Revision e077328 by Brecht Van Lommel July 13, 2004, 11:48 (GMT) |
Added LSCM UV Unwrapping: http://www.loria.fr/~levy/Galleries/LSCM/index.html http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf Implementation Least Squares Conformal Maps parameterization, based on chapter 2 of: Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002, July 2002. Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define where a mesh will be cut when executing LSCM unwrapping. Seams can be marked and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark the selected edges as seams. Select Linked in Face Select Mode now only selects linked faces if no seams separate them. So if seams are defined, this will now select the 'face group' defined by the seams. Hotkey is still LKEY. LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local angles). Based on seams, the selected faces will be 'cut'. If multiple 'face groups' are selected, they will be unwrapped separately and packed in the image rectangle in the UV Editor. Packing uses a simple and fast algorithm, only designed to avoid having overlapping faces. LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel. Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then executed, these UV's will stay in place, allowing to tweak the solution. PKEY and ALT+PKEY will respectively pin and unpin selected UV's. Face Select Mode Drawing Changes: - Draw Seams option to enable disable drawing of seams - Draw Faces option to enable drawing of selected faces in transparent purple - Draw Hidden Edges option to enable drawing of edges of hidden faces - Draw Edges option to enable drawing of edges of visible faces The colors for these seams, faces and edges are themeable. |
Revision 4f1c674 by Brecht Van Lommel July 13, 2004, 11:42 (GMT) |
Added SuperLU 3.0: http://crd.lbl.gov/~xiaoye/SuperLU/ This is a library to solve sparse matrix systems (type A*x=B). It is able to solve large systems very FAST. Only the necessary parts of the library are included to limit file size and compilation time. This means the example files, fortran interface, test files, matlab interface, cblas library, complex number part and build system have been left out. All (gcc) warnings have been fixed too. This library will be used for LSCM UV unwrapping. With this library, LSCM unwrapping can be calculated in a split second, making the unwrapping proces much more interactive. Added OpenNL (Open Numerical Libary): http://www.loria.fr/~levy/OpenNL/ OpenNL is a library to easily construct and solve sparse linear systems. We use a stripped down version, as an interface to SuperLU. This library was kindly given to use by Bruno Levy. |
Revision 4a13a57 by Ton Roosendaal July 12, 2004, 21:40 (GMT) |
Ack! Fixed something without testing... this broke updates for numbuts in picker. |
Revision ab200e3 by Johnny Matthews July 12, 2004, 17:59 (GMT) |
This commit add the clock wipe effect to the sweep menu in the sequence editor |
Revision f32b8e6 by Alfredo de Greef July 12, 2004, 03:20 (GMT) |
added support for ortho camera (needs yafray from cvs) When using xml export, yafray will now render the alpha channel as well when 'RGBA' button in blender is enabled (Plugin does this automatically). In plugin code, fixed smooth shading bug for non-mesh objects. Relative paths for textures are now recognized (plugin & xml). Fixed problem with duplicate objects (plugin & xml). Really old bug, sun position is now correct (plugin & xml). World background now can also be a regular image texture (jpeg & tga), but for now always assumes spheremapping, which is not the same as Blender either. In yafray the texture is assumed to be a full 360 (panorama type) map. convertBlenderScene.c cleanup, the identity transform 'hack' is removed. THIS AFFECTS ALL EXTERNAL RENDERERS (Aqsis and others) WHICH RELY ON THE RENDERDATA OUTPUT, VERTICES AND LAMPCOORDINATES/VECTORS NOW NEED TO BE TRANSFORMED BACK TO WORLD COORDINATES. See yafray plugin/export code. |
Revision c90ffd4 by Simon Clitherow July 11, 2004, 21:54 (GMT) |
- changed sequence for finding HOME on Win32. Sequence is now as shown at http://www.blender3d.org/cms/Installation_Policy.352.0.html Still TODO: update NSIS installer script to suit the change. |
