Blender Git Commits

Blender Git "master" branch commits.

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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)
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...
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).
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.
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
January 28, 2006, 20:23 (GMT)
Two missing declarations in this include file.
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...
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.
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
January 28, 2006, 17:19 (GMT)
Orange: missing sync for game engine in orange, compiles now again!
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.
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
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
January 28, 2006, 08:27 (GMT)
Orange: previous commit for render-layers didn't update the case for
3d window preview-render.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021