Revision b3169b2 by Daniel Dunbar July 17, 2005, 01:29 (GMT) |
- convert give_parvert to use mesh_get_derived_deform |
Revision bbb83af by Daniel Dunbar July 17, 2005, 01:23 (GMT) |
- converted write_videoscape_mesh to use mesh_get_derived_deform |
Revision 67d58c0 by Daniel Dunbar July 17, 2005, 01:18 (GMT) |
- added DirectMesh.getVert{Co,No} functions - added mesh_get_derived_deform function (always returns a DerivedMesh corresponding to deformed (but not subdivided) mesh). used in places where original mesh is to be displayed but with deformed coordinates (vpaint for example). - added DirectMesh.getVert{Co,No} implementations for MeshDerivedMesh - updated vpaint to use mesh_get_derived_deform |
Revision 7c94221 by Erwin Coumans July 16, 2005, 22:13 (GMT) |
another file behind the #USE_BULLET |
Revision 851d401 by Alexander Ewering July 16, 2005, 22:02 (GMT) |
Reverted to good line endings |
Revision 2d73b31 by Erwin Coumans July 16, 2005, 21:47 (GMT) |
preparation for bullet physics |
Revision 3166974 by Daniel Dunbar July 16, 2005, 21:20 (GMT) |
- switch M_NMesh_GetRawFromObject to always get mesh data from DerivedMesh (needs testing) - added needsFree argument to mesh_get_derived_final |
Revision d2fb9ae by Daniel Dunbar July 16, 2005, 21:16 (GMT) |
- added dontFreeNors flag to DispListMesh as well - changed mesh_get_derived_render to always return a DerivedMesh (even if no subsurf) - changed init_render_mesh to always get the mesh data through a DerivedMesh |
Revision 6dd382f by Daniel Dunbar July 16, 2005, 21:03 (GMT) |
- added dontFreeVerts and dontFreeOther flags to displistmesh for situations where data can be shared easily. - added convertDisplistToMesh function for regular mesh DerivedMesh interface (how many times can *you* use mesh in one sentence?) - do_puno was uninitialized in init_render_mesh - added mesh_get_derived_final (temporary), difference from mesh_get_derived is it always returns a derived mesh, even if no subsurf. |
Revision 0d80607 by Daniel Dunbar July 16, 2005, 20:42 (GMT) |
- remove call to mesh_modifier from init_render_mesh, shouldn't be needed anymore |
Revision e67ba0a by Ton Roosendaal July 16, 2005, 19:07 (GMT) |
More armature goodies; The B-Bones! (where the B can be read as 'block' or 'bezier' or 'b-spline') - set option on/off in edit buttons, armature panel - scaling of B-bones only works in editmode, use ALT+S to make bones fatter or thinner. Also works for constrainted transform - In pose mode, you now have a buttons panel with per-bone settings too Here you can find the "segments" button, which allows bones to interpolate between previous/next bones, including roll. - Buttons to control interpolation ("In" and "Out" are disabled, doesn't work satisfying yet NOTE: this doesn't give deform yet! Main purpose for now is to test if this drawing method serves to animate/pose armatures well. Still need to review proper interpolation methods... maybe bezier is too limited. |
Revision 502c34e by Erwin Coumans July 16, 2005, 10:15 (GMT) |
added Bullet physics binding files |
Revision feb4f51 by Erwin Coumans July 16, 2005, 09:58 (GMT) |
Added Bullet library. Only windows projectfiles for now. Will ask Hans to get unix makefiles done. |
Revision 1921a35 by Erwin Coumans July 16, 2005, 09:55 (GMT) |
Added type for Bullet collision detection and physics engine. This will improve collision detection and physics for the game engine (Ketsji). Bullet uses optionally uses the ODE quickstep solver. Hope this commit doesn't break everything. |
Revision 3be3e68 by Alexander Ewering July 16, 2005, 01:06 (GMT) |
Fix radiosity "Collect Meshes" to ignore TFaces set to "Invisible". I hope this doesn't break anything - works fine here. |
Revision 8d2176b by Daniel Dunbar July 15, 2005, 20:56 (GMT) |
- removed makeDispList, set_displist_onlyzero - appropriate callers of makeDispList replaced with depgraph calls - unappropriate places just killed... small chance this gives some errors in corner cases if dep graph isn't notified (example, font family displists) but these can be tracked down as they show up. - still a large number of callers of makeDispListCurveTypes, but makeDispListMesh has just a few. |
Revision 10d865d by Daniel Dunbar July 15, 2005, 18:15 (GMT) |
- remove calls to showkeypos from exit editmode functions, should be handled by DAG update now. (ton: please confirm) |
Revision e0dd08d by Johnny Matthews July 15, 2005, 18:13 (GMT) |
Part #2 to vert color fix in new subdivide, Please check UV and Vertcolor with new subdivide. Was checking for a condition < 0 should have been > 1 |
Revision 8c2df5d by Daniel Dunbar July 15, 2005, 17:57 (GMT) |
- missed a space in header title text |
Revision 0be0130 by Daniel Dunbar July 15, 2005, 17:55 (GMT) |
- decided it made more sense to make a key_get_active function, switched to that in editmesh as well as for edit{curve,lattice} - added a G.editModeTitleExtra string that gets displayed in header info string in editmode. currently used to display "(Key)" when editing a key (before there was not UI level display of this info). |
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