Commit Graph

3051 Commits

Author SHA1 Message Date
e79c29a1d6 style cleanup: raytree code 2012-05-15 18:45:20 +00:00
9a8f98ddd8 Blender Internal Render: Split quads to predictable (vertices 0,1,3) triangles for animated meshes.
This solves problems with collisions beeing rendered different than in viewport.
2012-05-15 13:39:44 +00:00
305d341ec2 code cleanup: use vector math function minmax_v3v3_v3() and other minor vector function edits. 2012-05-13 11:05:52 +00:00
c1570d9f49 code cleanup: missed some min/max use of float[3], also found case of DO_MIN/MAX re-reading same value from array 4 times when it can do once (use minf rather then MIN2, same for maxf) 2012-05-12 22:34:20 +00:00
145289ad95 code cleanup: minor improvements to float/vector usage. 2012-05-12 22:13:38 +00:00
85fd56a3a8 code cleanup: some style and use math defines, also small speedup for dynamicpaint, dont call acosf twice. 2012-05-12 16:42:12 +00:00
8925ed1420 Merged changes in the trunk up to revision 46557.
Conflicts resolved:
source/blender/blenkernel/intern/material.c
source/blender/blenkernel/intern/subsurf_ccg.c
source/blender/blenloader/intern/readfile.c
source/blender/editors/animation/anim_channels_defines.c
source/blender/makesrna/intern/rna_scene.c

Additional changes:
* Fix for recent changes of BKE_* function renaming.
* Fix for an "attempt to free NULL pointer" in BlenderStrokeRenderer::RenderStrokeRepBasic().
2012-05-11 22:48:41 +00:00
385e5eb92e code cleanup: color/bw conversion - use BLI color function.
change modifier to use the average of the RGB since perceptual conversion isn't really needed for modifiers.
2012-05-09 10:48:24 +00:00
d20c129a9c style cleanup: whitespace/operators 2012-05-09 09:24:15 +00:00
c2863e3f9b Fix #31349: Composite node is not found when part of a group.
Made smarter check for composite output node which now checks if there are
composite output nodes in group nodes.
2012-05-09 09:02:06 +00:00
69fc654f94 Style cleanup: change ffmpeg, avi and frame server api to rna-ish naming style 2012-05-07 09:30:15 +00:00
3ef11693f5 Style cleanup: displist module 2012-05-07 06:58:03 +00:00
c7b20e79cd Style cleanup: rename BKE_metaball* to BKE_mball -- mball is more commonly used term in Blender 2012-05-07 06:38:41 +00:00
c91cee2bb9 code cleanup: naming - BKE_mesh_* 2012-05-05 21:28:12 +00:00
1dccd4c98a code cleanup: naming - pose/armature/image
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05 16:03:57 +00:00
299ff91ea1 code cleanup: BKE_scene api naming.
also stop numpy from being found in /usr/include with cmake.
2012-05-05 14:33:36 +00:00
a731e13043 code cleanup: function naming, use BKE_*type* prefix. 2012-05-05 14:03:12 +00:00
bb1f8d9586 Merged changes in the trunk up to revision 46309.
Conflicts resolved:
source/blender/blenloader/intern/readfile.c
source/blender/editors/interface/resources.c
source/blender/editors/mesh/editmesh_tools.c
2012-05-05 11:40:42 +00:00
084fedd03a code cleanup: brush/camera naming 2012-05-05 00:58:22 +00:00
4c5502bfd6 code cleanup: function naming for BLI functions. 2012-05-05 00:23:55 +00:00
8b1c1e9f61 code cleanup: use much simpler (and likely faster) polygon normal calculation in object mode. 2012-05-04 13:13:45 +00:00
c01aa64247 Fix: issue in strand render + instancing bugfix, also optimized it a bit to avoid
unnecessary memory allocations.
2012-05-04 09:58:35 +00:00
d0017e1813 Fix strand render + instancing render bug, gave tile artifacts. 2012-05-03 20:06:25 +00:00
6327c9aae1 style cleanup: whitespace, braces 2012-05-01 20:08:23 +00:00
933b3166fc style cleanup: guys - set your editors to tabs! 2012-05-01 17:51:03 +00:00
3f82dcb2df Fix #31110: selected to active baking did not properly check to see if the
object was actually selected, so e.g. baking shadows cast from non-selected
objects did not work.
2012-05-01 15:21:29 +00:00
112162e09e code cleanup: header cleanup 2012-04-30 14:24:11 +00:00
343edf2722 style cleanup: function calls & whitespace. 2012-04-29 17:11:40 +00:00
e701f9b670 style cleanup: whitespace / commas 2012-04-29 15:47:02 +00:00
2585d52405 Merged changes in the trunk up to revision 46045.
Conflicts resolved:
doc/python_api/sphinx_doc_gen.py
source/blender/blenkernel/intern/subsurf_ccg.c
source/blender/editors/mesh/editmesh_tools.c
source/blender/makesdna/DNA_scene_types.h
2012-04-29 00:59:04 +00:00
f88cfd9168 Code and style cleanup in own modules in BKE and also mball module
- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
  from public header file.

