outliner. Clicking on one activates it and takes you to the object buttons - it's a
lot better to see what's going on than a little < 1 Part 5 > that gives very little
indication.
* less calls to BKE_image_get_ibuf when switching between images
* remove thread debug prints
* use own pixel blending funcs (IMB_blend_color isnt needed in some cases), slightly faster without this.
to compile blender with gcc on IRIX, IRIX_USE_GCC needs to be set to true in
user-def.mk.
Other changes related to irix:
* compile solid from extern/
* don't build plugins (yet) with "make release" when using gcc (the shell
script used assumes MIPSpro is installed)
* use statvfs instead of statfs on irix, like done on solaris
* use external libs from $(LCGDIR) instead of /usr/freeware
* use glew header files from $(LCGDIR)/glew instead of the ones installed on
the system (this applies to other platforms as well)
* ffmpeg support currently is disabled on irix
* float buffer support for all painting operation and undo.
* only run brush_sample_tex() for textures brushes.
* redraw the brush outline even when nothing is painted.
Reset transform restriction flags when switching to other transformations while running.
Also don't draw constraint if no constraint flag is on (old annoyance).
Display the number of joints in the selected template in the sketch panel
When using selected bones as template, turn off Connected if bone has a parent that is not copied.
The reason for this was with transforming screenspace points outside the face into UV space and when the bucket bounds was enough outside the face.
For faces viewed side on, this transformation would be applied incorrectly (a bit like trying to apply a projection matrix to a point behind the view), the buckets UV space coords would be incorrect and the wrong pixels would be initialized for that face.
solution is to clip the screenspace face with the bucket before getting the UVs. This should also be a bit faster since the clipped polyline will have a smaller bounding box.
* faces that were ignored were also not taken into acount when checking UV seams - causng bleed not to work properly in some cases.
* commented early pixel filling loop exit that fails in some cases.
void bicubic_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
void neareast_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
void bilinear_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
Added...
void bicubic_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v);
void neareast_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v);
void bilinear_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v);
This is needed so for projection painting but generally useful if you want to get the interpolated color of a pixel in an image without having a destination imbuf.
While editing these I noticed the functons are a bit dodgy, they assume the input ImBuf has matching float/chr buffer to the output.
Tested overall speedup is about 5x when scaling 4096x4096 -> 4000x4000 in the sequencer.
There were some artifacts in the resulting image but double checked and the old code gives the same problems.
Added back old code with #if 0's since its a bit more readable.
General optimizations
* Precompute 1/x when dividing by x multiple times.
* Use float constants like 0.0f instead of 0.0, avoids conversions from float to doubles and back.
ProjectPixel
* make pixel (and similar pointers elsewhere) a union with a float and unsigned int pointer to reduce the number of casts a little. generally there are a lot of casts going on in the code, makes it hard to read.
project_paint_begin()
* the perspective case checks with (*projScreenCo)[3] > 0.001) for faces behind the view. - Changed to use the clip start from get_view3d_viewplane
* removed arbitrary check for brush size to disable threads.
imapaint_paint_sub_stroke_project()
* Make clone tool use IMB_blend_color to reduce the code and support blend modes.
imapaint_paint_sub_stroke_project_mt()
* Make threaded and non threaded mode use same function (just dont start threads when its set to 1)
* removed PIL_sleep_ms, was not needed and slowed down threading (my bad!, was copied from bake code).
* use a faster method of getting a pixels screenspace location.
* check if its possible to break out of pixel to bucket/face intersection early - ~7% overall speedup (ignoring redraw time).
* removed scanline intersection function (added back incase they were needed but it looks like there not)
* speedup for painting with only 1 image (use a loop without context switching checks)
* more commenting + cleanup
Calculate new roll based on the angle to the normal of the joint (cross produce of the two bones).
This works best in some cases but not in others, so it's an option for now.
I'll have to see if I can iron the left over kinks, then it can be made the default (with Align to view an added option).
* bucket resolution is now set from the brush size so there is around 9 buckets under the brush - (previously was fixed to 128x128).
* brush sizes below 40 disable multithreading, since threads only speeds up cases where each bucket has enough pixels in it for each core to spend some time.
* make smear use bicubic pixel lookups so a low Spacing value works as expected.
* smear tool was darkening pixels a tiny bit.
* fix for simple mistake causing ProjectPaintImage arrays not to be thread safe.
* added clone button to the paint editbuttons (was only in the image window before)
* ctrl+clicking to set the 3d cursor also sets its depth to the face its over (much more useful when cloning and rotating the view)
* support for painting and cloning for tiled textures (for UV's outside 0-1)
* more consistant veriable names, merged image arrays into a ProjectPaintImage type to be less confusing.