Blender Git Loki

Blender Git commits from all branches.

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February 11, 2010, 19:29 (GMT)
Render Branch: WIP commit

* Pixel cache now works for raytraced AO/env/indirect.
* Falloff distance value is now only used for custom curve, linear and
quadratic now have a smooth factor (range 0-1).
* Lamp multisampling code moved from shadow to shading, so that both
shading and shadow can be multisampled. This should give correct area
lights at the cost of noise.
* Halo now uses same lamp code as surface instead of duplicating it.
* Fix in volume code, was too bright now with lamp changes.
* Only shadow materials are now computed different, sharing more code
but not matching old behavior yet.

February 11, 2010, 19:20 (GMT)
Render Branch: copy 2nd order spherical harmonics code from render to math lib.

February 10, 2010, 14:54 (GMT)
February 5, 2010, 17:36 (GMT)
COLLADA branch: exporter takes face smoothness flag into account.

Previously only smooth normals were written for each mesh. Now proper normals are written for flat faces too. Since smooth faces may share normals, writing of duplicate normals is avoided.
February 5, 2010, 12:45 (GMT)
Render Branch: move pixel & surface cache code to own file for reuse,
not really generic yet but getting there.

February 4, 2010, 21:00 (GMT)
Render Branch: some lowres geometry raytracing test code, just a test
that is far from usable but might as well commit it.

February 4, 2010, 20:48 (GMT)
Render Branch: stupid path tracer I'm using for consistency testing,
only does environment lighting + diffuse at the moment, don't expect
this to make it into trunk.

February 4, 2010, 20:41 (GMT)
Render Branch: lamp falloff

* Change lamp falloff formula which was dist/(r^2 + dist) with dist
a user specified value, whereas the correct value is 1/(r^2). Now
it is 1/(r^2 + dist) with dist = 0 as the default.
* Deprecated the Lin/Quad weighted mode.
* Still more work needed to make sun/area/hemi work better with this,
results are too bright now.
* Also this gives quite harsh results when the lamp is near geometry,
perhaps because we are not using tonemapping by default.

February 4, 2010, 20:33 (GMT)
Render Branch: fix memory leak when cancelling preview render.

February 4, 2010, 17:38 (GMT)
Render Branch: different method to compute only shadow lamps, rather
than subtracting colors it now subtracts in grayscale, helps avoid
ugly discolorations when used with colored lamps.

February 4, 2010, 17:17 (GMT)
Render Branch: trying to get units figured out for materials and lamps,
see comments in material.h and lamp.h. Change in UI is that lamp energy
is now called power and is specified in Watts. It's still off by a large
factor due to the lamp falloff code, that will be fixed in a separate
commit.

February 4, 2010, 16:55 (GMT)
Render Branch: temporary workaround for extern texture access, previously this
was using the global R, with whatever contents it had from last render. For now
just introduce a static local R for this case.

February 4, 2010, 16:53 (GMT)
Render Branch: make the raycounter code work again, broke it in refactoring.

February 4, 2010, 16:35 (GMT)
Render Branch: fix for sampler.c, hemisphere sampling code was wrong,
also added back cosine weighted hemisphere.

February 3, 2010, 21:29 (GMT)
[#20681] Text beveling works incosistently when not justifying text left
own error from r23101
January 29, 2010, 09:55 (GMT)
fix for error spotted by Jérôme Lelong
January 28, 2010, 22:23 (GMT)
Render Branch: fixes for crashes in bake and occlusion caching.

January 28, 2010, 16:02 (GMT)
January 23, 2010, 17:50 (GMT)
Render branch: use lamp_sample in ray_shadow_qmc.

January 23, 2010, 17:26 (GMT)
Render branch: fix halo rendering bug in hairball.blend.

Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021