This because the used integer+float division could result in a
9.999999e-01 value, which is for acos() to return 3.452670e-04.
Converted the division to use doubles instead.
alone with the following flags :
-Wall -Wno-char-subscripts -Wno-missing-braces.
the only one still worrying me is in rand.c line 57 :
rand.c:57: integer constant is too large for "long" type
but i have no clue about how correct cross-compiler and 32/64 bits friendly
see also my mail to commiter list for signed/unsigned issues
Area light soft shadow now renders transparant shadow as well.
ALso: found error in correct threadsafe use of soft shadow tables. Caused
dither/noise not to look as well as it could.
Appending from files also set the string for "last loaded file". That's
a real bad one... so you can save over accidentally libraries.
Another fix: appending from files that have dynamic other files linked
with relative paths didn't work. (Yah, now it should all work!)
renderconverter change is just a more clear comment.
When number of OSA samples is larger than number of AO samples, the AO
loop doesn't function well. Since rendering 16 OSA samples with only 9
AO samples isn't very useful, I've made the AO render level to become
at least equal or larger than amount of OSA samples.
Is first bug in 2.37 that worked in 2.36...
Thread render with using Area lights was not fully thread safe yet. I
thought I had a smart method to trick threads, but apparently it can best
(and only) be done with Mutexes...
The bugfix for linking recursively from files worked, but there was another
bug hidden... only showed up when actually *using* the recursive feature,
and not with only testing the bugfix. :) Famous coder error, but yah, we
got luckily users to test it!
I'v asked the reporter to give it more extensive testing!
sqeeze in a minor bugfix.
I wouln't be surprised it is too late,
but since it really is sort of minor, it doesn't matter really.
I had mistakenly put the export of dispersion and absorption parameters in the
ray_mirror block instead of ray_transp, which means that both dispersion and
absorption can only be used if both ray mirror and ray transp are enabled.
Anyway, I don't want to make everyone recompile release builds if already
done, it is minor, but users should take this into account at least.
- Ipokeys didnt have 'selected' flag, so were not included in center
calculus
- Multiple keys transform didn't apply this center even...
ALso took extra work time to add credits in splash. Frédéric Van der Essen!
is in a screen in location above outliner.
Was a missing BIF_SetScale()... this is confusing, we now have three
font systems mixed, which each own peculiarities and settings. Should be
cleaned!
- translate+scale : arrow at end of axis
- translate+rotate: draws axis lines now
- while translate: draws the axis line too
And: GCC was nagging about Martin's precious code!
transform_constraints.c:745: warning: suggest parentheses around comparison
in operand of &
Apparently the if(a & b == c) is undefined? Whatever!
transform stuff. All transformation menu items are now in the
'Transform' sub-menu. Added To Sphere and Push/Pull, and items
like Shear, Warp, etc. have been moved to there from the
top-level Mesh/Curve/etc menus, since they are now available in
object mode too.
New AA font drawing (using texture) didn't get initialized on startup,
only when button was pressed. Confusing code... we need to remove all
#ifdefs here once.
tuho work gets merged.
- Manipulators on (already was though)
- Grid/floor size 60 parts (was 32)
- Audio window replaced with TimeLine, added TimeLine in Sequencer
- Editmode draw edge/faces option on
- Turntable view rotate (under protest! :)
- 2nd theme is the dark/orange theme by Andy
- added 5th screen for python (textwindow, script buttons)
- OSA, Ray on
- Render resol 800x600
- higher default octree level
- added outliner in Animation screen
- renamed default Cube to be "Cube" (not sphere)
- default lamp has 'ray' on.
- when you turn default lamp to shadowbuf-spot, clipstart is OK
It starts with the 'modeling' screen, single window.
parameters the material preset menu won't be as useful. Both glass presets will look the same
because there is no 'filter' parameter in the old yafray for instance.
So using the new Blender version with an old yafray version should work a bit better,
though the other way around, using the new yafray with an old blender version, will generally
not work as well.
I added a few extra things. In 'yafray' panel re-arranged some buttons, and added a new
button 'Clamp RGB'. This button will be enabled by default and helps to improve AA on
high contrast edges in the image. When using bokeh however, it is best to switch this off,
otherwise lens shaped highlights will be quite a bit less visible.
Changed the 'extinction' parameter name to the probably more correct term 'absorption',
though mathematically it works out the same. Also changed the behaviour of this color,
it no longer specifies a color that will be removed as I wrote in the previous commit,
but instead the actual color at one (blender) unit of distance. The 'Ds' (distance scale)
button below the color sliders controls the scaling of this unit distance.
What this means is that if you take the standard blender cube, which covers two units of
distance by default, setting the distance scale button to 2.0 will make sure that the color
you specified is exactly that color at that distance (provided the base color itself is white
of course, or 'filter' is 0, otherwise it will be filtered by the base color too).
Beyond this distance the color will get darker.
The glow option for point/soft/sphere lights has a new parameter 'GloOfs', or glow offset.
Setting this to a higher value then 0 will soften the central peak of the glow.
Another unreported bug fix: For xml export, when yafray failed to render the xml file
for some unknown reason, or because of other problems, the export code would still load
the previously rendered image, this causes problems however if the image resolution is
not the same as the current Blender buffer, and so could cause memory corruption or crashes.
This is now taken into account.
World image backgrounds now use the blender mapping settings as well, but only the
'AngMap', 'Sphere' and 'Tube' settings. But in yafray those last two, unlike Blender, cover
the whole view, not just the upper half, so is not really fully compatible with yafray.
So now you have to set one of these buttons too when loading a hdr lightprobe image.
btw, something I forgot to mention in previous commits is that the exposure control using
the texture brightness slider is no longer restricted to integer values. It is now a
floating point value, so you're not restricted to the 0 1 and 2 slider positions anymore,
anything in between will work too.
And finally, display updating is now more like Blender, using the mouse cursor as frame
counter for animation, etc.
This was enforced in a commit 5 months ago, for proper redraws while
working in sequencer itself (with scene strips)
Found by Ztonzy, explained by Jesterking. Thanks! :)
Aye... OpenGL cannot draw concave (C shaped) polygons... that screws up the
Lasso tool, when it uses backbuffer selection.
Examined for little while the GLU Tesselation library, but apart from its
nightmarish structure, it's even stupid (no builtin clock/counterclock).
So, instead coded a DispList based function using Blender's edgefill.
Works like a charm! :)