June 21, 2008, 21:56 (GMT) |
Fixed the other sculpt brushes so they work on multires meshes. |
June 21, 2008, 20:21 (GMT) |
Vertices in the base mesh now get displaced. |
June 21, 2008, 18:20 (GMT) |
Displacements over subdivided edges work correctly now (both for display and updating the highest level.) |
June 21, 2008, 14:31 (GMT) |
Apricot Branch: fix bug with shaders going black. |
June 21, 2008, 10:33 (GMT) |
Apricot Branch: GLSL ==================== * Added initial support for shadow buffers, works in the 3d view and the game engine, but has known issues still: * Shadow buffers are made again for each 3d viewport unnecessarily. * No filtering. * There was a bug with some shaders going black, but can't reproduce it anymore? * Added support for layer lamps, though they're still always computed in the shader, this needs to be optimized. * Added support for animating lamp position/rotation in the game engine. * Fix issue with lamps giving negative light on the backside. * Fix issue with specular + orthographic camera. * Fix square spotlights. * Potential workaround for a bug in the nvidia drivers with shader linking. |
June 20, 2008, 18:19 (GMT) |
Fixed updating displacements for meshes with more than one polygon |
June 20, 2008, 16:58 (GMT) |
length of matrix was incorrect, some scripts may depend on this not sure if we can make the change in trunk. |
June 19, 2008, 15:35 (GMT) |
Fixed updating of normals during sculpting for non-smooth multires meshes. |
June 19, 2008, 07:35 (GMT) |
Enabled updates of normals when sculpting on a multires mesh (only works for smooth meshes now) |
June 19, 2008, 03:13 (GMT) |
Big commit with initial support for sculpting of meshes with the multires modifier. With this commit, the displacement custom data is being applied to a subdivided version of the base mesh using a modification of CCGSubsurf. Sculpting on the highest level of the multires mesh now works, with (at least) these caveats: * Only the plain 'Draw' brush works for now * Normals aren't being updated during sculpting, so it doesn't actually look right yet * When displacements are applied or calculated, only interior face points are handled, so original vertices and edge vertices will look wrong after switching levels. |
Revision 2bb628b by Diego Borghetti June 18, 2008, 20:18 (GMT) |
branches/blender-2.47 Merge from trunk: Revision: 15239 Revision: 15240 Revision: 15242 Revision: 15247 Revision: 15256 Revision: 15262 |
June 18, 2008, 14:56 (GMT) |
Apricot Branch: issue in last commit with disabling/enabling GLSL shaders, now it remembers the last one, should be more reliable. |
June 18, 2008, 13:44 (GMT) |
Apricot Branch: Various Fixes ============================= * Make GLSL shaders work in the game player. * In the game engine with GLSL and no material assigned, it now falls back to texface materials. Not in the 3d view yet .. * Fix memory when using the default material for GLSL. * Fix another use of the builtin "smooth" name as a variable in the GLSL code, gives issue on ATI. * Fix problem with the armature deform being applied to only one material bucket, gave floating triangles. * Fix crash when setting .timeOffset through python without a parent. * Use only gl*ARB functions so that GLSL also works on graphics cards that do not have opengl 2.0 but do have the extensions. * Fix use of unitialized variable for render memory usage stats. |
June 18, 2008, 11:16 (GMT) |
Apricot Branch: missed some files in last commit. |
June 18, 2008, 11:04 (GMT) |
Apricot Branch: svn merge -r 15249:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender/ (game engine shape keys!) |
June 17, 2008, 23:25 (GMT) |
Apricot Branch: GLSL ==================== * Added GLSL vertex color support in the game engine. * Added VCol Paint and VCol Light options. |
June 17, 2008, 22:03 (GMT) |
Apricot Branch: GLSL ==================== * GLSL in the game engine now uses the second uv layer too. |
June 17, 2008, 21:23 (GMT) |
Apricot Branch: GLSL ==================== * Added support for the Material and Extended Material nodes. * Added support for node groups. * All nodes except Dynamic are now supported. |
June 17, 2008, 18:36 (GMT) |
Apricot Branch: GLSL ==================== * Internal change only: now it compiles the functions separately once and then links them together with the generated code, instead of appending the code and compiling them again for each material. Gives only slight compilation speedup unfortunately. |
June 17, 2008, 17:32 (GMT) |
Apricot Branch: GLSL ==================== * Added support for Ramps, diffuse + specular, all inputs and blending methods are supported. |
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MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021