buffer antialiasing that was restored in 2.67 after it was missing in the new
compositor implementation.
This option tends to make results worse rather then better for Cycles renders,
but is useful for Blender internal. Their Z-buffers look quite different for
antialiasing, and I'd rather not change either.
The problem was that when the camera is selected, the transform manipulator
is located exactly at the camera view location, and this was blocking selection
of other objects with some OpenGL implementations.
This matrix was used to store the space the object is in,
which then was accessed by snapping code. No reason to
keep it as a global variable (which isn't safe for threading,
unlikely it'll give issues now, but it's easy to avoid
issues early here).
Now made it so BKE_object_where_is_calc_ex will get an
optional parameter originmat and set this matrix in
solve_parent.
Original patch by self, minor changes by Campbell, thanks!
Internally it was only invoke callback set for an
operator template. This invoke was setting such
properties as mouse_x and mouse_y and was calling
an exec function.
This meant that t seemed to be really easy to
use node.select operator from by giving a mouse
positions, but in fact it wasn't possible (because
it requires exec callback)
This commit sets operator's template exec callback,
which makes it possible using node.select from
python.
* Make it more clear for the user what affects 3D View and Final render.
* Static / Dynamic BVH only affects viewport, BVH Cache only final. (see BlenderSync::get_scene_params)
The cause of inconsistent edge connectivity in the view map (documented in the commit
log of revision 58006) was identified and fixed. The problem was that when a ViewEdge
was split at a cusp vertex (ViewMapBuilder::computeCusps()), the ViewVertex at one end
of a newly created ViewEdge in ViewMap::InsertViewVertex() was not properly updated to
take account of edge connectivity changes.
interpolating loop was copying face attributes including selection, checked all users of this function and its safe to remove the call (which is bad to begin with).
Fixes bug #35927 (Vertex Bevel bug) but even edge
bevel didn't work on the example there. Problem
was with forming the proper ccw ordering of edges
around the bevel.
Also appears to fix bug #35582 (Bevel, weird results).
buffers option, it requires specific tile sizes and if they don't match what
OpenEXR expects file saving can get stuck.
Now I've made support for his optional, with a bl_use_save_buffers property for
RenderEngine, set to False by default.
There were several issues with how bounding box and texture space
are calculated:
- This was done at the same time as applying modifiers, meaning if
several objects are sharing the same curve datablock, bounding
box and texture space will be calculated multiple times.
Further, allocating bounding box wasn't safe for threading.
- Bounding box and texture space were evaluated after pre-tessellation
modifiers are applied. This means Curve-level data is actually
depends on object data, and it's really bad because different
objects could have different modifiers and this leads to
conflicts (curve's data depends on object evaluation order)
and doesn't behave in a predictable way.
This commit moves bounding box and texture space evaluation from
modifier stack to own utility functions, just like it's was done
for meshes.
This makes curve objects update thread-safe, but gives some
limitations as well. Namely, with such approach it's not so
clear how to preserve the same behavior of texture space:
before this change texture space and bounding box would match
bevelled curve as accurate as possible.
Old behavior was nice for quick texturing -- in most cases you
don;t need to modify texture space at all. But texture space
was depending on render/preview settings which could easily lead
to situations, when final result would be far different from
preview one.
Now we're using CV points coordinates and their radius to approximate
the bounding box. This doesn't give the same exact texture space,
but it helps a lot keeping texture space in a nice predictable way.
We could make approximation smarter in the future or add operator
like "match texture space to object's bounding box".
Getting vfont data wasn't safe for threading, because it
was modifying font data which is in bmain and could be
shared by multiple objects.
For now made it so getting vfont uses critical section,
meaning vfont->data is initializing from inside a locked
mutex.
now, instead of making hidden copies of faces, the faces are copied into a temp bmesh.
also remove a hash that was being created and not used (old code).
Object update used to free object-data level bounding box to trigger
it's re-calculation in the future. Such a freeing performed from
object update isn't thread-safe because mesh could be shared between
multiple objects.
Rather than freeing bounding box, tag it's as invalid, this is safe
from threading point of view and also prevents unnecessary memory
re-allocation.
Object-level bounding box is still reallocating, but think we could
change this easily in the future as well.
Curve-type objects now always does have object'level
bounding box, meaning cu->bb wouldn't evenr used in
BKE_object_minmax.
So zapping this confusing check for whether ob->bb
exists, which is always truth. Makes it easier to
follow what cu->bb is for and what ob->bb is for.
Issue was caused by size influence affecting on object's matrix, which
is nice by it's own. But mball code was using ob->size to check whether
it's zero-sized object or not, but then was using ob->obmat to scale
the meta elements.
This lead to situation when zero-sized elements were trying to tessellate,
which is for sure a really bad idea.