August 18, 2010, 23:59 (GMT) |
== Ptex == Changed the internal ptex format to always use subfaces * Changed MPtex to references MPtexSubfaces, each of which is a quad with U and V resolution and it's own ptex data pointer. * This format is basically the same as what triangles were already using, but now quads work the same way. * This format is also closer to the way multires grid data was already stored. * Ptex loading (and saving, once that's implemented) requires some extra work to convert to the internal format, but everywhere else the code is much simpler. * Fixed undoing ptex changes on a different multires level from where they were painted. * Ptex paint now always uses an all-quad DM (generated with one level of ccgdm simple subsurf.) This is a bit ugly, just stuck on the end of calc_mesh_modifiers. This is only done if there's no multires or subsurf modifier at the end of the stack. * Resolution editing is disabled for now, will restore it in next commit |
August 18, 2010, 22:08 (GMT) |
Merged GPUDrawFlags into DMDrawFlags, cleaned up DMDrawFlags |
August 13, 2010, 05:59 (GMT) |
== Ptex == For ptex-resolution editing mode, show a tiled pattern representing ptex texels. |
August 13, 2010, 01:59 (GMT) |
== Ptex == Fixed anchored and drag dot stroke modes. * Vpaint mesh restore |
August 12, 2010, 18:08 (GMT) |
August 12, 2010, 17:37 (GMT) |
== Ptex == Controls for setting local ptex resolution * Fixed various problems preventing the old paint mask mode from showing correctly, repurposed it for editing ptex resolution * Added an operator that resizes a ptex face (uses bilinear interpolation) * Added a new ptex panel that only shows in paint mask mode ** Two buttons, Half and Double, that cut the U/V resolutions in half or double them, for all selected faces ** For more precise control, the U and V resolutions can be individually selected for a single face ** For triangles, the resolution of individual subfaces can be set ** Lastly, the resolution of the active face is shown (one resolution for each subface) ** The UI is not good, but the underlying code is there at least. |
August 9, 2010, 21:54 (GMT) |
Fixed some python merge errors in my branch. |
August 9, 2010, 21:48 (GMT) |
== Ptex == * Enabled undo for multires * Changed texture interpolation to linear |
August 9, 2010, 15:29 (GMT) |
== Ptex == Accidentally left in a statement before declaration error |
August 9, 2010, 03:21 (GMT) |
August 9, 2010, 01:20 (GMT) |
== Ptex == * Enabled drawing of ptex on a multires mesh * Enabled ptex painting on a multires mesh Note that the multires level doesn't effect the ptex resolution; multires has no effect on ptex other than making the display smoother. |
August 7, 2010, 00:33 (GMT) |
== VPaint == Removed a bunch of unused code |
August 6, 2010, 23:16 (GMT) |
== Ptex == Undo support |
August 6, 2010, 21:21 (GMT) |
== Ptex == * Removing some old vpaint/multires stuff that is obseleted by ptex |
August 6, 2010, 20:04 (GMT) |
== Paint == * Missed a few things in my last commit |
August 6, 2010, 19:51 (GMT) |
== Paint == Paint overlay * Added a new vpaint input that samples an image rather than using the brush color * The image is displayed as a translucent overlay in vpaint mode ** Can be toggled on and off in the UI or with IKEY * A color can be marked as transparent so that it will not affect the brush color ** There's a tolerance value to set how close colors have to be to the transparency color * The image overlay can be moved with G/S/R when its enabled * For now only enabled in vpaint mode, should be enabled for texpaint too |
August 6, 2010, 15:58 (GMT) |
== Ptex == Fixed unitialized variable reported by mariusz |
August 6, 2010, 05:57 (GMT) |
== Ptex == * Small bugfix for my previous commit, broke ptex generation |
August 6, 2010, 04:55 (GMT) |
August 6, 2010, 04:16 (GMT) |
== Ptex == Fixes for triangles * the quad-mesh-with-triangles example file from ptex contains subfaces with non-matching resolutions; changed the internal MPtex format to store separate resolutions for each subface * changed ptex drawing to give each subface its own texture * various fixes to the loading and painting code to support triangles * small change to the ptex build files, hopefully fixes and MSVC issue |
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