Revision 2d12365 by Ton Roosendaal January 29, 2006, 13:10 (GMT) |
Previewrender (buttons) now supports Lamp, Texture and Sky previews again. One exception I didn't solve yet... for the Stucci texture. In a next commit I will add the preview.blend, so people can play with it! The rules for preview.blend are pretty primitive still... might become a bit more advanced later. Here's what it uses now: - If Object has name starting with 'p' it will get the to-be-previewed Material or Lamp assigned - If Object has name starting with 't' its Material gets the texture assigned for Texture previews The layer codes for current preview options are in DNA_material_types.h; #define MA_SPHERE 0 #define MA_CUBE 1 #define MA_FLAT 2 #define MA_MONKEY 3 #define MA_SPHERE_A 4 #define MA_TEXTURE 5 #define MA_LAMP 6 #define MA_SKY 7 (SPHERE_A is sphere with alpha for icons) |
Revision abe7e7b by Ton Roosendaal January 29, 2006, 12:53 (GMT) |
Bugfix; version patching for new armature layers and Node editor themes had to check 2.41 files too. Orange branch was still in 2.40... |
Revision 2f8708d by Ton Roosendaal January 29, 2006, 11:36 (GMT) |
Three-in-one commit: - Compositor now is threaded Enable it with the Scene buttons "Threads". This will handle over nodes to individual threads to be calculated. However, if nodes depend on others they have to wait. The current system only threads per entire node, not for calculating results in parts. I've reshuffled the node execution code to evaluate 'changed' events, and prepare the entire tree to become simply parsed for open jobs with a call to node = getExecutableNode() By default, even without 'thread' option active, all node execution is done within a separate thread. Also fixed issues in yesterdays commit for 'event based' calculations, it didn't do animated images, or execute (on rendering) the correct nodes when you don't have Render-Result nodes included. - Added generic Thread support in blenlib/ module The renderer and the node system now both use same code for controlling the threads. This has been moved to a new C file in blenlib/intern/threads.c. Check this c file for an extensive doc and example how to use it. The current implementation for Compositing allows unlimited amount of threads. For rendering it is still tied to two threads, although it is pretty easy to extend to 4 already. People with giant amounts of cpus can poke me once for tests. :) - Bugfix in creating group nodes Group node definitions demand a clear separation of 'internal sockets' and 'external sockets'. The first are sockets being linked internally, the latter are sockets exposed as sockets for the group itself. When sockets were linked both internal and external, Blender crashed. It is solved now by removing the external link(s). |
Revision 9ccdad0 by Campbell Barton January 29, 2006, 08:36 (GMT) |
Made mesh align to face/verts also align to an edge and a verts normal, existing functionality was not changed. usefull for rotating about an edge. |
Revision 904e298 by Campbell Barton January 29, 2006, 08:01 (GMT) |
Small edit so undo+redraw is only done when removeDoubles actually does somthing. Would anyone have a problem with me going through and making functions like triangulate, flip normals tri2quad etc all return how many changes made? - then undo+redraw can be done only when needed. |
Revision 5953857 by Tom Musgrove January 29, 2006, 06:04 (GMT) |
==warnings cleanup== killed off some newline warnings in bullet |
Revision 36e993a by Ton Roosendaal January 28, 2006, 20:23 (GMT) |
Two missing declarations in this include file. |
Revision 240e25a by Ton Roosendaal January 28, 2006, 20:17 (GMT) |
Cleanup of blender/ module; Makefiles now compile this warning free. Mostly was unused variables, unused functions, missing prototypes and missing include files. |
Revision 2fbef6f by Tom Musgrove January 28, 2006, 19:57 (GMT) |
==compiling== need this version to compile with cygwin... |
Revision 8347dd2 by Ton Roosendaal January 28, 2006, 19:48 (GMT) |
Put back the -O2 default for compiling with makefiles in OSX. I disabled it for testing in orange... |
Revision 1ba1fc0 by Chris Want January 28, 2006, 19:25 (GMT) |
composit, composite, compose ... what's the diff? You sconz0rs need filename globbing! Added 'e' to renamed file. |
Revision 9ce8944 by Ton Roosendaal January 28, 2006, 19:05 (GMT) |
Wow! bugfix in bf-blender again! Simon C. gave me a nice crash.blend, in zbuffered transparent render. Was a malloc that should become calloc... :) |
