Blender Git Commits

Blender Git "master" branch commits.

Page: 3553 / 5574

June 30, 2012, 14:28 (GMT)
disable opencl when compo is disabled.
June 30, 2012, 14:14 (GMT)
the compositor optional for cmake: WITH_COMPOSITOR
June 30, 2012, 12:58 (GMT)
add support for passing lists of verts/edges/faces to bmesh operators
June 30, 2012, 12:40 (GMT)
Color management: remove unused baked LUTS
June 30, 2012, 12:37 (GMT)
Color management cleanup and improvements

- De-duplicate code used by color management panel drawing,
moved this panel to utility file in bl_ui

- Added support of per-window color management control
which means view transform. exposure and gamma could be
set per window and all spaces would use this settings.

This is default behavior for older files now.

- Added support of color management display of movie clips
in clip editor.

Supported both texture buffer and fallback draw methods.

- Fixed default values for exposure and gamma
June 30, 2012, 12:37 (GMT)
Color management refactoiring and some extra options

- Move space-being settings (such as view transform) into own
DNA and RNA structure to avoid code duplication in some areas
and save some arguments on display buffer acquiring function.

Also added some utility functions to BKE to manipulate this
settings.

- Replace static sized color managed buffer flags array with
dynamically sized array which matches actual number of displays.

Probably this flags better be transfposed so it'll support
any number of view transforms and 32 displays (currently it's
other way around). it's runtime flags only, so would be simple
to change any time.

- Added support of configurable exposure and gamma.

Changing this settings wouldn't generate new item in cache,
it'll affect on buffer with the same color spaces conversion.

It'll also run full color transform from scratch on every run,
this could be changes in a way that it'll re-use color managed
buffer, but from quick glance it doesn't give really noticeable
boost.

Currently this settings are stored as pointer in ImBuf structure
itself. Probably it make sense removing them from ImBuf and make
moviecache be able to store some kind of tags associated with
cached ImBuf.
June 30, 2012, 12:36 (GMT)
Color management: fixes for view transform not being properly handled
in space node create and duplicate callbacks.
June 30, 2012, 12:36 (GMT)
Color management: multithreaded transformation apply

Since RRT can't be baked into 3D LUT it's the only way to increase
speed of transformation and make image / clip loading in acceptable
time.
June 30, 2012, 12:36 (GMT)
Color management fixes

- Fixed memory leak caused by incorrect handling of cached buffer
in cases if it was marked as dirty
- Do not use 3D LUT for RRT -- they can't be easily baked into 3D
LUT without being clamped to 0..1 space
- Make sure blender compiles without OCIO support
June 30, 2012, 12:36 (GMT)
Color management fixes and improvements

- Made color management cache safe for situations when one area
requested a display buffer, then some changes were done which
invalidated cache, other area requested display buffer which
changed cached buffer.

Suck case could be fatal for first used of display buffer,
which didn't happen yet because cache is being accessed from
main thread only, but better to keep this things completely
thread save to avoid headache in the future.

- Baked RRT transformations, which gives ~3-4 times boost
hopefully without visible artifacts.

- Added support of partial updates to display buffers.

This would create special context which hols display buffer
which imbuf had to the time of creating this context and
later this context would allow to run a color correction
from given linear buffer within given region.

This is being used by compositor to enable more realtime
display update when compositing.

- Added support of color management backdrop for nodes editor.

There's now special menu called display properties in N-panel
of nodes editor.

Probably this better be de-duplicated somehow, but not sure
yet how. Currently it's not so harmful to have panel for two
spaces which contains only 2 properties.

There's currently one unsolved issue with backdrop:
it's not being updated progressively when just loading the
file -- it's simply because there's no color managed display
buffer for backdrop yet, and compositor doesn't actually
know which color space to use here to generate preview to.
June 30, 2012, 11:14 (GMT)
all bmesh operators can now be accessed from bmesh.ops.* using a generic wrapper,
argument parsing still needs to have support added for vector, matrix and element types.
June 30, 2012, 10:31 (GMT)
GPU_upload_dxt_texture failed to compile if WITH_DDS was not defined
June 30, 2012, 09:55 (GMT)
code cleanup: rename some members of bmesh operators, 'slots' is a C++ keyword which confuses some IDE's.
also added missing BMO_op_vinitf args to comments.
June 30, 2012, 04:34 (GMT)
Finally committing support for compressed textures on the GPU (DDS+DXT). This patch started out as a patch by me, then cleaned up by Kupoman during his work on Cucumber.

One important thing to keep in mind when using this feature is that you'll need to flip your textures vertically (both the GIMP and Photoshop DDS tools I've seen have support for this on export). This is a quirk in using a texture format originally made for DirectX/DirectDraw, and flipping the compressed data is a real headache. Another quick fix for this issue is to change the Y value for the Size in the Mapping panel in the Texture properties to -1 (default is 1).
June 29, 2012, 23:09 (GMT)
mark modifier operators that only work in the UI as internal, otherwise this causes some confusion when they do nothing when accessed from the spacebar search menu.
June 29, 2012, 20:34 (GMT)
svn merge ^/trunk/blender -r48411:48415
June 29, 2012, 20:29 (GMT)
don't close operator dialogs when the mouse moves outside of them. this is very annoying when you spend time to enter in many values, escape, click-out-side still quits.
June 29, 2012, 20:26 (GMT)
game engine & viewport, dont show collision bounds for convex hull or triangle meshes - really visual distraction and they are not used,
June 29, 2012, 14:39 (GMT)
svn merge ^/trunk/blender -r48409:48411
Revision 83093d6 by Lukas Toenne
June 29, 2012, 14:34 (GMT)
Extended modes for snapping in the node editor.
The transform operators in nodes will now use the unselected nodes to generate snapping points. Unlike object snapping, node snapping works for the x/y axes separately and snaps node borders to same borders of unselected nodes. The sensitive area for node borders extends over the whole view2D range, to enable simple alignment of nodes in both x and y direction.

For snap points in the node editor an additional enum value is stored to indicate the type of node border (left/right/top/bottom). This works as a constraint on possible node alignments: only same border types align with each other.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021