Revision f8aa295 by Campbell Barton December 13, 2008, 16:11 (GMT) |
projection paint cleanup (nothing to see here) * BarycentricWeightsPersp2f was calling BarycentricWeights2f, and re-weighting. Changed so the re-weighting isnt needed. * replaced tri_depth_2d with VecZDepthOrtho and VecZDepthPersp * project_paint_occlude_ptv_clip now calls project_paint_occlude_ptv to remove duplicate code. |
Revision e6897de by Ton Roosendaal December 13, 2008, 11:34 (GMT) |
2.5 Bugfix in the "map cur with mask to region". Division had to be switched. :) |
Revision 4de30b2 by Joshua Leung December 13, 2008, 09:25 (GMT) |
View2D: * Grid calculation now takes separate args for x/y units and clamping * Timeline now gets V2D_LOCKZOOM_Y flag to prevent zooming in y-axis |
December 13, 2008, 05:43 (GMT) |
and the new voxel data files.. |
December 13, 2008, 05:41 (GMT) |
* Volume Rendering: Voxel data This commit introduces a new texture ('Voxel Data'), used to load up saved voxel data sets for rendering, contributed by Rau�l 'farsthary' Ferna�ndez Herna�ndez with some additional tweaks. Thanks, Rau�l! The texture works similar to the existing point density texture, currently it only provides intensity information, which can then be mapped (for example) to density in a volume material. This is an early version, intended to read the voxel format saved by Rau�l's command line simulators, in future revisions there's potential for making a more full-featured 'Blender voxel file format', and also for supporting other formats too. Note: Due to some subtleties in Rau�l's existing released simulators, in order to load them correctly the voxel data texture, you'll need to raise the 'resolution' value by 2. So if you baked out the simulation at resolution 50, enter 52 for the resolution in the texture panel. This can possibly be fixed in the simulator later on. Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1 and it can appear rotated 90 degrees incorrectly. This will be tackled, for now, probably the easiest way to map it is with and empty, using Map Input -> Object. Smoke test: http://www.vimeo.com/2449270 One more note, trilinear interpolation seems a bit slow at the moment, we'll look into this. For curiosity, while testing/debugging this, I made a script that exports a mesh to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels, rendered as a volume: http://www.vimeo.com/2512028 The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py * Another smaller thing, brought back early ray termination (was disabled previously for debugging) and made it user configurable. It now appears as a new value in the volume material: 'Depth Cutoff'. For some background info on what this does, check: http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/ * Also some disabled work-in-progess code for light cache |
Revision 9f06ed1 by Joshua Leung December 12, 2008, 23:30 (GMT) |
RNA: start of wrapping for Constraints Still need to find out how to get the variable struct-type for constraint->data to work correctly. Any ideas brecht? |
Revision e83b5fa by Joshua Leung December 12, 2008, 23:28 (GMT) |
View2d: Removing some debug code I left in... |
Revision 56557f2 by Joshua Leung December 12, 2008, 23:25 (GMT) |
2.5 - Assorted View2D related fixes IPO Editor Fixes: * Grid now draws correct. Fixed typo in gridline calculations preventing drawing from occurring. Also, set the right arguments to the appropriate View2D calls. * Limited Ton's cur<->mask mapping 'hack' to Outliner only, as it was causing problems with the drawing of the grid. Perhaps there's still some faulty code in curRect_validate that should be changed instead... * Horizontal scroller draws frames now by default. However, the values are still offset a bit, so will need further investigation. Outliner Fixes: * Fixed overlapping text problem with RNA-path and menus. Now RNA path draws as a label beside the menus, so there shouldn't be any more problems there. * do_versions code now sets all appropriate flags, as old OOPS views could cause errors with scroller drawing + view manipulation operators which depend on flags being set. |
Revision f3dc0ba by Nathan Letwory December 12, 2008, 20:59 (GMT) |
* spacetype time -> spacetype ipo |
December 12, 2008, 20:41 (GMT) |
started whiping cmake into shape for 2.5 still need to figure out the rna stuff but its close. Need to get it working for blender then copy over same to game engine. Kent |
Revision 0956f78 by Nathan Letwory December 12, 2008, 20:11 (GMT) |
* To have IPO editor get both compiled and link, we also make sure it is actually built and linked to. |