Revision 84b3993 by Nathan Letwory July 11, 2004, 20:14 (GMT) |
* Fixed action conflict (win32): When also enabling the blenderplayer there would be a action conflict for the resource building. |
Revision 612eb7c by Ton Roosendaal July 11, 2004, 13:17 (GMT) |
- Simple optimizing for deflected (collision) particles. It now caches transformation (from vertex -> world space), used defines for vecadd and vecsub, and intersects quads more efficient. Result is about 2 times faster. - Added draw mode for empty used as forcefield - added defines VECADD and VECSUB |
Revision 6b092cf by Ton Roosendaal July 11, 2004, 08:46 (GMT) |
Tiny cleanup in call for glBitmap. Don't see any error in using it for drawing vertices... on OSX this works 100%, also in zbuffer mode and with transparent faces. Code is simple enough for a linuxer to further test! |
July 11, 2004, 04:44 (GMT) |
Some tiny dialog message cleaning for easier scan-reading. |
Revision 107e0c5 by Ton Roosendaal July 10, 2004, 21:44 (GMT) |
Forgot to include glutil.h |
Revision eac4e86 by Ton Roosendaal July 10, 2004, 21:35 (GMT) |
Long on the todolist: a patch to have pointsize working on systems that don't have them larger than 1, since vertices are drawn with it. It is solved by patching code with minimal confusement. So you can get automatic patched glPoints with: bglBegin(GL_POINTS); bglVertex3fv(vector); bglEnd(); In glutil.c the wrapper can be found, that checks for maximum Pointsize, and bypasses it to a glBitmap then. |
Revision d5272c6 by Johnny Matthews July 10, 2004, 20:19 (GMT) |
Added B_NOP to events buttons on wipe type effects panel. |
Revision 2a2a800 by Ton Roosendaal July 10, 2004, 19:56 (GMT) |
Small improvement in detecting which previews need update in Blender. Now you can have multiple buttons windows open, for example one showing only a larger material preview, and have it updated correctly. Nice for setups where you can keep preview shown while scrolling buttons. |
Revision 4e9ddbd by Ton Roosendaal July 10, 2004, 17:40 (GMT) |
Added colorpicker in Panel for: - Transform properties 3d win, while Vertex/Texture paint is on - Paint panel in UV window Note; both use the same GVP struct to store current color in. Also the function used now to add picker isn't complete... might need further thinking over. Consult me when you like them in more places. |
Revision 5b0e27d by Wouter van Heyst July 10, 2004, 13:48 (GMT) |
More closely implement the Installation Policy <http://www.blender3d.org/cms/Installation_Policy.352.0.html> - Within those confines 'ERROR: File ".Blanguages" not found' won't show up again (all such bugs in tracker have already been closed, #745 for reference) And intrr, if it does, 'cp -a .blender ~' already :P Of course, this issue should not be fixed on a per file basis (.Blanguages, .bfont.ttf), but instead return the .blender dir location. Duplicating .blender finding logic everywhere, sigh. < jesterKinky> that's what I meant. for now this is ok to continue with, and then in a later stage correct it all in one bigger effort < jesterKinky> and since you point code at policy url we all can get reminded of how it was supposed to go when cleaning it. < LarstiQ> jesterKinky: yes, I meant to do a "grrrr, this is the last time I'm not fixing the underlying issue" < LarstiQ> all your lazy coders are belong to me < jesterKinky> set us up the superficial bugfix |
Revision 448d89e by Ton Roosendaal July 10, 2004, 13:11 (GMT) |
Added edges in Mesh undo. Note; whether or not edges are created is derived from original Mesh, the one still residing in obedit->data while modeling. |
Revision 73d4500 by Ton Roosendaal July 10, 2004, 12:04 (GMT) |
Changed weird line in add_primitiveMesh() that caused cursor to flip back to normal mousepointer while in editmode. Was in code since 2.25... |
Revision ce4c291 by Martin Poirier July 10, 2004, 10:33 (GMT) |
Made effector strenght as big in the negative as in the positive. |
Revision 2a8abfc by Martin Poirier July 10, 2004, 09:17 (GMT) |
Compressed the two particles effectors loop into one. It was rather stupid of me to do it as two at first, but it was the first thing that came to mind. Fixed now, so it will calculate much faster. |
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