Revision 9f6f449 by Ton Roosendaal July 2, 2006, 10:30 (GMT) |
Bugfix #4562 Another thread render issue, now in Image texture, the 'repeat' value was still a global... how did I think that would ever work? Just forgot about that one I guess. :) |
Revision 5e30fb1 by Ton Roosendaal July 2, 2006, 09:56 (GMT) |
Bugfix #4561 Sequence renders, calling scenes with compositing, didn't execute composite correctly. Confusement caused by the rule that a "Render" handle has same name as Scene, which gives conflict for the case when a Scene has sequencing with Scene strips with its own scene in it. The previous solution for that conflict caused composite not to work. This commit solves that, but it is still hackish. Main reason is the still bad global G.scene, in use by compositor. |
Revision 348a4c0 by Campbell Barton July 2, 2006, 09:44 (GMT) |
More fixes to lightwave ngon filling, fallback to fan fill- ngon function has working optimized loop detection, uses PolyFill function. LWO cheats by having multiply poly lines in 1, by doubling back on the line. BPyMeshes NGON function splits this into multiple NGons so PolyFill can fill properly. Tested with 1711 LWO files - (2 had unreadable faces) 77meg and 103 OBJ files- all worked. |
Revision 9467a55 by Ton Roosendaal July 2, 2006, 08:31 (GMT) |
Fix: While checking on render stats timer, I found there was already stats reserved for field and blur steps, but never used or printed. |
Revision fc1becd by Ton Roosendaal July 2, 2006, 08:15 (GMT) |
bug #4559 Render timers were called in the internal render loops (tile processor), they still had to be moved to the outer loop, so they include fields/blur or sequencer render timing correctly. |
Revision 0cbb917 by Ton Roosendaal July 2, 2006, 07:59 (GMT) |
Bugfix #4558 Thread render error: a flag was stored in read-only data to indicate whether top or bottom hemisphere of sky was rendered. That can't work with tiles (but did work when scanlines were threads). |
Revision 577494d by Campbell Barton July 1, 2006, 20:26 (GMT) |
Further tweaking to the scanfill stuff |
Revision 51f0717 by Brecht Van Lommel July 1, 2006, 17:51 (GMT) |
Fix for bug #4425: - Assert was causing blender to crash on non-manifold meshes with a decimation modifier. Even in a debug build, there's no reason to crash blender then, because the modifier handles this ok and displays a warning message. Part of the problem is NDEBUG not being set in scons/linux for release builds, but always enabled for makefiles even in debug builds. |
Revision 1eb2724 by Stephen Swaney July 1, 2006, 16:59 (GMT) |
bugfix for #4533 Text3d.Get() fails in retrieving Text3d objects The objects were returned properly, however the repr() method was printing "" making it look like the Get() failed." |
Revision 7809809 by Campbell Barton July 1, 2006, 15:29 (GMT) |
Added a scanfill wraper to Mathutils, allows you to fill polylines without using Meshes .fill() function. Takes a list of polylines and returns a list of face index triplets. Added this so using mesh.fill() could be avoided since it requires making an object, linking to the scene and cycling editmode for every NGon imported. Since this is so close to release, It might be good if ken, willian or stivs takes a look at the function to make sure its ok. - Ran 100's of times for importing lightwave models but would be good to doublecheck. |
Revision 2174b90 by Campbell Barton July 1, 2006, 12:03 (GMT) |
added an example of getting the worldspace matrix of a bone |
Revision c4f8d55 by Nils Thuerey July 1, 2006, 11:38 (GMT) |
Bug #4469: fixed particle-object button tooltip |
Revision 41b0a4a by Ton Roosendaal July 1, 2006, 10:02 (GMT) |
Bug #4552 Added extra security for fill faces. This function is being used for importing now too, and it gets called for quite weird fill cases... nevertheless, it should not crash! |
Revision c33a8b6 by Ton Roosendaal July 1, 2006, 09:40 (GMT) |
Totally ancient error: Makefiles for OSX did not copy the scripts in the right way for regular builds... only the 'make release' did it OK. |
Revision 2c3f804 by Ton Roosendaal June 30, 2006, 19:29 (GMT) |
Bug #4550 AO option "Use Distances" does not work for colored AO, only for "Plain". I've added this info in tooltip, and added event that resets the color option for AO when "Use Distances" pressed. |
Revision 0892103 by Ton Roosendaal June 30, 2006, 18:00 (GMT) |
Bugfix #4545 In Editmode armature, the autocomplete for bone names used the bones from the armature itself, not the edit data. While fixing, also found out autocomplete for vertexgroup didnt work even. |
Revision 8a6ead5 by Ton Roosendaal June 30, 2006, 16:07 (GMT) |
Bugfix #4544 Another fix in scanfill. A really old one... probably over 5 years. Fill crashed when there were loose edges that were zero sized. |
Revision b0a3566 by Campbell Barton June 30, 2006, 15:41 (GMT) |
Made BPyMesh's ngon a lot better- handels polylines that loop back on themselves, vert length edges and removes doubles (also slower :/ ) Lightwave importer uses this and also makes FGons from imported ngons. |
Revision 6a5f637 by Ton Roosendaal June 30, 2006, 14:21 (GMT) |
Hooray! Finally found the dreaded "Opengl crash" the poor orange team suffered for the entire movie. :) It only happened when rendering large frames, using a lot of memory and typically when you also use other software in meantime. Reason: the main thread does the drawing updating, while rendering is still continuing. When using Ztransp, there was a free buffer done when possibly a draw could still be in progress. Only crashed when drawing is slow... explaining why it only showed up in more complex cases. |
Revision b291939 by Ton Roosendaal June 30, 2006, 12:38 (GMT) |
Bugfix #4544 The 'edge fill' code failed on filling tiny small polygons. It has a limit check for double points, which was hardcoded set to 0.0003. That is (commented in code too) a weak part. Better would be to define a bounding box first, and then derive the limit from that. Further, the edge fill code uses blender EditEdge data, which fails when the filling code removes edges. Certainly a topic to work on once, this code is from the 80ies! |
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