57 +00:00
9dbd01e879 Report #1841
Crash in this situation;
- one blender file with more scenes
- render image
- goto another Scene with no camera and larger output size for image
- render

Render buffer has to be freed then :)
2004-11-27 18:47:51 +00:00
e3b7dfe6e2 BPython:
- fixed bug #1882: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1882&group_id=9
    Crash / hang when changing meshes that had edge data.  The mesh->totedge value was not being set to 0.  Reported by jms, thanks.
- fixed bug #1780: https://projects.blender.org/tracker/index.php?func=detail&aid=1780&group_id=9&atid=125.
    Deleting a Text that was being used as script link crashed Blender.  Added a check to unlink the Text from eventual script links when it gets removed.  Reported by kaito, thanks.
- doc updates (one related to bug #1807: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1807&group_id=9 , actually a little misleading word in the NMesh doc: you can get the subsurfed mesh with NMesh.GetRawFromObject, but it's the display subdivision level that counts).
2004-11-27 18:32:26 +00:00
fa5649796d - draw compatibility with engine; without lights texture-less objects
draw shadeless
- buttons for physics in Material menu lined up
2004-11-27 17:59:16 +00:00
5bdbf9d700 - Bug fix, reported by Stefano;
- Ztransp material didn't raytrace at all (now just traces it entirely,
    remember too set the transp depth for it)
  - tramsparent material reflected wrong in mirror material, due to
    specular being added without alpha.
- Cleaned up some code to improve raytrace speed some. The old conventions
  from before the AA recode were still there, this allowed coherence for
  octree traversal. Current AA doesn't allow this anymore.
  Added is improved check for 'first hit' on shadow render, per lamp this
  now is stored
  All in all, render with ray trace improved about 10-15%.
2004-11-27 17:33:40 +00:00
230784b824 Bug fix #1893
Option to switch left/right mouse didn't work for floating panels. It then
still selected stuff behind the button.
Was due to using wrong variable for events.
2004-11-26 20:20:42 +00:00
a34432aa8c Fixes in reading .dxf (bug #1883)
- fgets() doesn't recognize DOS strings in unices, made my own fgets
- reading polyline didnt support 3d lines
- reading polyline didn't create edges

All in all, this code isn't very nice and badly structured... a code
review or test (yes sirdude!) could have been useful. :)
2004-11-26 19:59:11 +00:00
91f48d0734 Two fixes;
- Bug #1890. While render subsurf in editmode, orco coordinates were
  incorrect (subsurf vertices in editmode have different ordering)
  Bug was oldie.
- IRC reported by Stefano; oops (not outliner) didnt show lamp textures
  nor material ipos correctly.
  Found error in oops curved lines too (the ones starting at right side)
2004-11-26 12:20:35 +00:00
4ef448cc51 Small tweaks to make 3d drawing a tad more interactive, and; something
for our interactive 3d artists!

- AL+Z (potato) texture view now draws objects without Texture Faces
  compliant with (new) default in engine. Meaning lit faces, using
  Material RGB for diffuse and specular. It used to draw these as 'shaded'
  which is quite useless.
  Per definition, Potato mode is supposed to show what engine draws.
  (Note; this only for Mesh objects)

- Added a couple of more calls to ensure Shaded drawmode updates on
  changing RGB sliders, moving lamps to layers, or switch layers

This based on feedback from Mal, who'll also give it all good tests.
2004-11-25 21:52:07 +00:00
806ebc7c7a Fix for #1806
View3d windows have 'unlock' option and 'localview', which was also
supported on render (F12 with mouse in window) to render only what is
visible there.
This didn't work very nice, with even code in render module to read from
interface variable. Removed that from render, and coded the exception
where it belongs, in renderwin.c
2004-11-25 18:16:50 +00:00
9928ecc642 One free too many on shading displaylists, causes material-less objects not
to render.
2004-11-25 16:27:21 +00:00
2ca8c680a7 Bugfix #1889
Reporter found omission in editmode undo. When you convert objects from Font
to Curve and/or to Mesh, the stack wasn't cleared (same object pointer!)
giving crashes on undo-restore calls. Nice discovery. :)
2004-11-25 15:48:19 +00:00
b16a1c5ad2 Bug fix #1844
Joining Meshes, with the active Mesh having no vertexgroups, and other
Meshes having them didn't work.
2004-11-25 12:02:47 +00:00
a9d6a57745 Fix for #1887 and #1636
Old code in displist.c caused crash on OGL "render this view" option for
3D windows. No idea why this exception was in displist.c... must be for
old engine or so?
2004-11-25 11:30:56 +00:00
970ac5aa99 Bug fix #1880
Two accumulating errors, causing 'scanline' errors too, but now based on
using different filtering values for transparent shadows.
Was another 2 cases of unused variable render as well. :)
2004-11-24 18:53:45 +00:00
06f47623b8 Made sure exporting files (any, ranging from dxf to python scripts) signal
FileWindow to refresh on second usage, to show new file.
2004-11-24 18:02:07 +00:00
598e5053cd Bug reported on IRC by Chris Want
Remove doubles, editmode Mesh, returns short. doesnt work nice on large
meshes! Is int now.
2004-11-24 16:29:10 +00:00
a34a8d2472 Bugfix, based on Stefano IRC report.
Nkey panel in IpoWindow, the "Xmin" and "Xmax" buttons had a much too
narrow range, causing weird results when trying to fill in larger values.

NOTE; the button range method in Blender is still totally insufficient...
2004-11-24 15:52:25 +00:00
964e81d432 Uncommit changes for "bind_textdomain_codeset". Apparently windows gettext
doesn't have this function, needs to be updated in lib/ dir.

We also dont have official maintainer for internationalization...
2004-11-24 12:11:06 +00:00
d6a36633c5 Patch provided by Yann Vernier
This patch should make gettext return unicode, which is what freetype
expects (also explicitly set in the same file). It makes translations
that support non-ascii *and* non-unicode encodings, such as latin 1 for
western european languages, draw correctly. The problem only occurs for
platforms where those encodings are default, i.e. in Linux if
/etc/locale.gen looks like this:
sv_SE ISO-8859-15
If it were to read UTF-8 this patch doesn't change the behaviour at all.
This is probably the case for Mac OS X and perhaps Windows.
2004-11-23 12:19:18 +00:00
88b556fd57 Possibly related to bug #1851:
orco coordinates were assumed to be valid when pointers were non-null,
this seems to have been a wrong assumption, pointers were probably unitialized
(but only for some objects like surfaces?), so when the export code tried to
access them, it crashed.
Now the rendermaterial texco flag is tested instead, which probably is how
it should have been done in the first place...
2004-11-23 06:10:03 +00:00