Legacy texture shaders from the original stand-alone Freestyle program are also
declared as deprecated, in favor of Blender's new line style textures.
Patch contribution by Paolo Acampora. Thanks!
(See commit e1771e72fbbf828dbf5bed871b814288389f3611 for more detail of
the problem).
Fix for a C++ scope issue caused by 'using namespace Freestyle' that was assumed
even within the Freestyle namespace definition.
(See commit e1771e72fbbf828dbf5bed871b814288389f3611 for more detail of
the problem).
Made changes to intern/view_map/Interface0D.h and intern/python/Director.h to
avoid #include <Python.h> and keep non-Python header files independent of it.
These data elements are undocumented and of little use. For now they are commented out
in the implementation in favor of less memory consumption, and a very limited support for
these data components in the Python API was just removed (should be easy to recover).
Changes for VC2013
Now, I can build Blender with VC2013 with Cycles, Collada, OpenExr,OpenImageIO disabled. Also, you need VC2008 sp1 installed to make old libs compatible.
Problem report by flokkievids in the BA Freestyle thread, thanks!
Also made changes to suppress warnings in strip creation when Freestyle debugging is disabled.
SpatialNoiseShader, as well as SmoothingShader were not updating stroke length after
geometry modification, causing an infinite loop in Stroke::Resample(int iNPoints) due to
incorrect length-based resampling of stroke vertices.
A crash in the Freestyle renderer was reported by Ton on IRC with a stack trace
below. Note that #2 is in Freestyle, whereas #1 is in the compositor. The problem
was observed in a debug build on OS X 10.7 (gcc 4.2, openmp disabled, no llvm).
----------------------------------------------------------------------
Program received signal EXC_BAD_ACCESS, Could not access memory.
Reason: 13 at address: 0x0000000000000000
[Switching to process 72386 thread 0xf303]
0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43
43 delete (this->m_outputsockets.back());
Current language: auto; currently c++
(gdb) where
#0 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43
#1 0x0000000100c29066 in Node::~Node (this=0x10e501c80) at COM_Node.h:49
#2 0x000000010089c273 in NodeShape::~NodeShape (this=0x10e501c80) at NodeShape.cpp:43
#3 0x000000010089910b in NodeGroup::destroy (this=0x10e501da0) at NodeGroup.cpp:61
#4 0x00000001008990cd in NodeGroup::destroy (this=0x10e5014b0) at NodeGroup.cpp:59
#5 0x00000001008990cd in NodeGroup::destroy (this=0x114e18da0) at NodeGroup.cpp:59
#6 0x00000001007e6602 in Controller::ClearRootNode (this=0x114e19640) at Controller.cpp:329
#7 0x00000001007ea52e in Controller::LoadMesh (this=0x114e19640, re=0x10aba4638, srl=0x1140f5258) at Controller.cpp:302
#8 0x00000001008030ad in prepare (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:302
#9 0x000000010080457a in FRS_do_stroke_rendering (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:600
#10 0x00000001006aeb9d in add_freestyle (re=0x10aba4638) at pipeline.c:1584
#11 0x00000001006aceb7 in do_render_3d (re=0x10aba4638) at pipeline.c:1094
#12 0x00000001006ae061 in do_render_fields_blur_3d (re=0x10aba4638) at pipeline.c:1367
#13 0x00000001006afa16 in do_render_composite_fields_blur_3d (re=0x10aba4638) at pipeline.c:1815
#14 0x00000001006b04e4 in do_render_all_options (re=0x10aba4638) at pipeline.c:2021
----------------------------------------------------------------------
Apparently a name conflict between the two Blender modules is taking place.
The present commit hence intends to address it by putting all the Freestyle C++
classes in the namespace 'Freestyle'. This revision will also prevent potential
name conflicts with other Blender modules in the future.
Special thanks to Lukas Toenne for the help with C++ namespace.
Suggested by Brecht Van Lommel and Campbell Barton through code review comments.
Previously style modules were external Python script files whose absolute paths
were kept in .blend files. Now style modules are stored in .blend files as text
datablocks.
Style modules are configured in three steps:
1. Open an external style module file (or create a new text datablock) in the
Text Editor in Blender.
2. Add a style module to the list of style modules (by pressing the "Add" button)
in the Render Layer properties window.
3. Click the name entry and select the style module from the drop-down menu.
where additions of a small offset (to prevent vertices from being at the same point)
were not properly done when vertices were shifted in the reverse order.
A problem report by Vicente Carro through personal communications, thanks a lot!