Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
In unified render, halos can give black/colored overflows. Found it this
happens with halos that are behind the camera clipping range. Halo clip
just had some weird code for panorama corrections...
In the provided .blend of report found 3 more glitches;
- after render particle system with Material Ipo, values for material were
not restored correctly
- Meshes with particles didn't draw axis (draw extra) on correct location
- Same as above, axis didn't draw in selected color.
- Mesh editmode; SHIFT+F fill didnt set default vertex color
- Parented spotlight had wrong (black) dashed line to parent when selected
- Constraint line draw while transform wasn't reset, causing sometimes to
draw when using the (ugly) G.moving flag...
for our interactive 3d artists!
- AL+Z (potato) texture view now draws objects without Texture Faces
compliant with (new) default in engine. Meaning lit faces, using
Material RGB for diffuse and specular. It used to draw these as 'shaded'
which is quite useless.
Per definition, Potato mode is supposed to show what engine draws.
(Note; this only for Mesh objects)
- Added a couple of more calls to ensure Shaded drawmode updates on
changing RGB sliders, moving lamps to layers, or switch layers
This based on feedback from Mal, who'll also give it all good tests.
- Mesh editmode, draw 'bleeding edges' works again for subsurf (not optimal)
- New draw method (again!) for armature-add-bone loop. Should work now! Is
also nice for cpu this version
- Draw screen edges (black lines inbetween windows) should not draw leftmost
Deformed meshes (by armature for example) didn't get drawn correctly
for vertex paint, weightpaint, UV faceselect. Was OK in 2.34 :)
Additional to that I found out vertex paint doesn't correctly use the
'Area' option, when a mesh was deformed. That was an oldie.
Plus; made tooltips for 'Area' and 'Normals' in Paint Panel clear.
borkened this... )
- Improved rule for adding face (FKEY); it now checks first for existance
of 4 connected edges, if that exists a face is created anyway, otherwise
it does the convex test. Alexander correctly noted that for subsurfs
non-convex quads should be allowed anyway. Hope this rule satisfies it.
- Curve Join now moves all curves to 2D (if its 2D)
- FGon extrude keeps FGon flags correctly
- After Append undo-push added
- In almost all Ipo editing commands; undo-push added
- Icons in outliner now all consistant grey
- Zoffs button had to 20 high (hmetal :)
hopefully prevents weird results in grabber... error was that the
editNurb was not used for triangulating.
Also; added drawing the wire as extra in solid display editing curves...
that for unfilled curves as well.
Deleting only-faces from fgon still draws wires hidden in editmode.
Added extra: when mesh has no faces, it draws wire in solid view, also
doesn't draw the 'fat' outline for selection.
- in Solid draw mode, curves without faces draw as wireframe now
- in Solid draw mode, curves without faces don't get fat outline on select
- in Solid draw mode, editing curves shows filled now!
- 1702; edge selection should be evaluated properly before adding face
- 1704; crash in separate, two causes here:
- separate didnt make selection flags consistant (needed badly
there because of evil code)
- after adding quad (Fkey) the face was not selected, but its
vertices were... that can give bad bad crashes
- Individual faces
Keeps Mesh manifold, so removes old faces always. Also uses a
transform based on different vectors per vertex.
- Only edges
Just extrudes the edges (not really 'individual', the edges still
share the vertices. Uses same transform as normal extrude for that
reason
- Only Vertices
Uses normal transform after extrude
Also changed code a bit, to detect whether to call a normal-based
transform after extrude, or whether to call normal grabber. For example
when you just extrude 1 edge, it uses normal grabber.
Note; extruding an entire sphere goes OK with 'individual faces'. for
other extrudes you should press 's key' when in transform. Just cannot
predict (yet) when one method has preference over another.
- ALT+B loop edge select loop
- SHIFT+R loop face select loop
(both work with ALT+select too)
- CTRL+R loop cut
- Kkey menu, loop select/cut and knife
- and ALT+select on edge always selects a loop now
The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.
After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.
The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.
I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:
- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
extra things:
- activates a scene
- selects/activates the Object
- enters editmode (if clicked on Mesh, Curve, etc)
- shows the appropriate Shading buttons (Lamp, Material, Texture)
- sets the IpoWindow to the current IPO
- activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view
TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
from within mesh_modifiers (kernel deform.c). It copies vertices to a
temporal particle system (struct SoftBody with BodyPoint structs) to do
physics tricks with it.
For each frame change the delta movements (based on standard ipo anim or
even other deforms (later) are applied to the physics system. How to apply
and calculate satisfying results is not my thing... so here I'll commu-
nicate with others for.
Since it's in the modifier stack, the SoftBody code can run entirely on
original data (no displists!).