Revision 0d0255f by Chris Want January 28, 2006, 18:33 (GMT) |
The code from the orange branch has now been copied into HEAD. Here are some notes written by Ton: There's several areas I still have to work on, so don't immediately report bugs! - Preview renders in buttons window only supports materials now (no lamp, texture or world) - Yafray code has to be checked, it might not work - unified render doesn't work, might not come back even - lens flares dont work yet - motion blur and field render doesnt work yet - exr libraries are static linked still, we look at making it dynamic loadable - the compositor is fully in development still I really advise people to check on the orange cvs logs too (in case you ignored it), this has most of the information in it. At this moment I still have to code for Orange deadlines, that defines my priority listing mostly. And since we don't use Windows there, doing testing and bugfixing for that platform would be of great help! Best features of this commit to checkout: - Grouping - full fixed library linking system - custom bone drawing - bone layers - Material/Shading nodes - recode of render engine - preview renders - Compositing options When the work pressure is a bit lower, I'll make nice docs for all of this! -Ton- |
Revision 6352248 by Chris Want January 28, 2006, 17:25 (GMT) |
The extern/bullet from HEAD is needed to compile the gameengine in orange |
Revision b71130c by Ton Roosendaal January 28, 2006, 17:19 (GMT) |
Orange: missing sync for game engine in orange, compiles now again! |
Revision 4270cc9 by Ton Roosendaal January 28, 2006, 16:43 (GMT) |
Orange: replaced obsolete IMB_rectop() with IMB_rectcpy() in game engine. |
Revision c8b48e7 by Chris Want January 28, 2006, 16:35 (GMT) |
Final merge of HEAD (bf-blender) into the orange branch. Here are my notes on things to look out for as potential problem spots: source/blender/blenkernel/intern/displist.c: + is initfastshade(void) supposed to be empty? I had to make it empty to get the merged tree to compile. source/blender/python/api2_2x/Armature.c: + went with the version that had Armature_getLayers() source/blender/python/api2_2x/Object.c + went with the version of Object_getPose() from bf-blender. (#ifdef 0-ed the other version) source/blender/python/api2_2x/Pose.[ch] + had problems linking due to no Pose_Init() ... copied these two files straight from bf-blender. source/blender/src/drawview.c: + view3d_panel_properties() had things shifted a few things shifted a few pixels, otherwise, things were painless source/blender/src/splash.jpg.c: + went with bf-blender version (orange is dead) source/gameengine: + went with bf-blender version -- does not compile due to IMB_rect* stuff, Ton should look into this. |
Revision 45c7b2c by Ton Roosendaal January 28, 2006, 15:21 (GMT) |
Orange: made Compositing more interactive. It now has an event based system tracking changes in nodes, making sure only these nodes and the ones that depend, are executed. Further the 'time cursor' now counts down to indicate which node is being done. Also: you now can disable the "use nodes" button in the header, edit all changes, and when you press that button again it nicely executes the changes. Still on the todo: - make compositing threaded - find a way to nicely exit compositing on input events... so the UI keeps being responsive - idea; a 'percentage' menu in header to enforce calculations on smaller images temporally |
Revision 80bd3a1 by Ton Roosendaal January 28, 2006, 10:30 (GMT) |
Orange: fix for threaded rendering. Discovered that for some reason the threads didn't seem to free allocated memory... while rendering an long sequence, the 'virtual memory' size grew with about 20 meg per frame. This appeared to be not related to using malloc in threads (works properly), but just because threads were not closed properly. I assumed that the call to SDL_CreateThread() also closes the thread when finished... but that seems to be not the case. By using a call to SDL_WaitThread() after the thread was finished the memory heap is stable again. This is something I've seen not documented anywhere... the SDL man pages are horrible sparse; Take for example the official page: http://manuals.thexdershome.com/SDL-1.2.5/html/sdlcreatethread.html |
Revision bb2e2b9 by Ton Roosendaal January 28, 2006, 08:27 (GMT) |
Orange: previous commit for render-layers didn't update the case for 3d window preview-render. |
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