August 6, 2014, 19:33 (GMT) |
Rework a bit `BKE_mesh_normals_loop_custom_set()`, should be more robust now. |
August 6, 2014, 19:33 (GMT) |
Fix various little issues and some corner-cases bugs... |
August 6, 2014, 19:33 (GMT) |
Add inlined custom lnors consistency check/fixup code in BMesh version of `loops_calc_normals` Note that stashing all clnor computations in a single func might not be optimal, but it allows to reduce compute overhead as much as possible (it's a desing decision in the end). Also, looks like func used to create smooth fans from a set of custom lnors is not working 100% correct - new checking code did found some diff in lnors of same smooth fans... :/ |
August 6, 2014, 19:33 (GMT) |
Fix stupid code to get CD custom lnors data in BMesh! |
August 6, 2014, 19:33 (GMT) |
When converting custom normals to CD data, interpret NULL vectors as NOP ones. i.e. if you give a (0, 0, 0) vector, you will always get auto-computed normal... |
August 6, 2014, 19:33 (GMT) |
Add DM callback to get lnors spaces (needed by modifiers generating custom normals!) |
August 6, 2014, 19:33 (GMT) |
Add a 'clear custom split normals' op (similar to those for skin or mask CD layers). |
August 6, 2014, 19:33 (GMT) |
Enhance lnor space handling (by taking into account the 'cone case'). In other words, we now have two plain angles, and custom normals are encoded as factors for those two angles. |
August 6, 2014, 19:33 (GMT) |
Some cleanup, add new CD layer (CD_CUSTOMLOOPNORMAL, float[2]), and a function to convert custom normals to internal data. WIP |
August 6, 2014, 19:33 (GMT) |
Some cleanup, and add same 'proof-of-concept' code to bmesh, so that we can visualize custom loops normals in 3DView! Still many ugly things here, esp. in includes... |
August 6, 2014, 19:33 (GMT) |
First basic code for supporting custom loop normals. This only affects Object mode currently, and is more proof-of-concept than anything else. Next step: do same thing for bmesh! |
August 6, 2014, 16:41 (GMT) |
Merge remote-tracking branch 'origin/master' into soc-2014-bge |
August 6, 2014, 16:41 (GMT) |
attempting to fix slowparent rotation in the viewport |
August 6, 2014, 15:02 (GMT) |
slow parent in game engine: fix for negative values |
August 6, 2014, 13:43 (GMT) |
Macaroni debug code: * Rotate the axis of tangent rotation by the half angle. Makes nice transitions between segments. * Make vertex buffer storage more precise (and less than before ;) ) |
August 6, 2014, 13:05 (GMT) |
Attempt to solve some orientation issues |
August 6, 2014, 12:42 (GMT) |
Fix and nicer code structure for the smoothing algorithm. This was requiring careful index checks outside the actual iterators and was prone to causing invalid memory access. Now the iterators use "walker" struct definitions witch handle the details of the data access. Note that currently the bending springs are broken, this will be fixed in a separate commit. |
August 6, 2014, 12:34 (GMT) |
Pasta visualization code for new hair system. Allows custom subdivision and radius but currently it's hardcoded. Interpolation of cylinder axis at points is done based on the half angle between current and previous segment. |
August 6, 2014, 11:23 (GMT) |
fixing slow parent motion in the game engine |
August 6, 2014, 10:58 (GMT) |
OpenSubdiv: Add check for changing crease For now it re-creates topology from scratch, not sure we can re-use previous topology at all in such cases. would need to check with OpenSubdiv documentation. This could make framerate of playback slower. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021