Revision 84780ae by Ton Roosendaal December 31, 2003, 15:45 (GMT) |
- fixed reported bug in doing correct redraws for multiple 3d windows, and using vertex select. Was just caused by being to cheapskate with cpu cycles... but I don't give up on that! |
Revision 3eee89e by Ton Roosendaal December 31, 2003, 15:27 (GMT) |
- added extra check for valid Material pointer array in Mesh. Someone reported crash with a popular Python script that apparantly doesnt initialize a Mesh good (setting totcol, but not creating pointer array) When no Material array is present, 'totcol' is set at zero now. |
Revision 10c0f4a by Ton Roosendaal December 31, 2003, 13:48 (GMT) |
- bug fix #828 Blender crashed when assigning background image to 3d window, when no buttons window was visible. This caused by copying code from old location with still using some variables of the 'button space' struct. Solved by creating these variables in View3d 'space' as well, and using these instead. Could also remove old coder /* comment */ that there was a unknown bug in the code there. :) |
Revision 9bc012f by Chris Want December 31, 2003, 04:00 (GMT) |
A fix for the missing pad1 bug: henceforth, world->pad1 shall be known as world->gameEngine (a la tuhopuu). |
Revision d8b21b0 by Ton Roosendaal December 30, 2003, 18:03 (GMT) |
Added improved exposure calculation - based at 1.0-exp(-color) trick in Yafray. But to guarantee backwards compatibility, and some more control, Stefano Selleri hacked a useful formula for it. - We now have 2 values to set: - "exp": the exponential correction value (0-1) - "range": the light range that maps on color 1.0 (0-5) - Using exp(x) (is e^x) we can much better prevent overflows from render, which are currently hard-clipped in Blender. Setting a small 'exp' value wil efficiently smooth out high energy and map that back to a color for display. - total formula: newcol= linfac*(1.0-exp(col*logfac)) col, newcol are colors linfac= 1.0 + 1.0/((2.0*wrld.exp +0.5)^10) logfac= log( (linfac-1.0)/linfac )/wrld.range wrld.exp and wrld.range are the button values - default setting: exp=0.0 and range=1.0 give results extremely close to previous rendering. - graph: http://www.selleri.org/Blender/buffer/Image1.png for 'exp' setting ranging from 0-1, and with 'range'=2 Thanks Stefano for the help! |
Revision 6c80064 by Ton Roosendaal December 30, 2003, 16:00 (GMT) |
- fixed switching contexts... the previous commit about this was too rigurous. Now it only switches context when selecting a new object type, also "invisble", when shading buttons are not drawn. What I committed changed context always when pressing the 'shading context' icon button. This was annoying when you were editing textures or radiosity, world, etc. In such cases it should just draw the old settings. |
Revision 7d7fd06 by Ton Roosendaal December 30, 2003, 00:04 (GMT) |
- fix for area light versus oren-nayer shading. oren-nayer was of course of not built for area-lights... so probably Cessen will kill me for this hack. Nice challenge for him to come with better solution. Visually it works & looks fine. |
Revision cf9ce09 by Ton Roosendaal December 29, 2003, 21:32 (GMT) |
- forgot to clip negative values coming from arealight formula. - excluded 'dist' factor calculus from arealamps, which caused too much distance sensitivity |
Revision b269f6f by Ton Roosendaal December 29, 2003, 20:12 (GMT) |
- since the Object Transform panel in 3d window has sufficient space, made all buttons display 3 digits after dot, instead of 2. |
Revision 5004432 by Ton Roosendaal December 29, 2003, 20:05 (GMT) |
- fixed crashing texture plugin, caused by not checking the tex->nor pointer. Now variables are localized, this is not always set anymore. |
Revision 3ce1dc9 by Ton Roosendaal December 29, 2003, 16:52 (GMT) |
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :) |
Revision 65aeef1 by Martin Poirier December 28, 2003, 21:28 (GMT) |
Alex Mole's patch for END and HOME http://www.blender.org/pipermail/bf-committers/2003-December/004691.html Makes HOME and END keys work in text space and text edit boxes. I've tested it for some time now and I haven't had any problem or spotted any irregularities of some sort. One think though. It doesn't update the panning of the text window if the cursor gets out of the screen. I guess someone (more familiar with the code) could look into this. Really nifty when coding scripts. |
Revision 9aed5cb by Martin Poirier December 28, 2003, 21:16 (GMT) |
Bugfix for bug #760 http://projects.blender.org/tracker/index.php?func=detail&aid=760&group_id=9&atid=125 When using numerical input with scaling, axis that did not have any input scaled to 0 (it defaults to 1 now). Fix inspired by Koryo's patch (it was easier to recode it than to apply the patch and then run through the code to see if he didn't forget anything). Also fixed some other stuff (the variables didn't reset correctly at some point). |
Revision 50448cd by Martin Poirier December 28, 2003, 20:24 (GMT) |
Function without a return (warning) This function just calls another function which returns a success value, so I'm just passing that value directly as a return value. Slap me with a trout if I wasn't suppose to fix this. |
Revision 2eed0e5 by Martin Poirier December 28, 2003, 19:59 (GMT) |
bjornmose's UV mapping patch two new options to uv auto calculation: "from window to shere", "from window to cylinder". the differences to sphere/cylinder mapping as is: 1. the around settings of the 3D view sets the projection center 2. the origin of the polar/spherical coordinate system always points out of the screen. so the rotation of the view affects mapping. 3. in the cylinder case the radius of the projection cylinder is read by a popup button. Basicly what you need to do is rotate the viewport until the cylinder/sphere is aligned with the depth (Z axis) of the view, as if you where looking through the mesh from one end to another (makes more sense in the case of a cylinder), and choose the From window to cylinder/sphere mapping option. |
Revision d2f725e by Robert Wenzlaff December 27, 2003, 17:29 (GMT) |
Another bad flag. Mea Culpa. |
Revision c592566 by Robert Wenzlaff December 27, 2003, 16:52 (GMT) |
Accidently committed local flags. Bad coder. |
Revision c476658 by Robert Wenzlaff December 26, 2003, 23:01 (GMT) |
More cursor port bugs. |
Revision 3f7cc9b by Robert Wenzlaff December 26, 2003, 22:41 (GMT) |
Bugfix: Error in cursor port, only showed up under cygwin. |
Revision ce041f5 by Roel Spruit December 26, 2003, 20:29 (GMT) |
added Robert's cursor stuff to the msvc 6.0 project files |
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