1:
* when a blendfile gets loaded, paths are corrected with OS specific slashes (see blender.c)
* made available BLI_char_switch(char *string, char from, char to)
* made available BLI_clean(char *string);. This function should be called whenever you're doing path stuff, so paths are correctly saved, and thus avoiding other path functions stopping to work
2:
* relative paths work now in sequencer too (due to slash mess that didn't work all too well).
To enable it you will need to download OpenEXR and install it.
For the Makefiles you will need to set WITH_OPENEXR=true
and set NAN_OPENEXR to point to where OpenEXR is installed.
For scons you'll need to remove config.opts to get the new options
so you can enable OpenEXR, I was not able to get blender to link
with scons so the scons stuff may need to be tweaked a little but
I think it should work.
For other platform managers The OpenEXR stuff is similar to QUICKTIME
you need to define WITH_OPENEXR and setup the library stuff and
as you'll notice in this commit there are two extra files.
Kent
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
causing weird results on camera moves or object rotations.
Added: support for "normal maps". See for example:
http://members.shaw.ca/jimht03/normal.html
The Image panel in Texture buttons has new option "Normal Map" for it.
When this is used, normals are read straight from RGB values, and blended
with the current normal.
Field render, and field option for image texture, had error due to
returns in middle of calls... this bug was there already for long
while, not much used eh ;)
- textures: added support for new mixers (div, diff etc) to work on the
other map-to channels too, like ref or spec
Also it works on lamp and world textures
- brought back uncommented line of code that was removed by leon, to have
particle motion based on textures
- recoded the glPylonOffset hack to be nice function, this for future
testing.
http://www.blender3d.org/cms/Ramp_Shaders.348.0.html
Material color and specular now can be defined by a Colorband. The actual
color then is defined during shading based on:
- shade value (like dotproduct)
- energy value (dot product plus light)
- normal
- result of all shading (useful for adding stuff in the end)
Special request from [A]ndy! :)
The Image texture repeat options, now allow a "Checker" repeat. With
odd and even tiles set separately, and a size button to set a
'Mortar' inbetween tiles.
http://www.blender3d.org/cms/Render_engine_features.215.0.html
Also fixed bug: using 'CalcAlpha' option for image textures didn't give
antialised edges for image.
+case "$target" in
+ *sparc* )
+ AC_DEFINE(SUN_OGL_NO_VERTEX_MACROS,1,[Fix for Sun's GL])
+ ;;
+esac
+
Also added the include to the above .c files.
I'm going to add it to everything in source just haven't gotten that far yet.
Kent