Revision f2884fe by Ton Roosendaal December 12, 2008, 19:19 (GMT) |
2.5 Another make file... |
Revision aa40953 by Campbell Barton December 12, 2008, 18:59 (GMT) |
Projection Painting, merge from branch Additions/Features... - Painting onto multiple images at once. - Clone with an offset similar to the gimp, also an option to clone between UV layers, (not both offset and between layers atm) - Stencil layer, similar to The Gimp's quickmask. - Face mask mode - (painting onto only selected faces). - Texture brushes (so image and texture-node brushes too) - Seam bleed so you don't see gaps when painting over UV seams (new option set in the panit panel) - Occlusion (only point onto the first face under the paintbrush, can also be used for masking out parts of the model to paint onto) - (new option set in the paint panel) - Muti-threaded, each thread operates on its own bucket. - Support partial updates to speedup OpenGL texture refreshing. - Support tile based multiple undo's - Support float image buffers. - Backface culling (new option set in the paint panel) - All color blending modes - Add/Multiply.. etc. - Airbrush rate. (used to be broken) - Improve the way paint is mixed when painting, so painting with 0.2 alpha will not accumulate above 0.2 alpha on the image as you paint. - Option to use normals to fade out strokes on the edge of a surface to avoid ugly edges. (same as Vertex Paints "Normal" option) Known Problems - Not directly related to painting but changes in selection flags are not updated on the final derived mesh. - Smear tool has some distortion when in perspective mode. - While in perspective view any faces with 1 vert behind the viewpoint, will be completely ignored. - Painting can be initially slow while buckets are being initialized, a number of solutions exist. - Size 1 brushes don't work yet. - When painting onto large faces its still possible to get artifacts. - Spatial optimizations are needed to skip occluded faces and test pixel occlusion. (will look into using blenders BVH ) |
Revision 3b9781b by Ton Roosendaal December 12, 2008, 18:56 (GMT) |
2.5 Scons was missing WM includes |
Revision a46ddac by Ton Roosendaal December 12, 2008, 18:47 (GMT) |
2.5 - Added rudimentary support for Ipo window (Joshua can check on view2d issues for this? :) - removed ED_area.h, added ED_space_api.h |
Revision 696ef1a by Campbell Barton December 12, 2008, 18:31 (GMT) |
minor changes |
Revision 6f78cdd by Campbell Barton December 12, 2008, 17:56 (GMT) |
view.c * Renamed view_autodist to view_mouse_depth * Accept args for mouse location and pixel distance around the hotspot used to lookup the depth. * removed persp(PERSP_VIEW) within this function, since it didnt set the view back. imagepaint.c * normal falloff now works as Brecht suggests. Normal limit of 80 will blend between 80 and 85deg, 70deg limit blends between 70-80deg. * convert normal falloff to radians on initializing rather then on every comparison. * Ctrl+Click setting the cursor in its own function. * projection painting wasnt accounting for an exception for too high pressure values on first touch in windows for some tablets. * removed grease pencil benchmark function |
Revision faf7965 by Ton Roosendaal December 12, 2008, 17:10 (GMT) |
2.5 - found fix for time-space view2d when increasing height of area, it has min/max Y zoom stored based on size of area... needs smarter way. - outliner: header file added, area switch menu + dummy pulldown. this will become template for other space types... |
Revision 2fa23a0 by Ton Roosendaal December 12, 2008, 16:29 (GMT) |
2.5 Fixes in view2d: - mask/slider rects were calculated wrong 1 pixel (was overlapping) - found bug with outliner stretching on area-edge-dragging. It required an extra mapping of the 'cur view' via mask to actual region. - added v2d sanity check for uninitialized v2d's - removed cruft in do_versions for headers (gets catched with above) - added header-view2d-initialize function, for new-space calls Fixes in areamanager: - fixes in 'new space' for time/outliner/view2d (unfinished) For Joshua: - Making time window higher shows it doesn't update 'cur'. Not sure what kind of v2d flag should be checked or set? |
Revision 05e5e00 by Joshua Leung December 12, 2008, 11:41 (GMT) |
View2D: Cosmetic tweaks for scrollers Scrollers now draw in the 'rounded + shaded' style as much of the rest of Blender now. This is just a rough draft of what they could look like (vertical scrollbers in particular highlight the need for a complementary version of gl_round_box_shade). |
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