Revision d032c8b by Campbell Barton June 30, 2012, 14:28 (GMT) |
disable opencl when compo is disabled. |
Revision 90dc1d1 by Campbell Barton June 30, 2012, 14:14 (GMT) |
the compositor optional for cmake: WITH_COMPOSITOR |
Revision e6d55c9 by Campbell Barton June 30, 2012, 12:58 (GMT) |
add support for passing lists of verts/edges/faces to bmesh operators |
Revision 473f817 by Sergey Sharybin June 30, 2012, 12:40 (GMT) |
Color management: remove unused baked LUTS |
Revision 6bfe926 by Sergey Sharybin 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 |
Revision b57a552 by Sergey Sharybin 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. |
Revision dc40cb4 by Sergey Sharybin June 30, 2012, 12:36 (GMT) |
Color management: fixes for view transform not being properly handled in space node create and duplicate callbacks. |
Revision 74df85d by Sergey Sharybin 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. |
Revision b984fdf by Sergey Sharybin 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 |
Revision d0f67e4 by Sergey Sharybin 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. |
Revision 3e99ec8 by Campbell Barton 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. |
Revision 5a859c6 by Jason Wilkins June 30, 2012, 10:31 (GMT) |
GPU_upload_dxt_texture failed to compile if WITH_DDS was not defined |
Revision 35d8424 by Campbell Barton 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. |
Revision 436f02a by Mitchell Stokes 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). |
Revision 2d7efed by Campbell Barton 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. |
Revision 244a1c5 by Campbell Barton June 29, 2012, 20:34 (GMT) |
svn merge ^/trunk/blender -r48411:48415 |
Revision 20d7a38 by Campbell Barton 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. |
Revision 53d33d8 by Campbell Barton 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, |
Revision 5bdf98b by Campbell Barton 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. |
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