Revision e80206e by Alfredo de Greef November 28, 2004, 02:13 (GMT) |
Added nearly full support for Blender's procedural textures, with the exception of 'envmap', 'magic', and 'plugin' modes. The stucci texture also is not exact match, since it cannot be fully emulated in yafray because of implementation issues. It will work best for low turbulence values (which is actually not taken into account in the export code). Also, since Blender's static noise is basically just direct random number output, don't expect the exact same result when rendered in yafray, but in this case that probably shouldn't be that much of a problem... (needs yafray from cvs) (btw, on a side note, I put this in the comments once when working on the noise stuff for Blender, but noise is affected by the 'depth' parameter, and there is no way to control this directly from the GUI, can only be done by temporarily switching to 'clouds' for instance.) |
Revision 9dbd01e by Ton Roosendaal November 27, 2004, 18:47 (GMT) |
Report #1841 Crash in this situation; - one blender file with more scenes - render image - goto another Scene with no camera and larger output size for image - render Render buffer has to be freed then :) |
Revision e3b7dfe by Willian Padovani Germano November 27, 2004, 18:32 (GMT) |
BPython: - fixed bug #1882: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1882&group_id=9 Crash / hang when changing meshes that had edge data. The mesh->totedge value was not being set to 0. Reported by jms, thanks. - fixed bug #1780: https://projects.blender.org/tracker/index.php?func=detail&aid=1780&group_id=9&atid=125. Deleting a Text that was being used as script link crashed Blender. Added a check to unlink the Text from eventual script links when it gets removed. Reported by kaito, thanks. - doc updates (one related to bug #1807: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1807&group_id=9 , actually a little misleading word in the NMesh doc: you can get the subsurfed mesh with NMesh.GetRawFromObject, but it's the display subdivision level that counts). |
Revision fa56497 by Ton Roosendaal November 27, 2004, 17:59 (GMT) |
- draw compatibility with engine; without lights texture-less objects draw shadeless - buttons for physics in Material menu lined up |
Revision 5bdbf9d by Ton Roosendaal November 27, 2004, 17:33 (GMT) |
- Bug fix, reported by Stefano; - Ztransp material didn't raytrace at all (now just traces it entirely, remember too set the transp depth for it) - tramsparent material reflected wrong in mirror material, due to specular being added without alpha. - Cleaned up some code to improve raytrace speed some. The old conventions from before the AA recode were still there, this allowed coherence for octree traversal. Current AA doesn't allow this anymore. Added is improved check for 'first hit' on shadow render, per lamp this now is stored All in all, render with ray trace improved about 10-15%. |
Revision 230784b by Ton Roosendaal November 26, 2004, 20:20 (GMT) |
Bug fix #1893 Option to switch left/right mouse didn't work for floating panels. It then still selected stuff behind the button. Was due to using wrong variable for events. |
Revision a34432a by Ton Roosendaal November 26, 2004, 19:59 (GMT) |
Fixes in reading .dxf (bug #1883) - fgets() doesn't recognize DOS strings in unices, made my own fgets - reading polyline didnt support 3d lines - reading polyline didn't create edges All in all, this code isn't very nice and badly structured... a code review or test (yes sirdude!) could have been useful. :) |
Revision 91f48d0 by Ton Roosendaal November 26, 2004, 12:20 (GMT) |
Two fixes; - Bug #1890. While render subsurf in editmode, orco coordinates were incorrect (subsurf vertices in editmode have different ordering) Bug was oldie. - IRC reported by Stefano; oops (not outliner) didnt show lamp textures nor material ipos correctly. Found error in oops curved lines too (the ones starting at right side) |
Revision 4ef448c by Ton Roosendaal November 25, 2004, 21:52 (GMT) |
Small tweaks to make 3d drawing a tad more interactive, and; something for our interactive 3d artists! - AL+Z (potato) texture view now draws objects without Texture Faces compliant with (new) default in engine. Meaning lit faces, using Material RGB for diffuse and specular. It used to draw these as 'shaded' which is quite useless. Per definition, Potato mode is supposed to show what engine draws. (Note; this only for Mesh objects) - Added a couple of more calls to ensure Shaded drawmode updates on changing RGB sliders, moving lamps to layers, or switch layers This based on feedback from Mal, who'll also give it all good tests. |
Revision 806ebc7 by Ton Roosendaal November 25, 2004, 18:16 (GMT) |
Fix for #1806 View3d windows have 'unlock' option and 'localview', which was also supported on render (F12 with mouse in window) to render only what is visible there. This didn't work very nice, with even code in render module to read from interface variable. Removed that from render, and coded the exception where it belongs, in renderwin.c |
Revision 9928ecc by Ton Roosendaal November 25, 2004, 16:27 (GMT) |
One free too many on shading displaylists, causes material-less objects not to render. |
Revision 2ca8c68 by Ton Roosendaal November 25, 2004, 15:48 (GMT) |
Bugfix #1889 Reporter found omission in editmode undo. When you convert objects from Font to Curve and/or to Mesh, the stack wasn't cleared (same object pointer!) giving crashes on undo-restore calls. Nice discovery. :) |
Revision b16a1c5 by Ton Roosendaal November 25, 2004, 12:02 (GMT) |
Bug fix #1844 Joining Meshes, with the active Mesh having no vertexgroups, and other Meshes having them didn't work. |
Revision a9d6a57 by Ton Roosendaal November 25, 2004, 11:30 (GMT) |
Fix for #1887 and #1636 Old code in displist.c caused crash on OGL "render this view" option for 3D windows. No idea why this exception was in displist.c... must be for old engine or so? |
Revision 9744ea8 by Kester Maddock November 25, 2004, 08:09 (GMT) |
Make the material colour the default colour for objects if textures & vertex colours are not available (instead of white) |
Revision 970ac5a by Ton Roosendaal November 24, 2004, 18:53 (GMT) |
Bug fix #1880 Two accumulating errors, causing 'scanline' errors too, but now based on using different filtering values for transparent shadows. Was another 2 cases of unused variable render as well. :) |
Revision 06f4762 by Ton Roosendaal November 24, 2004, 18:02 (GMT) |
Made sure exporting files (any, ranging from dxf to python scripts) signal FileWindow to refresh on second usage, to show new file. |
Revision 598e505 by Ton Roosendaal November 24, 2004, 16:29 (GMT) |
Bug reported on IRC by Chris Want Remove doubles, editmode Mesh, returns short. doesnt work nice on large meshes! Is int now. |
Revision a34a8d2 by Ton Roosendaal November 24, 2004, 15:52 (GMT) |
Bugfix, based on Stefano IRC report. Nkey panel in IpoWindow, the "Xmin" and "Xmax" buttons had a much too narrow range, causing weird results when trying to fill in larger values. NOTE; the button range method in Blender is still totally insufficient... |
Revision 964e81d by Ton Roosendaal November 24, 2004, 12:11 (GMT) |
Uncommit changes for "bind_textdomain_codeset". Apparently windows gettext doesn't have this function, needs to be updated in lib/ dir. We also dont have official maintainer for internationalization... |
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