Revision f9f3e82 by Ton Roosendaal May 25, 2005, 16:37 (GMT) |
Tinsy little but relevant bug; colors in Action channels used signed bytes, glColor4b() instead of unsigned glColor4ub(). Gave ugly cycling of colors in wrong ways.... reported by Ztonzy on irc. Thanks! |
Revision 6969c11 by Ton Roosendaal May 25, 2005, 16:19 (GMT) |
Removed unused rect_float variable from imbuf structure. Was added for the openEXR testing only. It broke sequence plugins... Note: adding variables in end of Imbuf struct at least doesn't crash old sequence plugins immediately. :) |
Revision 2a1fe1b by Willian Padovani Germano May 25, 2005, 04:52 (GMT) |
BPython bug fixes: - Patch #2491: Mathutils.AngleBetweenVecs BUGFIX http://projects.blender.org/tracker/?func=detail&aid=2491&group_id=9&atid=127 - #2607: Python String button can segfault if the allowable length is greater than 400 http://projects.blender.org/tracker/?func=detail&atid=125&aid=2607&group_id=9 - #2490: Vector == None gives warning http://projects.blender.org/tracker/?func=detail&aid=2490&group_id=9&atid=125 - #2476: Image.Draw() http://projects.blender.org/tracker/?func=detail&aid=2476&group_id=9&atid=125 All reported by Campbell, who also wrote the #2491 patch. Ken Hughes provided patches for #2490 and #2476. Thanks guys. |
Revision 524e411 by Jens Ole Wund(bjornmose) May 24, 2005, 22:17 (GMT) |
rule OB_SB_GOAL flag over SOFTGOALSNAP optimization in all cases |
Revision 9e0e4ad by Ton Roosendaal May 24, 2005, 19:33 (GMT) |
Audio playback in TimeLine should not use 'scrubbing' option in the update_for_newframe() call. |
Revision e975b78 by Ton Roosendaal May 24, 2005, 17:36 (GMT) |
Found float-related numerical instability with vertices lying EXACT on the edge of an image. It should not be clipped, but comparisions with floats then can go wrong... here the FLT_EPSILON is to the rescue. /* smallest such that 1.0+FLT_EPSILON != 1.0 */ #define FLT_EPSILON 1.19209290e-07F (Bug fix #2610) |
Revision bb84aba by Stephen Swaney May 24, 2005, 15:14 (GMT) |
updates to doc strings in code and doc from Ken Hughes. add alias .recalc() for IpoCurve.Recalc() to match api standard. |
Revision 8242c5d by Ton Roosendaal May 24, 2005, 13:02 (GMT) |
Bugfix #2602 Tooltips of buttons with menus (like for set constraint type) could popup still... and in wrong location even! Now it's a little bit tighter coded. |
Revision 1dad167 by Ton Roosendaal May 24, 2005, 12:33 (GMT) |
Bug fix #2606 While in Shaded draw mode, and edting a Font Object, the linked duplicates of this object didn't get reshaded correctly. |
Revision b4dc14e by Ton Roosendaal May 24, 2005, 11:50 (GMT) |
Added init of 'postsat' to 1.0 in Scene, for the postprocess menu. This only gave error in python. Added new scene in Blender itself copies settings over of current scene. :) |
Revision e5304a9 by Ton Roosendaal May 24, 2005, 10:44 (GMT) |
Disabled assert foolery in Decimator. :) Code provided by Matthew Plough. Verified to run OK in OSX, Windows. Solves bug #2598, which crashed blender on using non-manifold meshes with decimator. |
Revision 505ab0b by Ton Roosendaal May 24, 2005, 10:03 (GMT) |
Bug fix #2617 Using ipokeys with rotate crashed... caused by bugfix in ESC on ipokeys I did before. Got confused by non-initialized (malloc) transdata... |
Revision abae937 by Jens Ole Wund(bjornmose) May 23, 2005, 21:40 (GMT) |
added font.c and font.h to MSCV6 project |
Revision 94ba432 by JLuc Peuriere May 23, 2005, 18:20 (GMT) |
fix for #2592 Ken Hughes found the solution. |
Revision 6c6e280 by Johnny Matthews May 23, 2005, 15:43 (GMT) |
Moved a line containing a declaration and initialization to the top of the block, so that blender would compile. Sorry if this steps on any toes. Johnny |
Revision 9be39be by Alexander Ewering May 23, 2005, 00:14 (GMT) |
Just putting a reminder into IMB_imbuf_types.h in case my mails to the list got ignored, and for future reference ;) If you change struct ImBuf, copy it over to the plugin API! |
Revision ec45bfc by Alfredo de Greef May 22, 2005, 22:46 (GMT) |
Second and final commit for this version of the yafray export code (probably, you never know of course...) Not quite complete, but due to lack of time as good as it will get for now. From the previous commit, forgot to report that basic fog is supported as well. Though because I had not much time to complete the code, it is sort of unfinished, and you will have to tweak parameters specifically for yafray again. It uses only the world horizon color, and only uses the Blender mist distance setting. Textures now support checker clip mode. Fixed possibly all 'duplilist non-empty' errors, though it could hide the real cause of the error. AA is no longer enabled automatically for certain GI quality settings, I thought it best to leave it to the user to decide. SkyDome GI mode now supports cache as well. There is a new option in the GI quality menu 'Use Blender AO settings', which will as it says use the most important AO settings for the skydome parameters. The only AO parameters used are 'Samples', 'Dist' and the random sampling switch, which unlike in Blender you might want to use more often, since the QMC sampling used in yafray can result in visible patterns or a dithering type look. 