Commit Graph

97 Commits

Author SHA1 Message Date
b340f930ec style cleanup: changes to brace placement / newlines - for/while/if/switch 2012-04-28 06:31:57 +00:00
ab4a2aaf4a style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:38:07 +00:00
89a963fb7f style cleanup: comment blocks 2012-03-09 18:28:30 +00:00
31d2ee9bf7 style cleanup, brackets in else/if, some indentation. 2012-03-06 18:40:15 +00:00
40e2942f25 Fix related to #30152, rainbow colours produced when loading hdr image to 3D viewport/ the Nyan cat bug.
Issue is caused by scaling for power of 2 dimensions and mipmapping that happens through GLU. It looks like the library cannot handle float colour values above 1.0 correctly. Since we are close to release I will just clamp the srgb result for now even though it will result in a small performance loss for 16 bit textures only. 

I tried a few things before that, glGenerateMipmaps + no scaling (supported for 2.0 GL hardware and up), or using our own scaling instead of glu among them which worked very nicely and gave a speedup too. However, since we are close to release and there may be issues with GPU mipmap generation, see:

http://www.gamedev.net/topic/495747-another-glgeneratemipmap-question/
(old discussion but better be sure than sorry)

I went for the most compatible solution. Maybe after release this can be tested if other devs agree.
2012-02-14 13:25:23 +00:00
873386b22d Fix #30170: with file saved in texture painting mode, when going to object mode
the image texture is missing. The flag to indicate that the mipmap levels were
already loaded into GPU memory was incorrectly set then.
2012-02-13 21:12:14 +00:00
6e38297b82 Fix: Avoid freeing frect, it always points to a buffer that will be freed later, like srgb_frect or ftilerect on or must not be freed, like Imbuf array itself. 2012-02-12 11:27:51 +00:00
a8081c1d2b Uv Tools branch GSOC 2011
=========================
Documentation: http://wiki.blender.org/index.php/User:Psy-Fi/UV_Tools

Major features include:

*16 bit image support in viewport
*Subsurf aware unwrapping
*Smart Stitch(snap/rotate islands, preview, middlepoint/endpoint stitching)
*Seams from islands tool (marks seams and sharp, depending on settings)
*Uv Sculpting(Grab/Pinch/Rotate)

All tools are complete apart from stitching that is considered stable but with an extra edge mode under development(will be in soc-2011-onion-uv-tools).
2012-01-17 16:31:13 +00:00
4d7c44717a Code cleanup: fix some clang static checker warnings. 2011-12-22 20:29:44 +00:00
2253b63c97 static functions for getting power of 2 values were being copied about too much, add to the BLI_math api.
- is_power_of_2_i
- power_of_2_min_i
- power_of_2_max_i
2011-12-16 09:25:07 +00:00
3f39fde373 Compile fix for r.42546 typo 2011-12-10 03:24:19 +00:00
ae17390b77 picky edits & regen man page 2011-12-10 01:07:22 +00:00
82b9e4d16f verify existence of dm 2011-12-10 01:00:12 +00:00
965c287630 fixes scale on derivative maps 2011-12-09 23:26:06 +00:00
a5fb261016 Fix #29520: issue drawing with VBO + GLSL + alpha pass. Includes some refactoring
to hopefully make alpha material drawing code more clear.
2011-12-07 22:03:49 +00:00
f62ad8f69b remove header text:
"The Blender Foundation also sells licenses for use in proprietary software under the Blender Licens"

also remove NaN references from files that have been added since blender went opensource.
2011-11-29 10:54:47 +00:00
e84c0980a3 correct indentation and some whitespace edits (no functional changes) 2011-11-11 13:09:14 +00:00
094c9799f9 quiet -Wdouble-promotion warnings 2011-11-11 12:00:08 +00:00
28ee0f9218 Texturing: texture and 3d view draw type changes, these should only have any
effect for a render engine using new shading nodes. In short:

* No longer uses images assigned to faces in the uv layer, rather the active
  image texture node is what is edited/painted/drawn.
* Textured draw type now shows the active image texture node, with solid
  lighting.
* Material draw mode shows GLSL shader of a simplified material node tree,
  using solid lighting.
* Textures for modifiers, brushes, etc, are now available from a dropdown in
  the texture tab in the properties editor. These do not use new shading nodes
  yet.

http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
2011-11-08 13:07:16 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
0a4814a6d0 Fix #28766: object properties > display > transparency no longer worked in solid
draw mode, after texface changes.
2011-10-05 15:28:02 +00:00
274b9c8fb8 whitespace cleanup 2011-09-25 12:31:21 +00:00
Dalai Felinto
b263aefb0e TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes

1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)

2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.

2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?

2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct  (Campbell and Brecht proposal).

3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.

3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).

3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.

4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.

Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
fa2ba5fbf5 - use static vars and functions where possible.
- use NULL rather than 0 when used as pointers.
2011-08-28 05:06:30 +00:00
1fd33b6e77 cmake option to build without smoke sim: WITH_MOD_SMOKE 2011-07-13 18:40:21 +00:00
a3e296fc40 Committing patch #25676 Anisotropic filtering in viewport and BGE by me.
This patch adds anisotropic filtering of textures in the viewport and the BGE. The quality of the filtering is adjustable in the user preferences under System. For more information on anisotropic filtering:
http://en.wikipedia.org/wiki/Anisotropic_filtering

One current limitation of this setup (having the option a user preference) is it makes runtimes more troublesome. Runtimes don't have user preferences set, so for now the blender player defaults to 2x AF. Options will be added later to change this value (probably a command line option).
2011-06-15 18:59:22 +00:00
b481524fde fix for float projection painting, now updating correctly.
This fix also allows for partial update of the image, speeding up painting. 
The different code path implemented will be used to upload high resolution images to OpenGL when onion branch is merged.
Due to conversion of float textures to/from sRGB, corrections made to brush color sampling to take account of the image profile. This is not 100% correct yet as texture images used for projection painting strokes are not converted to/from sRGB yet(This has been decided due to loss of precision for 8-bit formats). It will have to do for now, though.

last-minute update, exr image loading is broken, will fix asap
2011-06-06 22:10:05 +00:00
89a166d0de remove some duplicate declarations 2011-05-10 14:48:06 +00:00
f9f771cd01 converted more mixed tab/space indentations to tabs. only whitespace changes. 2011-04-21 15:53:30 +00:00
210ee1ade4 whitespace only, no functional change mixed tabs/spaces --> tabs. 2011-04-21 13:11:51 +00:00
71f571a54d fix [#26955] GL Texture Size doesn't work.
Brecht: reverting this change you made r22532, which I cant see a reason for.
2011-04-16 09:26:45 +00:00
0298d223cc quiet various warnings, also disable -Wdouble-promotion with cmake since it gives warnings with variable length args. 2011-04-03 10:04:16 +00:00
709c727c51 replace 0 with NULL when used as a pointer 2011-03-03 17:58:06 +00:00
Nathan Letwory
93b144548d doxygen: blender/gpu tagged. 2011-02-27 20:25:53 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
4124804b4e many functions in blender are not marked static but should be.
most local modifier,GPU,ImBuf and Interface functions are now static.

also fixed an error were the fluid modifier definition and the header didnt have the same number of args.
2011-02-13 14:16:36 +00:00
8227b3d463 remove/comment unused vars
also removed unnecessary NULL checks (where the pointer was used later without checking).
2011-01-13 04:53:55 +00:00
89c9aaaa25 remove references to BKE_utildefines where its not needed.
- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07 19:18:31 +00:00
8f21a43535 split BKE_utildefines.h, now it only has blender specific defines like GS() MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
2011-01-07 18:36:47 +00:00
b067a85aa3 Todo item:
Object color option now is incorporated in preview render, and
in display in 3D window.

Note that Object-color is "modulating" the render result, it just
multiplies... which is very limited for practical use. This was
added for Apricot game project. The original meaning however was
to replace diffuse only... so specular and light work still correct.

ALso made header for properties editor start on top, to reflect
default (report in tracker).
2011-01-05 15:10:35 +00:00
cd97253502 - added GCC warning -Wstrict-prototypes
- fixed bug in paste material, exposed by stricter warnings.
- removed/renamed various shadowed vars.
- removed BGE lamp.colour, only allow lamp.color attribute.
2010-12-03 12:30:59 +00:00
d3ec9753c4 freeing all free GPU buffers every frame could be a performance issue and is not necessary 2010-11-26 11:20:03 +00:00
32eba0898b Reverting revision 33120, which added vram monitoring. The method used had some problems (especially in the freeing function). I will research an alternative solution and submit it to the tracker. 2010-11-24 06:27:07 +00:00
1bb98b4194 Adding monitoring for (approximate) VRAM used by textures. The information is currently only used in the profiling data of the BGE.
Here is a image of it in action:
http://www.pasteall.org/pic/show.php?id=6351

What it monitors:
  * VRAM used by textures created via bf_gpu and BL_Textures

What it does not monitor:
  * VRAM used by the Blender ui
  * VRAM used by 2d filters
  * VRAM allocated by the user via KX_Scene.pre_draw and KX_Scene.pre_draw
2010-11-17 05:28:25 +00:00
db09ca106d remove/tag unused args for view*.c, gpu*.c & image*.c 2010-10-15 12:29:02 +00:00
a7258c9651 - fix for crash when drawing a subsurf after a modifier that lost original indices (bevel/screw/decimate)
- fix for own mistake used madd_v3_v3fl rather then mul_v3_v3fl, r32241.
2010-10-05 11:16:07 +00:00
db1b74654b - spec hardness was missing redraw update
- missed rna rename in image ui
- use BLI_math functions in gpu_draw.c (no functional changes)
2010-10-02 06:34:04 +00:00
677b9a194f need to set GL_SHININESS to the default value for weight painting. 2010-09-28 11:08:45 +00:00
dbd5524970 show material hardness in solid shaded mode 2010-09-27 07:01:08 +00:00
62c7786cd9 use a struct for fixed materials rather then float[2][4], easier to follow (no functional change) 2010-09-27 06:49:27 +00:00