- reduced main subsurf interface to two functions to make DispListMesh
structures from an editmesh or a regular mesh. for the most part this
means that to implement a geometry modifier you only need to write
these two functions (not very plugable yet however).
- added displistmesh_from_mesh and displistmesh_from_editmesh functions
which allow simple support of subdivLevel(0) subsurfs, somewhat handy
for testing things (like why orco doesn't work for subsurf).
* If there are no selected edges when the function's
invoked, it now gives an error message and returns.
If anyone can think of a better message, please suggest it
(or just commit it ;)
marginally suitable, like curves, because of relatively low renderface
count). Will have to thoroughly document pros and cons of each type.
Usefullness order (greatest to least):
CC Subsurf Meshes (Displacement likes the smooth normals)
Simple Subsurf Meshes
Manual subdivided meshes
MBalls
Surfaces (Normal errors/ hidden seams)
Curves (Large flat areas with few renderfaces to displace).
re-using old one. New one = 'exp'.
- at first I used the old 'exposure' value, and just mapped it to 0. this
causes a problem with upward compatibility, old blenders then render a
black picture. is too confusing!
- warning; exposure values saved with commit of last week will get lost.
for it. Now win32 users should have less problems.
I added export of the "no shadow" flag (traceable) And changed the reflection
export scheme so now blender's RayMir is used as yafray's min_refle and the
amount of reflection is controled by the mir color. This seems more intuitive.
And now IOR is exported also for reflection only, wich is needed for fresnel.
* Removed debug print in ftfont.
* Added FreeType/FTGL support to the Linux build.
NOTE: This feature is on by default, but depends on the pre-build libraries.
So checkout the lib directory. The lib dir should be on the same level as
the blender dir. (In case you didn't know).
- changed code to make use of actual textures, not the hackish
'externtex', which is only for tools
- added a 'displacement' vector in ShadeInput, and moved calculation of
displacement vector to texture.c itself. So it works with stencil, but
also for options as 'add', 'mult' and 'sub'.
- for RGB textures it uses the brightness value of color for displace
- for stucci, and plugin textures returning a normal, it uses that
- Also: wrote call in end of preparing renderfaces, to split non-flat
quad faces in triangles. gives a lot fewer errors in displace textures,
but also raytracing irregular subsurfs goes better now.
- texture mapping that works for displace: orco, sticky, global, obj, normal.
UV not yet. Reflection-displace? uhh! :)
code. Now all the cpp code is in intern under yafray and the api include
file is just plain C
Also changed old include in initrender.c and updated Makefiles.am and configure.ac
so the new dirs are taken into account.
yet (R.vn and R.vlr no longer exist, and were needed to get the image mapped
right). Works esp. well with Subsurfs. Sensitive to vertex normal issues
in Simple and Mesh modes.
-Also porting Simple Subdivide. Subdivides mesh at rendertime w/o changing
shape, for smooth displace and Radiosity.
-Removed an unused var from KnifeSubdivide.
Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.
We added a panel in render space to adjust some yafray settings (GI and so)
Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.
Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)
We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.
So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
The makesdna tool is SDL 'aware', but I forgot to pass some crucial flags to
the build command.
While working in that file, did some cleanup to make it more consistent with
the other SConscript files.
You'll need SCons (www.scons.org) to build.
Platforms currently working:
* Linux (me)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* Windows (jesterKing)
- builds with quicktime (optional)
- builds with openal (optional)
- builds with international support (optional)
- Use the DOS box to build
- builds with precompiled libraries
* Irix (Hos)
- Uses default Irix compiler
- Not all optimization levels correct yet
- options for quicktime, openal and international disabled
- builds with precompiled libraries
* Cygwin (me)
- has a problem in the linking stage
- uses free build tools (gcc)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* MacOS (sgefant)
- builds with quicktime (optional)
- options for openal and international disabled
- builds a nice bundle
- builds with precompiled libraries
Thanks to IanWill for a bugfix in the Linux build.
Note: This is a work in progress. A lot still has to be done - for example the
optional parts are only to be enabled by directly setting 'true' or
'false' in the SConstruct file. This needs to be moved to a user config
file. Also, the .o/.obj files are stored in the source tree. This needs
to be fixed as well.
The game engine is not yet built.
already gave noise with area size of 0.1.
Limited buttons to minimum value of 0.01 for area light. For people
who want smaller they can scale it down in 3d, effectively reducing
the energy then as well.
* A patch to make sure that constraints on bones that point to
external objects are evaluated correctly (and that the bones that
depend on these bones are evaluated correctly, etc, ad nauseum).
This addresses some of intrr's issues (the blender-related ones,
that is).
* Make sure that deformed displists are updated when the user
manipulates any of the constraint buttons.
* Added a nice little function, ik_chain_looper(), that executes a
callback for every bone in an IK chain.
Again, there are still a couple of commented out items that will continued to be worked on. Committed for testing, etc.
Also forgot to mention in the previous commit, thanks to Monkeyboi for some help gathering items for the UV/Image, Action, NLA menus.
Description:
Mesh editmode header/toolbox: Select -> Random...
Randomly selects a user-set percentage of vertices, adding to the current selection.
* Modified some menu entries to be consistent with the guidelines doc.
* Added 'Align Active Camera to View' in 3D View menu
controversial:
* "Select non-manifold geometry" via ctrl-alt-shift-M, or through
the menu or toolbox. Great for troubleshooting weirdness on a
subsurf, or for preparing a mesh for decimation or for rapid
prototyping.
* "Select more" via ctrl-PADPLUS, or through the menu or toolbox.
If a selected vert shares an edge with an unselected vert, the
unselected one gets selected too. Similar to PADPLUS in wings3d.
This is controversial because maybe it would be more useful to
select all of the verts that share a face (instead of just an
edge) with a selected vert -- what do *you* think?
* "Select less" via ctrl-PADMINUS, or through the menu or toolbox.
If a selected vert shares an edge with an unselected vert, the
selected one gets unselected too. Similar to PADMINUS in wings3d.
Also, selected non-manifold geometry becomes unselected. This is
controversial because of the non-manifold stuff ... is it needed?
What do *you* think?
----------------------------
Another (major) armature speed up for bones with many constraints.
When tranform()-ing, figure out which bones need to be recalculated
beforehand and only update those bones.