August 8, 2013, 07:38 (GMT) |
Made plane track transformable by generic transform operators Pretty much straightforward change, apart form one trick needed to preserve point tracks scaling nice: - If TransData belong to point track, use it's individual center when scaling (ignoring pivot point center). This works much better for adjusting sizes of point tracks. - If TransData belongs to plane track, use pivot point settings. This is done via TransData's flag TD_INDIVIDUAL_SCALE which is currently used by point tracks conversion code, but might be used by other transform elements as well. |
August 8, 2013, 07:38 (GMT) |
Plane mask anti-aliasing experiment Currently uses hardcoded kernel size of 4, which means node is actually 16 times slower now, but gives pretty much nice anti-aliased results. |
August 8, 2013, 07:38 (GMT) |
Fix incorrect plane tracks array initialization It lead to crashes when trying to create plane track from subset of existing point tracks. |
August 8, 2013, 01:19 (GMT) |
cleaned up basic shader state handling somewhat. lighting seems accurate now Added automatic GPU_BASIC_TEXTURE_2D disablement if there is no texture bound. Also, added texture binding to texture object 0 where I could so this actually works. There may be cases where the bound texture gets cleared across a function call, this should manifest as a white space where I texture should be, but I haven't seen it happen yet. |
August 7, 2013, 19:11 (GMT) |
August 7, 2013, 17:15 (GMT) |
Created shader for 'DrawPixels', got 'DrawPixels' working on ES, removed last FAKE/REAL GL cruft |
August 7, 2013, 07:45 (GMT) |
Make byte-float ocnversion threaded in compositor In fact, there's no need to get float buffer at all, conversion could be done in pixel processor level after interpolation. It might give slightly worse interpolation results (which i'm not sure would be visible by eye) but it gives more than 2x speedup on my laptop on node setups used for warping image. |
August 7, 2013, 07:45 (GMT) |
Mask points now could be parented to the plane track MaskParent structure was extended by: - type, which indicates whether it's a parent to point or plane track. Types might be extended further. - Original corners, which are used to obtain homography used to deform point's coordinate. Homoraphy is detecting between original corners position (corners at the parenting time) and current plne corners, and the it's being applied on mask point coordinate. Some tricks with switching between mask and clip coords is needed, but it's all pretty much straightforward in the code. Parenting happens on spline point level, not spline one. This fits existing design, and it's not so big difference for artist. Parenting operator (Ctrl-P) might for sure be used to parent points to the active plane track. Additional change: added visualization of plane corners orientation. Corner which corresponds to left bottom image corner now has got two axis: red which corresponds to X axis, and green one for Y axis. This way it's easier to orient corners on the footage. |
August 6, 2013, 21:25 (GMT) |
Some changes to compile for ES, but it crashes. Need to try on ANGLE, so committing so I can move over to other computer. |
August 6, 2013, 20:31 (GMT) |
Tested the fixed function fallback mode for the basic shader. Also tested what happens if there is no glsl support (need to make this a debug option) Fixed memory leak that is detected when no glsl support (in the quad emulation code) |
August 6, 2013, 19:50 (GMT) |
Fix secondary color not used in 2d painting for inverted strokes (ctrl- |
August 6, 2013, 04:16 (GMT) |
August 6, 2013, 03:45 (GMT) |
Basic shader now runs and renders lit objects on OpenGL 3.2 Core. The lighting isn't accurate yet. Lots of glitches. On another note, Vertex Array Objects may not be as useful as I thought they'd be for saving immediate mode state. Had to work around a bug in ATI drivers that makes attribute 0 not work when changed with glVertexAttrib. |
August 6, 2013, 00:39 (GMT) |
August 5, 2013, 23:22 (GMT) |
More framework for multicamera reconstruction All algorithms have been adjusted to take into account multiple cameras and their intrinsics except for the bundle adjustment. This means it will give an incorrect result for multicamera reconstruction at the moment, but single camera reconstruction still functions normally. |
August 5, 2013, 17:59 (GMT) |
Merge trunk -r58931 into soc-2013-paint |
August 5, 2013, 17:11 (GMT) |
Cleaning up shader code. Added transform code for spot lights. Still doesn't draw... |
August 5, 2013, 15:51 (GMT) |
Gradient fill functional in 2d paint. To use select the fill tool and tick use gradient. Then drag on the canvas to define the gradient line. |
August 5, 2013, 14:27 (GMT) |
Fix color drag'n'drop so that it is possible to drop colors to both UI widgets and the main image spae region |
August 5, 2013, 12:44 (GMT) |
Changes to the fill/gradient tools: Fill is now a paint tool, this is done to get correct cursor drawing for gradient fill. It also allows to unify the gradient and fill tools to one and use the appropriate depending on whether gradient is checked or not. Gradient fill and strokes are still inactive in this commmit, but I added another goodie, drag'n'drop of colors in the image editor main window while paint mode is active will do bucket filling. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021