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Revision 7176cbf by Joshua Leung
September 1, 2013, 05:36 (GMT)
Mingw Compiling Fix - Conversion from int to unsigned char...

Apparently mingw/gcc is too stupid to recognise that the values
in alphatest will only be used if they're within the range of
unsigned char (i.e. 0 <= x < 255) when this is done using a ternary
operator. Then again, it's quite hard for humans to immediately
parse what is going on here either! Converting this clever code
back to a more obvious form that mere mortals (and compilers it
seems) can handle with ease ;)
Revision 33c6884 by Joshua Leung
September 1, 2013, 05:12 (GMT)
Mingw/Windows Compiling Fix

This commit attempts to fix the following error:

internguardedallocinternmallocn.c: In function 'rem_memblock':
internguardedallocinternmallocn.c:977:48: error: conversion to 'intptr_t' from 'size_t' may change the sign of the result [-Werror=sign-conversion]

From the references I've managed to find, it appears that
the second arg to munmap() should be size_t not intptr_t.
Fortunately though, we don't use this arg anyways atm, so
this should be quite harmless...
September 1, 2013, 03:43 (GMT)
use strict flags for lasso, boxpack, gsqueue and quadric's.
for lasso also use unsigned ints rather then shorts for the path length.
September 1, 2013, 03:37 (GMT)
use strict flags for scanfill, also replace shorts with unsigned shorts and ints/bools in some cases.
September 1, 2013, 02:46 (GMT)
use strict flags for guarded alloc
September 1, 2013, 00:46 (GMT)
move strict compiler checks into a header so its easier to manage in one place (pragmas were copied around).

also enable more strict warnings for BLF (which had some incorrect casts).
August 31, 2013, 16:36 (GMT)
Cycles:
* World background samples (Branched Path) were missing after integrator rename.
August 31, 2013, 08:18 (GMT)
patch [#35928] View roll operator
from Kevin Mackay (yakca), with my own additions to make it modal (though there are no keys bound to modal roll by default).
August 31, 2013, 05:09 (GMT)
text spacing was using DPI rather then the size of the text.
characters could draw outside the selection when the text was scaled up.
August 31, 2013, 05:00 (GMT)
text drawing glitche - highlight line was offset slightly from selection.
August 31, 2013, 04:22 (GMT)
remove calls to CTX_wm_region(C) when the region is already known.
also remove unused toggle vars in uiHandleButtonData
August 31, 2013, 04:11 (GMT)
fix for ui glitch, pressing backspace over a button to reset to the default value didnt work for the uilist text button (others too), missing redraw.
August 31, 2013, 03:18 (GMT)
Cleanup:
* Silence /arch:SSE2 warning on msvc x64.
August 31, 2013, 02:56 (GMT)
Cycles:
* More build fixes, 2 link errors remain. http://www.pasteall.org/45279

Note: Probably those paths should only be added for Windows and Linux, as "OPENIMAGEIO_LIBPATH" already inherit them for Mac OS. Also "OPENIMAGEIO_LIBRARIES" inherits the libs for Linux already. Is that intended or a lack of consistency?
August 31, 2013, 02:25 (GMT)
Cycles / Standalone:
* Fix some link errors on Windows, still missing png, zlib, jpeg and tiff.

I couldn't yet figure out the correct flags to pass on here, and the 2300 lines huge main CMakeLists file doesn't help with it...
August 31, 2013, 02:12 (GMT)
tweak mempool loop comparisons when we know there is no chance for skipping past the last value.
also correct typo.
August 31, 2013, 02:06 (GMT)
Simplify line/plane intersection, add line_plane_factor_v3().

Remove no_flip option for isect_line_plane_v3(), its quite specific and only used for ED_view3d_win_to_3d().
August 30, 2013, 23:49 (GMT)
Cycles: viewport render now takes scene color management settings into account,
except for curves, that's still missing from the OpenColorIO GLSL shader.

The pixels are stored in a half float texture, converterd from full float with
native GPU instructions and SIMD on the CPU, so it should be pretty quick.
Using a GLSL shader is useful for GPU render because it avoids a copy through
CPU memory.
August 30, 2013, 23:49 (GMT)
RenderEngine API: add viewport draw utility functions to bind a GLSL fragment
shader for converting colors from linear to display space, based on the scene
color management settings.

if engine.support_display_space_shader(scene): # test graphics card support
engine.bind_display_space_shader(scene)
# draw pixels ..
engine.unbind_display_space_shader()
August 30, 2013, 23:09 (GMT)
Fix #36137: cycles render not using all GPU's when the number of GPU's is larger
than the number of CPU threads
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021