- Added support of variable size sensor width and height.
- Added presets for most common cameras, also new presets can be defined by user.
- Added option to control which dimension (vertical or horizontal) of sensor
size defines FOV. Old behavior of automatic FOV calculation is also kept.
- Renderer, viewport, game engine and collada importer/exporter should
deal fine with this changes. Other exporters would be updated soon.
Show overall progress when doing sequence rendering. Nice for cases when
you're using sequencer to combine video strips only, without rendering
scenes and so. If scene strips are used in sequencer, per-frame rendering
would be used (because of scene rendering sets per-frame progress).
this works by tagging functions, eg:
def my_func(scene):
pass
bpy.app.handlers.permanent_tag(my_func, True) # <-- important bit
bpy.app.handlers.frame_change_pre.append(my_func)
* Scene.use_shading_nodes property to check if RenderEngine is using new shading
nodes system, and RenderEngine.bl_use_shading_nodes to set this.
* Add mechanism for tagging nodes as being compatible with the old/new system.
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/RenderEngineAPI
* This adds a Rendered draw type in the 3D view, only available when
the render engine implements the view_draw callback.
* 3D view now stores a pointer to a RenderEngine.
* view_draw() callback will do OpenGL drawing instead of the viewport.
* view_update() callback is called after depsgraph updates.
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/RenderEngineAPI
* RenderEngine is now a persistent python object that exists and retains
properties as long as a frame is being rendered. This is mostly useful now
that more than one callback will be added.
* Added update() callback that should ideally be used to export the scene,
leaving only the rendering to the render() callback. This is not required to
be used at this point, but separating this will make things more thread safe
later on.
* Added tag_redraw() and tag_update() functions that will be used for viewport
rendering.
* Internal change: status text is now retained after update_status calls.
This prevents access to non-existent typeinfo during type initialization,
when node types have been removed and such nodes are deleted from older files.
All blenkernel functions now only set the node->update flag instead of directly
calling the update function. All operators, etc. calling blenkernel functions
to modify nodes should make a ntreeUpdate call afterward (they already did that
anyway).
Editor/RNA/renderer/etc. high-level functions still can do immediate updates by
using nodeUpdate and nodeUpdateID (replacing NodeTagChanged/NodeTagIDChanged
respectively). These old functions were previously used only for setting
compositor node needexec flags and clearing cached data, but have become generic
update functions that require type-specific functionality (i.e. a valid typeinfo
struct).
Files created in blender before this revision should be rendered in
exactly the same way they used to render before.
Patch by Morten Mikkelsen, finished by Ton and me.
threading to no longer sleep 50ms for each object, using work queue now.
Also it was showing SSS preprocessing while actually doing Volume precaching,
fixed as well.
- move some larger vars into a nested scope.
- replace memset with zero initializer.
- rempace VECCOPY macros with copy_v3v3
- change function args to give the float array length.
- converting nurbs to mesh was casting the material to unsigned char.
- subsurf was casting to char, then int -> short in a loop.
- have material functions take & return shorts.
- define __BIG_ENDIAN__ or __LITTLE_ENDIAN__ with cmake & scons.
- ENDIAN_ORDER is now a define rather than a global short.
- replace checks like this with single ifdef: #if defined(__sgi) || defined (__sparc) || defined (__sparc__) || defined (__PPC__) || defined (__ppc__) || defined (__hppa__) || defined (__BIG_ENDIAN__)
- remove BKE_endian.h which isn't used