Right now I've implemented 2 things;
- "Goal" which is a per vertex value for how much the current position
should take into account (goal=1 is without physics). This is a powerful
method for artists to get control over what moves and not. Right now i
read the vertex color for it.
- And some spring stuff, which now only works based on force moving it to
the originial location. This doesnt work with 'goal'... erhm.
- You can re-use physics vars from engine, used right now is (in Object)
- damping
- springf (spring factor)
- softflag (to set types, or activate softbody for it
- The SoftBody pointer in struct Object is only runtime, nothing saved in
file
To prevent all users going to complain it doesn't work, I've hidden the
functionality. :)
The buttons to set softbody 'on' only show now (psst psst) when the object has
name "soft" as first 4 characters. You can find the buttons in the F7 Particle
Interaction Panel (which should be renamed 'physics properties' later or so.
Demo file:
http://www.blender.org/bf/softbody.blend
- Added transparent wires in solid draw for editmmode, to denote selecting
clicks "through". Switching this and the zbuf-clip mode is actually nice!
- little annoyance; removed object centerpoint drawing in editmode.
actually, adding vertices and edges to displist.
Now the subsurfer gives editvertices a pointer to the subsurfed vertex
location; allowing not only vertices in 'optimal' draw to show correct, but
also gives proper handling of borderselect and lasso for edges. :)
- linked duplicate mesh
- subsurf on
- subdiv levels at 0
- new selectmode face + select clipping
Also found error in backbface draw when faces were hidden
Is committed now for further test;
What works:
- Hold CTRL while leftmouse-draw (gesture) for lasso-select
- Hold also SHIFT for lasso-deselect
- In Object mode it only selects on object centers now
- In Mesh edit mode it works on same level as borderselect
Not:
- other editmodes or objects in general
Also fixed crash with circle-selecting outside of window edge.
Also put back wire-extra draw for curves (previous trial broke mball wire)
Turned borderselect, circle, lasso into dashed lines for visual language.
- draw extra wire on solid displayed curve objects (cyclic filled curves)
now doesnt draw wires of filled faces
- set glPolygonOffset much more narrow now, since we dont need it for zbuf
value selecting
selection method, since there's too much trash in drawobject.c and displists...
But, I couldn't stand the zbuf selection to miss edges too often. Right now
both methods are still in the code, and can be reviewed.
Please note for test:
- borderselect and circle-select still use old method
- new selection works directly on faces & edges
- subsurf optimal draw and selection works fine now
To detect the closest vertex or edge, i use the old 'spiral selection' code,
which is extremely accurate. If your mouse is close to an edge, it should
find it.
Most evidently I need to test speed... also, the disadvantage of backbuf
selection is the limited depth, which can be 16 bits (65 k faces) on systems.
- edges now sample on three locationsm gives more hits
- own version of glPolygonOffset remains cumbersome... but for select
now the selection routine gets more offset than draw.
- first attempt to clean drawobject.c and displists
- generic call for draw object in backbuf for select purposes, cleans up
a lot in the other calls.
- also to verify if we can (in future) use this for vertex/edge/face
select, but the whole drawobject code works against me... this is
for another refactory (incl. displist) and out of the focus for now
- subsurf.c: now creates new faces in order of original. Not used yet, but is
handy to recover the original order for selection/paint purposes.
http://www.blender.org/bf/rt3.jpg
It draws a 2 pixel line, growing from center of edge, to denote sharpness.
This works nicely with the new selection modes.
Please note that subsurf-optimal still draws original edge then... but
this didnt work before neither. :)
- when adding creases in editmode, and separating that part, displists
did weird things... separate is hackish anyway
- draw faces (transparant) didnt do triangles correctly
- vertex hidden, always means edge is hidden too
- edge hidden, always means face is hidden too
- face hidden, only means face hides
This means, that in face mode you can hide a face, whilst in edge mode
the edges will still display.
Please note, that when you have no edges saved in a Mesh, it also doesnt
store the hide flags for it, causing in/out editmode too reset hidden
edges.
- Zbuffer clipped selection
Based on same algos as for drawing (blender polygon offset) vertices, edges
and faces now are clipped for draw and selection when Zbuffer is used.
Note that it works for endpoint vertices of edges, and for facecenters.
Also works for border and circle-select
- Optimal draw subsurfs
This now draws optimal with faces and edges selected/unselected, hiding the
original 'cage' (mesh) completely.
TODO: edge select, which still uses original (invisible) edge.
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
- circle-select now works
- delete options for edge/face select work as to be expected.
should check on a better set of choices in menu though
- assign material / select material options work for new modes
- shift+f fill didnt leave proper select flags...
- border select on face-gones (fgons) works
- 'draw normals' and fgons works now