Further cleanup is coming.
2012-04-28 16:49:00 +00:00
07b2241fb1 Cycles: merging features from tomato branch.
=== BVH build time optimizations ===

* BVH building was multithreaded. Not all building is multithreaded, packing
  and the initial bounding/splitting is still single threaded, but recursive
  splitting is, which was the main bottleneck.

* Object splitting now uses binning rather than sorting of all elements, using
  code from the Embree raytracer from Intel.
  http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/

* Other small changes to avoid allocations, pack memory more tightly, avoid
  some unnecessary operations, ...

These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.

BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.

=== Threads ===

Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.

Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.

=== Normal ====

Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.

In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.

=== Render Layers ===

Per render layer Samples control, leaving it to 0 will use the common scene
setting.

Environment pass will now render environment even if film is set to transparent.

Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.

=== Filter Glossy ===

When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.

Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.

Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
2012-04-28 08:53:59 +00:00
b340f930ec style cleanup: changes to brace placement / newlines - for/while/if/switch 2012-04-28 06:31:57 +00:00
b8c4c54ff0 corrected more issues from [#31069] Analyzing the Blender project with PVS-Studio 2012-04-23 16:29:13 +00:00
5c89138684 style cleanup: comments 2012-04-22 11:54:53 +00:00
b56aabf815 style cleanup: multi-line if statements. 2012-04-21 15:11:03 +00:00
6701933f5c style cleanup 2012-04-21 12:51:47 +00:00
cdbfd1db38 Merged changes in the trunk up to revision 45820.
Conflicts resolved:
source/creator/creator.c
2012-04-21 00:33:36 +00:00
44f10d889e Blender Internal:
* Remove some remaining (already commented) radiosity cruft.
2012-04-14 21:48:34 +00:00
4a19ccfa5f Merged changes in the trunk up to revision 45619. 2012-04-14 10:38:11 +00:00
b219b5294b Fix #30376: cycles ignores camera override from sequencer. 2012-04-13 17:42:03 +00:00
b4a0152e76 code cleanup: float formatting was confusing in some cases - eg: (0.,0.,0.) 2012-04-11 08:15:13 +00:00
21484ba52c Fix for a crash in the single layer mode with Freestyle enabled. 2012-04-06 13:49:51 +00:00
df29e91a69 code cleanup: header cleanup, remove commented workaround for mingw since its no longer needed. 2012-04-06 04:46:47 +00:00
79e2cd8fdf Merged changes in the trunk up to revision 45383. 2012-04-04 00:50:41 +00:00
670cdd5381 code cleanup:
always use if (...) even if the macros dont require it (confuses parsers)
  define macros without the ';'s included.
2012-04-02 02:41:28 +00:00
4c36a26af5 Merged changes in the trunk up to revision 45308.
Conflicts resolved:
source/blender/editors/interface/resources.c
source/blender/editors/mesh/editmesh_select.c
source/blender/editors/space_view3d/drawobject.c
2012-03-31 22:09:43 +00:00
21ac9ae461 code cleanup: use uppercase defines and change drawFCurveFade into static function. 2012-03-31 04:04:58 +00:00
5b88712ff9 move debug flag into its own global var (G.debug), split up debug options.
--debug
  --debug-ffmpeg
  --debug-python
  --debug-events
  --debug-wm

This makes debug output easier to read - event debug prints would flood output too much before.

For convenience:
  --debug-all turns all debug flags on (works as --debug did before).

also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
2012-03-31 00:59:17 +00:00
4a1fdd80f9 style cleanup: use NULL rather than 0 for raytrace code. 2012-03-26 08:58:17 +00:00