- problem was in limiting the abuse of frontbuffer drawing as happended
a lot in 2.28 and older. the less the better...
- bug was not registering a curarea->win_swap=FRONT_OK, to indicate there
was only drawn in frontbuffer
- cleaned up calls further, and made sure it doesnt draw 1 vertex too many!
also means it works better with selecting in solid drawmode now, check!
- subsurd level '0' is possible again.
however; it was changed to '1' because convert-to-mesh crashes. the
subsurf code doesnt give a result when level is '0', causing the convert
routines to either crash, or deliver empty mesh...
I added a warning in the convert routine now, and dont do anything then.
- changed all glFlush() in glFinish() in editobject.c, which seems to be
the right magical call to show frontbuffer drawing.
- subsurf also smoothed loose vertices, in a strange way that never showed
up until 'draw subsurf handles' was implemented.
fixed subsurf code not to include loose vertices anymore
- saving a file in editmode caused a new displaylist to made... fixed an
old bad hack from NaN period.
(displists are still lousy code...)
- fixed drawing vertices in frontbuffer on select.
the delay you see is because blender waits for 'rightmouse transform'.
Loop Select:
Selects a row (or loop) of faces in a mesh, keeps searching till it
finds a loop (End face == Start Face) or till it finds a dead end.
Loop Subdivide:
Searches for the same row/loop as loop select but inmediately
splits it in half.
Usage:
- Loop select:
Shift-R (or select->faceloop)
move mouse over mesh to see preview of selection
LMB to confirm selection, RMB or ESC to cancel
- Loop Subdivide:
Ctrl-R (or Mesh->Edges-> Loop Subdivide)
move mouse over mesh to see preview of the newly cut loop
LMB to confirm selection, RMB or ESC to cancel
Please test! (besides, it's fun to play with :)
Roel
lines not drawn (triangles in buttons for example)
- correct colors for channels in texture buttons
- fixed bug: using proportional editing, the extra wire draw had incorrect
matrix
- fixed bug: drawing in imagewindow didnt work anymore... was a very old
one! the wrong pointer was read, and it accidentally went OK, until now
- selecting vertices with multiple 3d wins open works again
- in zbuffer mode, vertices will be blended 50% in... and when you increase
vertex size larger than 2 pixels, it will draw them smaller
- removed all 'wire extra' calls (there were dozens!) and replaced it with
simple call where it belongs.
This drawing mode is becoming nice & stable... maybe something to make
default on for new objects? Makes selecting quite easier...
- Subsurf: in editmode, with new 'Optimal' option set, the mesh itself
will not draw, but instead it draws 'handles' to the vertices. Looks
extremely clean!
- matched drawing of default grid-floor (persp) to ortho grid
- killed drawing vertices outside of main drawing loop, apart from the
routine that uses mouse-selecting. (tekenvertices_ext()). It was an old
optimize routine which became quite useless.
- goes in a loop,
- draws current window
- sets view transform to correct matrix
- you can draw stuff
- swapbuffers
- event queue test to escape
Test: CTRL+R in editmode.
Right now it hilites the closest edge to to mouse cursor, just for fun!
Goofster will use it for the loop-cutter tool later. But the template
will remain there, commented out, for others to play with.
User Info:
Pressing UKey in mesh edit mode now undoes only last step. Undo can save
upto 64 steps of undo info. This is configurable under User Prefs->
Edit Methods. The default is 32. High numbers of undo steps use a
lot of memory, since each step stores a copy of the mesh.
Shift-U redoes the last undone step (Undoes the undo.)
Alt-U brings up a menu of possible steps that can be undone. Selecting
an item on the list undoes that item plus all items before it on the list.
The top selection "Undo All" is identical to the old Ukey. It undoes
all editing since entering Editmode, even if all regular undo steps are
used up.
Undo info is only saved for one object at a time. You can leave and re-
enter editmode for the same object, and all undo steps for that object are
preserved. Undo info for an object is lost once a different object is
edited.
Coder Info:
In order for undo to work, a checkpoint save has to be made. This is
done with a call to undo_push_mesh("name of step"). This should be done
after the last quick abort for a function (typ. the
"if (G.obedit==0) return;", or similar). the undo_push_mesh() does alter some
flags, so don't try to be too tricky and call undo_push_mesh() too late.
