Blender Git Commits

Blender Git "master" branch commits.

Page: 3706 / 5574

March 6, 2012, 02:40 (GMT)
Draw individual face's material and shading correctly in the PBVH.

Previously, the shading and material was set once per PBVHNode when
drawing. This is still the case, but PBVHNodes are now built to
contain only one material and shading mode.

This is done with an extra partitioning step; once the number of
primitives in the node falls below the PBVH leaf limit, it's
primitives are checked for matching materials. If more than one
material or shading mode is present in the node, it is split and
partitioned (partitioned by material rather than 3D location.)

Given a sufficiently 'annoying' input, like a dense mesh with
thousands of materials randomly scattered across it, this could
greatly increase PBVH build time (since nodes might end up containing
a single primitive), but in general this shouldn't come up.

In order to support materials for grids, the CCGDM is building another
grid array (of DMFaceMat structs). This could be used to replace
CCGDM.faceFlag for some small memory savings (TODO).
March 6, 2012, 01:01 (GMT)
Code cleanup: remove unused parameter from some ccgSubSurf accessors.

Remove 'CCGSubSurf *ss' parameter from ccgSubSurf_getFaceFaceHandle,
ccgSubSurf_getFaceVert, and ccgSubSurf_getFaceEdge.
March 6, 2012, 00:17 (GMT)
Bugfix and code cleanup: use better types for faceFlags in CCGDM.

Previously this was just a character array that stored face/poly flags
and mat_nr. Since mat_nr should be a short, this would have truncated
for higher values.

Replaced with a new DMFaceFlags struct.
March 5, 2012, 23:30 (GMT)
Code cleanup in rna files (huge, higly automated with py script).

Addresses:
* C++ comments.
* Spaces after if/for/while/switch statements.
* Spaces around assignment operators.
March 5, 2012, 22:24 (GMT)
Code cleanup: factor out some common code from PBVH build_sub/build_leaf.
March 5, 2012, 22:12 (GMT)
Code cleanup: add comments for build_sub() and remove debug function.

Remove the function (and call to) check_partitioning(), this was just
a debug function.
March 5, 2012, 21:55 (GMT)
Code cleanup: split PBVH build_sub() into two functions.

Removes also a confusing else{} block that didn't make much sense.
March 5, 2012, 21:42 (GMT)
Disable interpolation of customdata layers on edge slide

This option might be useful in some cases like keeping UV coordinated in kind of
"correct" state so sliding edge loop will also slide edges in UV. But for other
layers like shapekeys and vertex colors it's arguable it's actually needed.

The way it's currently done isn't actually acceptable because it doesn't take
flags like UVCALC_TRANSFORM_CORRECT into account and also makes extra unwanted
things like interpolating shapekeys which leads to propagating changes into
basis keys and also results with slide applied twice for relative keys because
offset is also applying on loading edit mesh.

Also discussed with Brecht who agreed with marking this things as TODO and
disabling for now.

This should fix issue reported in #30387: Edge Slide propogates to Basis Shape Key
March 5, 2012, 21:27 (GMT)
Code cleanup: remove unused drawFacesColored from DerivedMesh.

This function pointer isn't called anymore, so removing it and the
cddm/ccgdm/gpu code associated with it.
March 5, 2012, 21:17 (GMT)
fix [#30459] BMesh Edge Split Hangs.

edge split result is still not correct in this case but at least avoid eternal loop.

also - dont tag sharp edges with <2 faces for splitting.
March 5, 2012, 19:01 (GMT)
Another possible fix for degenerate triangles in imported mesh data.

A motivating example of the problem the present solution aims to address is a
quad face such that three of the four vertices are colinear (i.e., they are
lying on a line). Depending on how this quad is separated into two triangles,
one of them can be a degenerate triangle. Degenerate triangles of this form
are easy to avoid by rotating the diagonal edge of quad faces without affecting
the visual outcome. The fix implemented in this commit tries to address
degenerate triangles in this way.
March 5, 2012, 18:54 (GMT)
Fix for OpenEXR half float save function resulting in dark images saved

Float buffers of ImBuf are always supposed to be linear space a,d ImBuf's
profile means how byte array was constructed from float buffer.
March 5, 2012, 18:05 (GMT)
copying a mesh was generating tessfaces which isnt needed
March 5, 2012, 17:23 (GMT)
Add stub needed for blenderplayer compilation.
March 5, 2012, 16:21 (GMT)
added check for DNA C syntax we cant parse:

void*somepointer;

.. this is valid C but breaks makesdna.c
March 5, 2012, 16:19 (GMT)
tesselat -> tessellat in UI messages, + style edits.
March 5, 2012, 14:25 (GMT)
Fix for missed faces in mesh after switching active shape key in edit mode.
March 5, 2012, 14:12 (GMT)
== Python API docs ==

Adding two new command line options (-f = full rebuild, -t = testing) so that we don't have to edit the file each time

March 5, 2012, 13:02 (GMT)
RegionView3D.update call, to address issue in report:
[#30454] perspective_matrix not update in real time with bpy.ops.view3d.zoom

This is so you can modifify the view settings and get the view matrix after without waiting for a redraw.
March 5, 2012, 11:49 (GMT)
fix [#30457] Smooth normals wrongly exported to wavefront

mesh.calc_normals() wasnt calculating vertex normals (only face normals),

now only calculate vertex normals.

added a define incase we want to have poly normals back again.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021