A new option '-a' can be passed to the blenderplayer. It forces the
framebuffer to have an alpha channel.
This can be used in VideoTexture to return a image with alpha channel
with ImageViewport (provided alpha is set to True on the ImageViewport
object and that the background color alpha channel is 0, which is the
default).
Without the -a option, the frame buffer has no alpha channel and
ImageViewport always returns an opaque image, no matter what.
In Linux, the player window will be rendered transparently over
the desktop.
In Windows, the player window is still rendered opaque because
transparency of the window is only possible using the 'compositing'
functions of Windows. The code is there but not enabled (look for
WIN32_COMPOSITING) because 1) it doesn't work so well 2) it requires
a DLL that is only available on Vista and up.
give precedence to AA over Swap copy:
Certain GPU (intel) will not allow MSAA together with swap copy.
Previously, swap copy had priority over MSAA: fewer AA samples would be
chosen if it was the condition to get swap copy. This patch reverse the
logic: swap copy will be abandonned if another swap method (undefined or
exchange) will provide the number of AA samples requested. If no AA
samples is requested, swap copy still has the priority of course.
The purpose of the patch is to replace deprecated glShadeModel.
To decrease glShadeModel calls I've set GL_SMOOTH by default
Reviewers: merwin, brecht
Reviewed By: brecht
Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1958
Regression from recent rB2c5dc66d5effd4072f438afb, if last item of last chunk of a mempool was valid,
it would not be returned by mempool iterator step, which would always return NULL in that case.
It's still not completely working - there are still some glitches - but far better than before.
To make buttons of the uiList work, you have to add a 'check' callback to the operator that invokes the menu. Only if it returns True, the uiList gets refreshed. To avoid this we have to make the region refresh tagging in the entire button handling a bit smarter.
Changes I had to do:
* Call uiList handling from menu/popup handling if needed.
* Make uiList handling use special popup refresh tag if placed in menu.
* Allow popups invoked from py operator to tag for refresh by using operator 'check' callback.
* Tag popup for refresh when resizing uiList.
Mostly fixes T48612.
Don't store maximum length of text per undo step,
or attempt to pack all data in a single array.
Was storing 32766 characters per undo step, irrespective of actual text length.
The way cloth is coded, structural springs are only effective when stretched, while bending springs act only when shrunk. However, when cloth is exactly in its rest shape, neither have any effect, and effectively don't exist for the implicit solver.
This creates a stability problem in the initial frames of the simulation, especially considering that gravity seems to act so precisely that it doesn't disturb the strict equality of lengths, so in parts of the cloth this springless state can continue for quite a while.
Here is an example of things going haywire because of this and some suspicious logic in collision code acting together: {F314558}
Changing the condition so that structural springs are active even at exactly rest length fixes this test case. The use of >= is also supported by the original paper that the cloth implementation in blender is based on.
Reviewers: lukastoenne
Reviewed By: lukastoenne
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D2028
All text was displaying black.
BLF uses alpha-only textures which aren't supported by the basic-shader,
Workaround this by using texture swizzle so the RGB components of the texture are set to 1.
It's not obvious that they use the mouse coordinate of the initial key-press event (behavior since rBf1f33ba7be2d), so added comment.
Also corrected other comments.
Newly computed custom normals were forgotten during poly flipping, leading
to wrong custom normals being assigned to wrong loop...
Dead simple, but was tough to track down this one!
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).
This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.
{F315547}
{F315548}
Reviewers: campbellbarton, brecht
Reviewed By: brecht
Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2046
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).
This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.
{F315547}
{F315548}
Reviewers: campbellbarton, brecht
Reviewed By: brecht
Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2046
Was using O(n^2) lookup on ID's with undo.
This caused undo to hang with 1000's of data-blocks
(especially with heavy scenes & outliner-space, which doesn't even need to be visible to cause a slow-down).
Internally this uses a ghash per id-type, which is lazy-initialized.
Each key uses the name and library since there may be name collisions between libraries.
Developer Notes:
- Adds small `BKE_main_idmap_*` API.
- Needed to change linking order for this to build.