Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
69 lines
1.8 KiB
C++
69 lines
1.8 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2007 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/windowmanager/wm_draw.h
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* \ingroup wm
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*/
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#ifndef __WM_DRAW_H__
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#define __WM_DRAW_H__
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#include "GPU_glew.h"
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#define MAX_N_TEX 3
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typedef struct wmDrawTriple {
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GLuint bind[MAX_N_TEX * MAX_N_TEX];
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int x[MAX_N_TEX], y[MAX_N_TEX];
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int nx, ny;
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GLenum target;
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} wmDrawTriple;
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typedef struct wmDrawData {
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struct wmDrawData *next, *prev;
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wmDrawTriple *triple;
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} wmDrawData;
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struct bContext;
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struct wmWindow;
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struct ARegion;
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/* wm_draw.c */
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void wm_draw_update (struct bContext *C);
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void wm_draw_window_clear (struct wmWindow *win);
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void wm_draw_region_clear (struct wmWindow *win, struct ARegion *ar);
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void wm_tag_redraw_overlay (struct wmWindow *win, struct ARegion *ar);
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void wm_triple_draw_textures (struct wmWindow *win, struct wmDrawTriple *triple, float alpha);
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void wm_draw_data_free (struct wmWindow *win);
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#endif /* __WM_DRAW_H__ */
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