Blender Git Commits

Blender Git "master" branch commits.

Page: 5500 / 5574

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!
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.
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).
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!
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.
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.
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
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.
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.
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. :)
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.
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).
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.
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.
December 27, 2003, 17:29 (GMT)
Another bad flag. Mea Culpa.
December 27, 2003, 16:52 (GMT)
Accidently committed local flags. Bad coder.
December 26, 2003, 23:01 (GMT)
More cursor port bugs.
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
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021