Revision e355abe by Ton Roosendaal April 28, 2013, 10:46 (GMT) |
This glsl shader works for OCIO with alpha. OSX iMac with ATI. There's no logical reason I can find... but I commit it because many others have the same error, so we can check. |
Revision 24a4e19 by Ton Roosendaal April 28, 2013, 09:47 (GMT) |
Bug fix #35117 Sequencer: Properties region didn't have the general Sequencer keymap, so it didn't respond to "Nkey" to hide the region. |
Revision 628284c by Ton Roosendaal April 28, 2013, 09:16 (GMT) |
Bug fix #35124 Outliner was drawing "Animation" category even when no actions/strips/drivers existed. Would happen after adding Action and unlinking it. |
Revision 46dad61 by Mitchell Stokes April 28, 2013, 06:13 (GMT) |
BGE: Fix for [#34383] Blender crash Steering actuator 2.66 -> 2.59 -> 2.66. Reported and fixed by HG1. |
Revision 1cc5228 by Campbell Barton April 27, 2013, 23:42 (GMT) |
fix for crash while drawing editmesh with weights in rare cases when the length was set but array NULL. |
Revision b7c9314 by Campbell Barton April 27, 2013, 22:10 (GMT) |
fix for out of bounds memory read when running wire-frame tool on empty mesh. |
Revision 2810331 by Campbell Barton April 27, 2013, 21:56 (GMT) |
minor changes, BLI_uvproject_from_view was doing matrix multiply for no reason, quiet float/double warning. |
Revision 25e82fe by Campbell Barton April 27, 2013, 19:40 (GMT) |
BLI_strlen_utf8 was doing size_t / int conversion unnecessarily. |
Revision 4c38912 by Campbell Barton April 27, 2013, 19:27 (GMT) |
remove unused function: projectf |
Revision 7c27cfc by Campbell Barton April 27, 2013, 19:00 (GMT) |
add vertex color smooth operator. Since the bug was fixed that made blur brush _not_ blur all verts, there is no way to blur vertex colors after baking. While this was hidden it was useful especially for baking vertex colors. |
Revision f5e022a by Sergey Sharybin April 27, 2013, 18:21 (GMT) |
Solve possible uninitialized variables usage in sequencer draw function |
Revision 69b0b0a by Sergey Sharybin April 27, 2013, 17:50 (GMT) |
Fix for fix in alpha de-premul We do not need to premul shader result, opengl is already configured for straight alpha. |
Revision 1fe4a27 by Campbell Barton April 27, 2013, 17:41 (GMT) |
quiet warning, color blend c file was missing own include, also minor style tweaks. |
Revision 6a04ff1 by Sergey Sharybin April 27, 2013, 17:08 (GMT) |
Premultiplication in OCIO shader went wrong, it used to apply alpha on source color after conversion, not on result. |
Revision d376a1b by Sergey Sharybin April 27, 2013, 16:43 (GMT) |
Apparently better not to use values like 1.0f in GLSL code Fix from debug session of self and Ton, was affecting OSX builds, making GLSL display transform not working on this platform. |
Revision 514e322 by Sergey Sharybin April 27, 2013, 16:34 (GMT) |
Print error log to the console if OCIO shader compilation failed |
Revision f716eb1 by Sergey Sharybin April 27, 2013, 15:01 (GMT) |
Some color space issues in sequencer: Sequencer was always trying to do GLSL color space conversion, not respecting user settings at all. This failed a lot when RGB curves a used in color management settings. Now sequencer will fallback if GLSL can not be used and will also respect user settings (however, draw pixels are not supported, sequencer always uses 2D textures). |
Revision 8069d1a by Ton Roosendaal April 27, 2013, 12:54 (GMT) |
"Bug" & usability fix, own collection. Color Pickers in Blender support precision editing with holding Shift key. Unfortunately, on first click the picker cursor moves to the mouse position, making the precision dragging quite useless. Now, if you hold Shift, the picker editing will only apply the delta motion of your mouse drags, making it much nicer for fine tuning of color grades in Sequencer or Compositor. |
Revision 4c2c24a by Brecht Van Lommel April 27, 2013, 12:54 (GMT) |
Fix #35113: solidify modifier not preserving clamp option on duplicating the object or modifier. |
Revision 8f91508 by Brecht Van Lommel April 27, 2013, 12:51 (GMT) |
Fix part of #34233: bad alpha blending for 2D image painting. This is a very old issue, the formulas here were never quite right, should all work ok now with byte and float images. Some differences: * Colors with zero alpha from the background will never have an influence, so you don't get alpha fringes when painting over such areas. This does give hard edges when looking at the RGB channels alone, but there's no way to avoid that and fringes at the same time, same behavior as other painting apps. * Add/Subtract/Multiply/Lighten/Darken now leave the alpha channel unchanged and work only the RGB channels, again same behavior as many other apps. * Erase/Add alpha now compensates for premultiplied float images to keep the straight RGB colors the same. Next: fix projection painting. |
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