Revision e5e73cc by Campbell Barton May 5, 2015, 07:08 (GMT) |
Math Lib: rename fill_*, to copy_* matching convention for fixed length api, eg: copy_v3_fl |
Revision ea5f9fe by Campbell Barton May 5, 2015, 06:34 (GMT) |
Cleanup: function arg wrapping |
Revision 1648fee by Campbell Barton May 5, 2015, 06:34 (GMT) |
Cleanup: rip tool |
Revision 7201f6d by Sv. Lockal May 5, 2015, 06:11 (GMT) |
Cycles: Use curve approximation for blackbody instead of lookup table Now we calculate color in range 800..12000 using an approximation a/x+bx+c for R and G and ((at + b)t + c)t + d) for B. Max absolute error for RGB for non-lut function is less than 0.0001, which is enough to get the same 8 bit/channel color as for OSL with a noticeable performance difference. However there is a slight visible difference between previous non-OSL implementation because of lookup table interpolation and offset-by-one mistake. The previous implementation gave black color outside of soft range (t > 12000), now it gives the same color as for 12000. Also blackbody node without input connected is being converted to value input at shader compile time. Reviewers: dingto, sergey Reviewed By: dingto Subscribers: nutel, brecht, juicyfruit Differential Revision: https://developer.blender.org/D1280 |
Revision 22bbd1c by Campbell Barton May 4, 2015, 21:22 (GMT) |
BMesh: improve rip tool /w mon-manifold verts Can now rip from multiple fans (mixed single faces or larger regions) Also add BM_vert_is_manifold_region which only checks if a vert has disconnected fans. |
Revision e59bd19 by Campbell Barton May 4, 2015, 19:19 (GMT) |
Cleanup: style & const's |
Revision 7478eb9 by Campbell Barton May 4, 2015, 19:19 (GMT) |
Cleanup: wrapped function indentation |
Revision cc81b58 by Bastien Montagne May 4, 2015, 19:13 (GMT) |
Cleanup: deduplicate code. FileBrowser had its own 'shorten_string' func, when we have a full fledge one in interface_widget code... |
Revision e10ecb6 by Antonis Ryakiotakis May 4, 2015, 16:00 (GMT) |
Revert "Different drawing for object centers." This reverts commit 5a8629c0d7da6cfb4b696f1787111c9492e03aba. It does not really work that well since objects can draw in front of selection circles now. |
Revision 1b8069b by Campbell Barton May 4, 2015, 15:20 (GMT) |
UI: location/scale were snapping to 10s In practice this isn't useful (for scale especially). For float buttons with a very large range, don't attempt to match the snap to the range. |
Revision fd5090a by Campbell Barton May 4, 2015, 15:06 (GMT) |
UI: button snap (ctrl) was rounding down |
Revision 1227e5c by Antonis Ryakiotakis May 4, 2015, 14:57 (GMT) |
Fix T44503 full sample does not display any preview any more. The fix exposes another error not fixed in this commit, escaping the render will not flush the full sample render result correctly. |
Revision 68fe630 by Campbell Barton May 4, 2015, 13:50 (GMT) |
Fix eyedropper with quad-view |
Revision 52b9d83 by Campbell Barton May 4, 2015, 12:39 (GMT) |
Fix T44592: Zero scale on an axis, zeros all |
Revision 9ff91ac by Antonis Ryakiotakis May 4, 2015, 12:38 (GMT) |
Follow up to previous commit, remove depth of field from UI in wireframe/boundbox mode. |
Revision 73c090f by Antonis Ryakiotakis May 4, 2015, 12:34 (GMT) |
Fix T44594 disable depth of field in wireframe/bounding box modes. We don't supply depth information in those modes so supporting the effects does not really make sense |
Revision c19f3ea by Lukas Toenne May 4, 2015, 12:31 (GMT) |
Fixed comment. |
Revision 66f96e5 by Thomas Dinges May 4, 2015, 12:31 (GMT) |
Cycles: Fix copy / paste mistake in XML reader. |
Revision e560bbe by Bastien Montagne May 4, 2015, 12:30 (GMT) |
Fix possible crash with datatransfer operator when source object was hidden. Mismatch in poll and exec funcs when getting active (source) object... |
Revision 5a8629c by Antonis Ryakiotakis May 4, 2015, 11:53 (GMT) |
Different drawing for object centers. Code here did depth test always and depth range 0.0. There is no real reason for object centers to write and get tested against depth buffer in this case, just disable the depth test instead ;) Helps with blurry object centers in depth of field mode too (centers wrote depth 0 and were always blurry) |
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