It was wrongly calculated bucket number per side in cases when some
of segments is filling the whole bounding box across some of dimension.
Solved by limiting buckets at least to 1 in such cases.
Made some minor optimization such as:
- Avoid using "%" operation in loops, replace with a check
for index "overflow".
- Use pre-computed values for scaling feather coordinates
to 0 .. 1 space.
This allowed to reach couple of milliseconds of boost.
Another change is to use higher number of buckets (up to 512).
This doesn't took significantly more memory (like uses only 10MB
of memory for average splines) and allows to have 30-50x boost
for average splines.
Use dynamically calculated number of buckets for this, to be
sure segments would fit two buckets.
Also fixed intersection detection in some cases when edge is
shared between two buckets -- it is possible that such edge
would cross third bucket and intersect edge from there.
- Initialize color management settings if creating new scene
- Copy settings from active scene if creating with copying settings
or if using other copy/link object settings
This also should fix issue with Export UV Layout operator
Real fix would be to find a point which is definitely now on loop
to be collapsed, but that's for a bit later. This commit should
remove possible stoppers.
This implements simple function which collapses internal loops
caused by self-intersections into a singularity.
This loops can't be removed because rasterizer expects points
of feather be aligned with points from spline itself.
When OpenMP is enabled, memory allocation needs to be protected.
Fixes bug [#32111] Memory management regression from svn_46520
projects.blender.org/tracker/index.php?func=detail&aid=32111&group_id=9&atid=498
This adds a user-defined input color space name for image and
movie clip data blocks. Support for this thing for other data
blocks is still a TODO.
Input color space is being used on loading file to convert
loaded image buffer from this space to scene linear space,
later this space is never used in a pipeline.
Color space name was wrapped into own structure like it's
done for display and view settings. This helps keep code
de-duplicated in RNA and it'll help when likely more options
are added into input color space settings (i.e. flag whether
image could be color managed or it's a non-color data).
This implied quite of internal refactoring:
- Made routines around threaded display buffer calculation
more general, so any kind of color transform could be
performed using the same technique.
- Added function to convert given float buffer from given
input color space to output color space. This is a public
function which could be used in such a things as compositor
node.
- Added function to convert ImBuf's content to scene linear
space. Currently used only for images and clips. Should be
added to any image/movie-related data blocks such as
sequencer strips, but that a bit more long-term plan.
- If input color space is set to NONE then no buffer transform
would be performed on image loading. It'll behave in the same
way as using scene linear as input space.