Revision df56312 by Sergey Sharybin December 29, 2013, 10:44 (GMT) |
Fix T37980: Multiple font objects sharing an external font gives problems Solved by adding RW lock to BKE_vfont_to_curve. So now all the threads are allowed to read chars from ghash, but they'll be locked as soon as one thread would need to load more chars from font to the ghash. |
Revision 57e8c58 by Campbell Barton December 29, 2013, 10:05 (GMT) |
Text3d: setting upper/lower case now uses the selection |
Revision 9a3855e by Campbell Barton December 29, 2013, 10:04 (GMT) |
Text3d: remove redundant call to wcslen |
Revision d0ec1b1 by Campbell Barton December 29, 2013, 05:54 (GMT) |
Fix for 3d text ctrl+arrow keys failing for multi-byte characters. |
Revision 07851dd by Campbell Barton December 29, 2013, 03:50 (GMT) |
Math Lib: replace point in polygon function with one thats ~23x faster. rather then using angle summing, use line intersection checks. |
Revision 28f5573 by Campbell Barton December 29, 2013, 02:35 (GMT) |
Fix for inexact 3d cursor placement especially when zoomed out. Even with the startup scene clicking multiple times in the corner of the view without moving the mouse would move the cursor a little each time. |
Revision eb4090d by Campbell Barton December 29, 2013, 01:51 (GMT) |
Fix missing check if isect_plane_plane_v3 fails to find an intersection. |
Revision 3f39af9 by Brecht Van Lommel December 28, 2013, 22:39 (GMT) |
Fix cycles volume render crash when trying to access primitive attributes like generated texture coordinates or tangents. |
Revision fe22264 by Brecht Van Lommel December 28, 2013, 22:20 (GMT) |
Cycles Volume Render: add volume emission support. This is done using the existing Emission node and closure (we may add a volume emission node, not clear yet if it will be needed). Volume emission only supports indirect light sampling which means it's not very efficient to make small or far away bright light sources. Using direct light sampling and MIS would be tricky and probably won't be added anytime soon. Other renderers don't support this either as far as I know, lamps and ray visibility tricks may be used instead. |
Revision 077fe03 by Sv. Lockal December 28, 2013, 19:26 (GMT) |
Use ccl_device_inline for SSE perlin noise msvc ignores inline hint here and generates a bunch of push/lea |
Revision 2b39214 by Brecht Van Lommel December 28, 2013, 19:12 (GMT) |
Cycles Volume Render: add support for overlapping volume objects. This works pretty much as you would expect, overlapping volume objects gives a more dense volume. What did change is that world volume shaders are now active everywhere, they are no longer excluded inside objects. This may not be desirable and we need to think of better control over this. In some cases you clearly want it to happen, for example if you are rendering a fire in a foggy environment. In other cases like the inside of a house you may not want any fog, but it doesn't seem possible in general for the renderer to automatically determine what is inside or outside of the house. This is implemented using a simple fixed size array of shader/object ID pairs, limited to max 15 overlapping objects. The closures from all shaders are put into a single closure array, exactly the same as if an add shader was used to combine them. |
Revision e369a5c by Brecht Van Lommel December 28, 2013, 15:57 (GMT) |
Cycles Volume Render: support for rendering of homogeneous volume with absorption. This is the simplest possible volume rendering case, constant density inside the volume and no scattering or emission. My plan is to tweak, verify and commit more volume rendering effects one by one, doing it all at once makes it difficult to verify correctness and track down bugs. Documentation is here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume Currently this hooks into path tracing in 3 ways, which should get us pretty far until we add more advanced light sampling. These 3 hooks are repeated in the path tracing, branched path tracing and transparent shadow code: * Determine active volume shader at start of the path * Change active volume shader on transmission through a surface * Light attenuation over line segments between camera, surfaces and background This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself. |
Revision 133f770 by Brecht Van Lommel December 28, 2013, 15:57 (GMT) |
Code cleanup: move shadow_blocked function into separate file. |
Revision 37c4d6a by Brecht Van Lommel December 28, 2013, 15:57 (GMT) |
Cycles Volume Render: add flags to quickly detect when objects have a volume shader. |
Revision a35db17 by Brecht Van Lommel December 28, 2013, 15:57 (GMT) |
Cycles Volume Render: work on nodes and closures. * Henyey-Greenstein scattering closure implementation. * Rename transparent to absorption node and isotropic to scatter node. * Volume density is folded into the closure weights. * OSL support for volume closures and nodes. * This commit has no user visible changes, there is no volume render code yet. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself. |
Revision a06c9c2 by Campbell Barton December 28, 2013, 14:38 (GMT) |
Fix regression T37971: Crash setting recursive dupli-verts |
Revision fa9b5d5 by Lukas Toenne December 28, 2013, 13:54 (GMT) |
Revision 33b87dc by Campbell Barton December 28, 2013, 13:51 (GMT) |
update console shell for changes in api |
Revision 2654b28 by Campbell Barton December 28, 2013, 08:45 (GMT) |
Text3d: avoid calculating the font boundbox scale for every character |
Revision 1aa6260 by Campbell Barton December 28, 2013, 08:34 (GMT) |
Fix for text3d issue, n was attempting to find a character too |
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