May 30, 2012, 15:14 (GMT) |
UV transform correction tool ============================= * Made transform somewhat better, but still nt correct. * Added notifier so that uv editor gets refreshed on transform |
May 30, 2012, 14:24 (GMT) |
UV transform correction tool ============================ *Fixed crashers due to wrong indices (been there, done that) and enabled tool. *Uvs get modified but result is wrong. Investigating. |
May 30, 2012, 13:22 (GMT) |
UV transform correction tool ============================= Commit work so far to have a stable backup where I can diff against. The first part of the tool should be "finished" but the code is disabled because i get crashes. I expect that when I resolve the crashes I will at least have a working tool for uvs that do not reside on stitches. Due to my misdesigning the tool I didn't account for that but it will be added later, plus it will be a good test to see if the principle works. |
May 30, 2012, 04:26 (GMT) |
If a tooltip has been open recently, don't hesitate to open another. |
May 30, 2012, 02:54 (GMT) |
When converting the VBO/UV patch to play nice with jwilkins code, I forgot to modify IndexPrimitivesMulti (I only modified IndexPrimitives). This caused MultiTexture and GLSL materials to not work with vertex arrays. |
May 29, 2012, 23:46 (GMT) |
reversing an edit I did not mean to commit |
May 29, 2012, 22:59 (GMT) |
Added glBegin/glEnd to GPU_deprecated.h |
May 29, 2012, 20:00 (GMT) |
Fix blenderplayer compilation for cmake |
May 29, 2012, 19:57 (GMT) |
fixed function return value |
May 29, 2012, 13:41 (GMT) |
* Added basic implementation of fire simulation: * Flow settings now have a "Flow Type" menu where you can change if flow emits smoke or fire. * Domain has a new "Flames" panel where you can adjust fire behavior. * Added 3D-view rendering of fire together with smoke. * Added new "Flames" voxel data type to render fire in Blender Internal render engine. Current fire quality is very similar to the old way of using dissolving smoke to simulate fire. I'm going to work later this summer on allowing more realistic fire behavior by implementing a way to simulate the reaction "blue core". Flow settings and initial velocity also play an important role in modeling gaseous expansion typical for burning fuel. That's what I'm going to work on next. :) |
May 29, 2012, 12:26 (GMT) |
gpuImmediateUnlock automatically clears the vertex format |
May 29, 2012, 07:14 (GMT) |
This change shouldn't have been in the last commit, so I'm reversing it. |
May 29, 2012, 07:12 (GMT) |
Committing the VBO/Multi-UV patch from Cucumber. I'm putting this here since it still requires a little bit more work before going into trunk (according to Kupoman). However, I'd like to get the major Rasterizer restructuring for storage modes into this branch before people get too crazy with OpenGL refactoring. Also, I'll be making some changes to the converter soon that I hope to use the Multi-UV part of the patch to build from. |
May 29, 2012, 07:09 (GMT) |
Added midpoint snapping. Will need a new icon for this. Using edge snap icon as a placeholder. |
May 29, 2012, 06:58 (GMT) |
Last Merge was Incomplete, this should be the rest. |
May 29, 2012, 05:32 (GMT) |
Close an area by dragging an edge between two areas. Also works while dragging out a new area using the new area handle. |
May 29, 2012, 03:07 (GMT) |
- initial assimp importer version. This adds /source/blender/assimp containing a first version of the assimp->blender bridge and /extern/assimp containing the assimp source. See http://wiki.blender.org/index.php/User:Aramis_acg/FBX2012-AssimpIntegration for more details. # SCons not yet updated! |
May 29, 2012, 00:16 (GMT) |
May 28, 2012, 21:28 (GMT) |
Workaround for MinGW32 build error |
May 28, 2012, 20:18 (GMT) |
UV transform correction tool ============================ *Add struct UVTransCorrection for the tool and cleanup code for the struct. *After some thought it looks like I cannot use unwrap for this tool since it will likely invalidate any custom uv layout made by the artist and replace it with the position from the unwrapper. So I will do it with the second method, by modifying the uvs based on the ratios of edge lengths. This will probably require some mathematical correction that I will have to work on. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021