Blender Git Loki

Blender Git commits from all branches.

Page: 2826 / 2888

June 17, 2010, 12:37 (GMT)
Render Branch: optimization in raytree building, was computing bounding
boxes more often than necessary.

June 17, 2010, 10:55 (GMT)
* reduced strength of thumb brush

* fixed MSVC warnings:
** removed unused FLATTEN_SAMPLE_SIZE from source, its no longer used
** use automatic memory for BoundBox bb in sculpt_get_redraw_planes
** quieted warning about unused parameter in update_cb
** sculpt_undo_get_node, sculpt_undo_push_end and sculpt_undo_push_begin do not use their SculptSession parameters
** rewrote 'non-constant agregate initializers' because they are not standard C
** changed the vert parameter of neighbor_average from int to unsigned to prevent mismatch
** do_brush_action doesn't need its cache parameter
** removed unused parameter 'C' from sculpt_update_cache_invariants
** sculpt_brush_stroke_init_properties doesn't use its SculptSession parameter
** in over_mesh, no need to cast return value of sculpt_stroke_get_location to int, it already returns an int
** sculpt_stroke_done doesn't use its 'stroke' parameter
** sculpt_set_persistent_base and sculpt_toggle_mode do not used their wmOperator parameters

* broke sculpt undo functions out into their own file sculpt_undo.c
June 17, 2010, 10:02 (GMT)
Render Branch: save a few percentages on simple scenes, doesn't seem to help
on more complex ones, but makes things easier to analyze.

* reorganize svbvh code so all the traversal functions are in one file
* don't do test for root so that push_childs can be inlined
* make shadow a template parameter so it doesn't need to be runtime checked

June 17, 2010, 06:19 (GMT)
Added undo for masks in sculpt.
June 17, 2010, 03:56 (GMT)
Bugfix: sculpting along the boundary between hidden areas and unhidden areas on a multires could leave cracks when things were unhidden. Fixed with a call to stitch grids.

June 17, 2010, 02:11 (GMT)
Several bug fixes:

* Added layerFree_grid to fix leaked memory when freeing CD_FACEGRID
* Added layerCopy_grid to fix copying a multires mesh and having masks not transfer over
* Added writing for CD_PAINTMASK layer
* Added writing and reading for CD_FACEGRID

June 17, 2010, 01:13 (GMT)
meant to remove this before last commit.
June 17, 2010, 01:06 (GMT)
Warp Modifier (render branch only)
Use 2 objects to warp verts from one objects space into another, option for curve fallof, vgroup and textures.
Similar to hooks but the verts are not fixed.

made this modifier share code with displace.
June 16, 2010, 23:57 (GMT)
Treat all textures as procedural
June 16, 2010, 19:27 (GMT)
Render Branch: force inlining of auxiliary functions for ray-triangle/quad
intersection, helps a few percentages.

June 16, 2010, 19:12 (GMT)
Render Branch: remove a few options

* Simplify Skip Quads to Triangles: now quads are never split, with the
render branch changes non-planar quads should no longer cause problems.
* Vertex Normal Flip: this seems to be more harmful than helpful in many
cases, and also makes little sense once you start raytracing.
* Doubled Sided Lighting: just always do this, not much use in being able
to turn this off, and it works only in the viewport anyway.

June 16, 2010, 19:07 (GMT)
Render Branch: add some defines for "always inline" in addition to "inline".

June 16, 2010, 19:05 (GMT)
Render Branch: attempt to fix some crashes with image tile cache
when compositing and preview render run at the same time.

June 16, 2010, 18:57 (GMT)
Render Branch: some reshuffling of the raytracing code, should have
no effect on results, but makes it easier to do some optimizations.
Seems to help a few percentages in performance, but nothing significant.

* remove RE_raytrace.h, raytracer is now only used by render engine again.
* split non-public parts rayobject.h into rayobject_internal.h, hopefully
makes it clearer how the API is used.
* added rayintersection.h to contain some of the stuff from RE_raytrace.h

* change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes
normalized and sometimes not, confusing... now dir is always normalized
and dist contains the distance.

* change VECCOPY and similar to BLI_math functions.

June 16, 2010, 18:15 (GMT)
Render Branch: update build systems for automatic weighting changes.

June 16, 2010, 13:34 (GMT)
Render Branch: armature weighting / mesh deform no longer use render
raytracing acceleration structure but BVH instead.

June 16, 2010, 04:55 (GMT)
Brought back hiding parts of the mesh in sculpt mode in proper 2.5-style. (No more ugly reordering of mesh elements leading to mesh corruption!)

UI changes:
* Ctrl+Alt brings up a border select you can hide a rectangular area of the mesh with.
* Ctrl+Shift is the same, but hides the area outside of the rectangle.
* Clicking without dragging while holding either Ctrl+Alt or Ctrl+Shift will re-show hidden areas.
* Added these three operations to the Sculpt menu.

Hiding areas is done by rebuilding the PBVH and excluding primitives based on whether their AABB intersects the user-selected areas. Note that for multires meshes, the primitives are grids, not faces, so if you are bad and use multires on a plain cube, there are only 6*4 grids that can be hidden.

TODO:
* Applying multires temporarily shows hidden areas. Once you start sculpting they hide themselves again. Same for turning off display of multires modifier.
* Going to multires level zero also shows hidden areas improperly.

June 15, 2010, 18:44 (GMT)
Render Branch: enabled openmp multithreading for multires/subsurf again,
but only if there are >= 1 million faces estimated in the resulting mesh.

June 15, 2010, 18:22 (GMT)
Render Branch: don't evaluate displace modifier with strength 0,
avoids multires subdividing vertex group here in some cases.

June 15, 2010, 18:19 (GMT)
Render Branch: move irradiance cache computation of 4x4 matrix svd and
pseudoinverse into blenlib, slightly faster due to avoiding malloc/free
and some floating point divisions.

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