- curve map insert point had a nested loop which used the same value to index different arrays.
- dynamic paint used ternary operator where both outcomes were the same.
Currently this stuff is used for 2d tracking job only, but the same
thing would necessary for camera solver job, so moved it into more
general utility stuff.
The problem was in fact in the changes made to blend_ramp() func at rev42164. The checks on green pointer (if(g) {...) were checking the existance of a valid value (i.e. if input color was rgb or only shades of grey in r pointer), but as we get now a full float[3] pointer, this test is no more possible. And doing if(r_col[1]) {... was wrong, as it only broke things in case green was 0.0 (which was the case with the generated glare color of bug report).
So, just removed all those tests!
This issue it totally related on issue with changing object datablock.
For curves it used to guess object type from curve datablock based on
count of control points in V direction.
This quess fails in case when SurfCircle datablock is trying to be reused
by another surface object or as another sample empty surface databouck used
to be treated as curve.
Store type in Curve when creating new Curve datablock which is used in
this object type quessing function.
Note: Previously saved files wouldn't change behavior at all.
- setting the color channels on save as would ignore the channel - BW/RGB/RGBA setting.
now its used when available but still need to hide BW for formats blender can only write as color.
move these checks from creator into BKE's image.c, this way we dont need the defines for creator, scons was missing DDS, HDR & Cineon for example and nobody noticed.
from Andrew Hale (trumanblending), with some edits to use these in mathutils.Vector added.
Added Functions:
- dot_vn_vn - Dot product of two arrays
- normalize_vn_vn - Normalize an array and store the result in a second array
- normalize_vn - Normalize an array inplace
Renamed Functions:
Some functions have been renamed to make them consistent with the naming conventions used by fixed length array functions.
- fill_vni to fill_vn_i
- fill_vn to fill_vn_fl
by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
Regression was introduced in svn rev40343. It was caused by re-creating
EditMesh structure which was needed to solve issues with parenting to
vertices after topology changes. This would also erase derivedMesh.
Problem reported now is caused by missing derivedMesh which is used
to solve parenting and apply inverted matrix on ob->parentin, so
parented object used to stay at exactly the same position it used to
stay before parenting.
Not very nice solving of this issue: re-create derivedMesh after
re-creating EditMesh when parenting. Nicer solution would require
bigger changes and probably ful lrefactor of this tools.
- UV's were not being calculated if there were too many VColor layers.
- precalc (omd->size * omd->spatial_size) was being called in a loop.
- use vector functions to avoid pointer indrections on each access which the compiler wont optimize - eg: och->ibufs_disp[f]->rect_float[4*(res_x*j + i) + 1]
- dont call abs() on ints (converts to double and back to int in this case).
also unrelated render buttons change. move saving options directly under the file path since these were easy to confuse with image format options like zbuf, ycc, preview.. etc.
details:
- setting format options from python isnt possible anymore since this isnt exposed via op->properties, python should use image.save() function instead.
- image save UI now hides 'Relative' option when copy is selected since it has no effect.
- default image depth is set to 8 or more if the image has no float buffer, otherwise its set to 32 or less.
other fixes:
- image new was adding an image with a filepath set to "untitled", if this file happened to exist in the current directory a save on the generated image would overwrite it, now initialize to empty path.
- BKE_ftype_to_imtype was returning an invalid value if ftype==0.
applied in some cases, due to more opengl state switching. There are still
some differences in performance, but that's expected due to different opengl
draw commands used.
Now, compositing, shading and texture nodes have a consistent muting system, with default behaving as previous (for compo), and which can be optionaly customized by each node.
Shader nodes are also GLSL muted.
However, Cycles is currently unaware of muted nodes, will try to address this…