'Random' is not completely random in yafray however, it is actually jittered (stratified) sampling. Using an occlusion cache, doesn't necessarily mean that you will always get much shorter render times. As with 'full' GI and cache, one problem is bumpmaps, when using bump (or normal) maps, the sampling will be much more dense, using lots more rendertime. As a temporary fix there is a button 'NoBump', but this also has the side effect that in areas of total indirect light (or when used with SkyDome cache) no bumpmapping will be visible. It is therefor best used with some direct light as well. For SkyDome with cache, and strong bumpmapping it might actually not make much difference, since for low distance values you can usually get away with low sample values as well. The entire material panel is now replaced by another panel to show only the parameters important to yafray and add some new ones as well. Since lots of users (especially yafray beginners) have had problems getting certain material aspects right, there is now a material preset menu available to hopefully solve some of the most common "How do I do this? It doesn't work!" questions seen in various forums. Choosing an option from this menu will set the required parameters to default values for yafray, and you can work your way from there to tweak it something you want. Most buttons are copies of the same Blender parameters, with some variations. Just like Blender 'Ray Mirror' enables reflection, 'Ray Transp' enables refraction. You can use 'ZTransp' for materials that have texture maps with alpha channels. Again, same as Blender 'rayMir' sets the amount of reflection. Next button 'frsOfs' however controls fresnel offset, meaning that when this is set to 1, you will get no fresnel effect and when set to 5, reflection is totally determined by fresnel, which is important for realistic glass/metals/etc. IOR is self-explanatory (...), same as Blender. When you have 'Ray Transp' enabled, the blender 'filter' button will appear next to the IOR button. This has the same effect as in Blender. Below that there are some new parameters, 'Ext.Color' sets the extinction color for transparent materials. Usually, in real transparent materials, light loses some of it's energy the further it has to travel through the object. This effect can be simulated with this parameter. Thing to look out for is that it specifies the color which will be REMOVED after traveling through the object. What this means is that say you have a clear white glass sphere, and set the extinction color to a strong blue, the result will be a very yellow object when rendered. Next to the color sliders, there is another set of three parameters, with which you can enable color dispersion for transparent objects. 'Pwr' sets the amount of dispersion, the higher, the more dispersion (the more colorful the result). (For real world materials, this number can be found or derived from data in various glass catalogues) The 'Samples' button below that sets the number of samples used, minimum values are around 7-10, and for very strong dispersion you might need a lot more. As usual, this also means an increase in render time of course, but to simulate realistic materials, you shouldn't really need more than 25 samples. In addition to that, when using low sample numbers, but to still get a good spread of colors, you can enable the jitter button, but this will also add noise. Point/soft(point with shadowbuffer) or sphere lights (light with radius), have a new option to add a simple glow effect, so that lights can be made visible. NOTE: just like spotlight halo's, glow is not visible against the background, there must be another object behind it. Simplest solution is to use a large black shadeless plane behind your scene. The glow intensity can be set with the 'GlowInt' parameter (use very low values around 0.01 even lower), and you can choose from two different types with the 'GlowType' button (which don't look much different, but type 1 is probably better, type 0 faster). And that's it, with apologies for the still missing features and full support in general, but this will have to do for now. |
Revision 563af2a by Jiri Hnidek May 22, 2005, 19:16 (GMT) |
- stiffness circle of MetaElem isn't paint in Object mode now |
Revision b7be452 by Willian Padovani Germano May 22, 2005, 18:50 (GMT) |
Scripts: updated Bart's (thanks) vrml97 and x3d exporters, adding also doc link to the script's web page and commenting out two uneeded prints in each script. |
Revision 8510196 by Stephen Swaney May 22, 2005, 18:43 (GMT) |
Rename Image.getPixel() to .getPixelF() as per discussion to match OpenGl conventions and prepare for integer versions. |
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