September 2, 2013, 14:01 (GMT) |
September 2, 2013, 12:51 (GMT) |
- added templated lookup, hidden behind the new VDBAccessor class; had to move VDBVolumeFile definition to avoid circular reference; |
September 1, 2013, 15:58 (GMT) |
Fixed another strict compilation error, mixed declarations and code. |
September 1, 2013, 15:51 (GMT) |
Fixed a strict compilation error, mixed declarations and code. |
September 1, 2013, 15:45 (GMT) |
Fixed some compilation errors for strict compilation. |
September 1, 2013, 15:26 (GMT) |
Fixed bug whereby bContext wasn't declared. |
August 31, 2013, 14:07 (GMT) |
Brushes are presented in a more space efficient manner. Color picker is now not a full blown widget, but a simple one. * Fixed a bug whereby a variable wasn't declared at the start of a block. |
August 31, 2013, 11:01 (GMT) |
Quick followup for the previous commit to prevent crashes when having dependency cycles. |
August 31, 2013, 11:01 (GMT) |
Pass EvaluationContext to object update routines Main purpose of this change is to get rid of legacy G.is_rendering check to distinguish whether update happens for viewport or for render purposes. Currently EvaluationContext structure only contains single field, which indicates whether update happens for viewport or render, but in the future it might be extended by all the stuff needed for duplis and friends. This commit also gets rid of derived mesh creation fro modifier stack for operand objects (like second operand for boolean). This was only confusing and violated threaded update actually. Now modifier stack assumes all the dependencies are met and derived meshes for operand objects might be just used. This requires some changes to renderer as well, so now there's also a derivedRender stored in object structure. It also solves old TODO when boolean will use preview setting for it's operand subsurf level. There's still the whole bunch of TODOs: - Duplis might have some regressions when rendering. - External render engines are to be take care about (there might be some regressions for them as well, because they're for sure not aware of derivedRender). - Viewport required DAG_on_visible_update when changing current screen to keep all DMs up-to-date. The same happens when changing the scene, so perhaps this is correct thing to have anyway. - Render database is doing some tricks to make sure derivedRender for invisible objects but which are needed for other objects are properly calculated. It uses some recursion and might end up with some crashes if having dependency cycles. This is to be changed to non-recursive algorithm which would be aware of cycles as well. API might have some cleanup as well. - Ideally, derivedRender shall be calculated in threads (same as what's happening in scene evaluation). - Currently only meshes are being changed. Other types of objects are not expected to change any behavior. |
August 30, 2013, 16:25 (GMT) |
Work in progress: polishing and redoing some of the panel layouts for the view3d. |
August 30, 2013, 14:49 (GMT) |
Add layer operator in projective texture paint layer panel. This commit adds a new mtex slot of type image, using UV mapping on active material. It also allocates a new image for it. Size is fixed currently (1024x1024) but this can change later. This code can surely be useful to enforce a working texture paint system as soon as user enters.I hope resource management is done right here, it looks like it works (tm). |
August 30, 2013, 11:54 (GMT) |
Operator buttons in custom panels can now be reordered by dragging up and down. |
August 30, 2013, 10:33 (GMT) |
August 30, 2013, 09:36 (GMT) |
August 30, 2013, 09:26 (GMT) |
merge with trunk -r59651 |
August 29, 2013, 23:31 (GMT) |
Separate paint layer options to their own panel and put it above the brush panel. Not sure if it's the best place to place this, will gather artist feedback about placement |
August 29, 2013, 22:10 (GMT) |
Speedup for new texture selection system: Cache the texture paint image on the material. This makes it possible to avoid looping through all material slots. Since there are quite a few lookups per face for this image, better only calculate the result once. |
August 29, 2013, 15:35 (GMT) |
Implemented the first parts of the draggable operator buttons for custom panels. |
August 29, 2013, 13:14 (GMT) |
August 28, 2013, 19:40 (GMT) |
- added grid selection: if a grid is specified by name in OIIO's TextureOpt, we search for it, and return false in the lookup if it isn't found; if it isn't specified by name, we take the first grid in the file; - code reorganization: code was split in more files, separating the utility functions from the VDBVolumeFile struct; - initial version of a templated lookup method for compatibility with any vdb grid type. |
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Master Commits
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