The step name is what shows up in the undo_menu. The name "U" is reserved.
User Info:
To use this tool, select a group of verts, it can be larger than the
desired cut as explained below. Then hit Shift-K.
The tool will prompt for cut type (Exact line or Edge centers),
Select, then use LMB to draw a "cut-line". Holding down LMB causes
a freehand draw, clicking LMB causes a polyline draw. MMB locks the axis.
When done press enter to divide mesh on cut line. Subdivide routines have
been modified to produce fewer triangles as part of this tool.
Edge Centers preserves UV info, Exact Line does not (it will be there, just
slightly distorted).
Since the cut line exists in 2D space, and does not make a persistant
selection that can be modified in another 3D view, the knife selection
is the AND of the vertex selection and the knife line, ie; the edge will
be subdivided only if both verts are selected, and the knife line crosses
the edge. Select your verts first, but you don't have to be overly
precise. If you want to cut a few faces on the front of a sphere, you
can select the whole front of the sphere, then knife the faces you want.
Coder Info:
KnifeSubdivide is called with 1 of 3 modes. KNIFE_PROMPT, KNIFE_EXACT,
KNIFE_MIDPOINTS. The hotkey calls KNIFE_PROMPT. When adding to a menu
or button, explicitly call out the mode.
Part of the tool provides get_mouse_trail() that returns a CutCurve struct
that defines a knife line. There are modes defined, but currently they are not
implimented.
Another part of this tool defines new behaviour for subdivideflag().
Setting beauty param to B_KNIFE tells subdivideflag() that the edges
are preselected ans to skip the vert check. Also setting B_PERCENTSUB tells
subdivideflag() to divide the edge at a percentage of the distance from
eed->v1 to eed->v2. This percentage is passed in the eed->f1 flag as a
short (ie, setting eed->f1 to 16384 cuts the edge half-way).
some small things to fix:
- cutting on 1 face doesn't work
- options now under shift/ctrl R, they will be under a K menu that will contain DetectiveThorn's Knife tool too.
Roel
I had to clean up very old calls to switch matrices for 3d windows.
To make it more clear, I've introduced defines for the infamous persp()
function:
persp(PERSP_WIN); sets matrices at pixel level window
persp(PERSP_VIEW); restores matrices back to 3d drawing
persp(PERSP_STORE); only called once, to store correct matrices
I will now check on frontbuffer drawing of vertices... it's very doubtful
if it's used still correctly, was only meant for visual speed in the
early nineties you know. :)
include only (use BIF_interface.h instead)
- split up interface.c in two files: NEW: interface_panel.c
- removed the temporal text files
WARN: FIX AUTOMAKE AND MSVC!
- removed src/buttons.c and include/BIF_buttons.h
- added src/buttons.txt, which is the old buttons.c for review and adding
code to new panels structure
- changed internal events to match new buttonspace structure
- added tabs for new shading group of buttons
- removed loads of little warnings, -Wall now compiles src/ almost without
error (hint: setenv NAN_QUIET to see it all better)
Now I'm ready to do actual buttons -> panels conversion. I will do the raw
versions first, others then can cleanup
- "Seperate loose parts" is an option in the new pkey popup (in mesh editmode) that seperates a mesh based on objects in it that are not connected.
- "Select same uv" is an option in the wkey popup (in facemode) that selects all faces in the mesh that have the same uv texture assigned as the current active face.
ps. first commit! I hope I can live up to expectations...but don't expect too much! :D
based on the assumption that if any of the faces attached to any of the
edges that have been extruded were "smooth", the result should also be.
(There is no other way to detect this, as edges don't have a "smooth" flag :-))
some people are getting sick of the email and the comments are small.
editmesh.c I added casts in a couple of places to remove a few warnings.
Then I cleaned up configure.ac a bit specifically the checks for
--with-ssl etc... so they work a little nicer.
I also modified source/Makefile.am to add targets for the player
Still needs some work I'm sure but its a start.
Kent
--
mein@cs.umn.edu