Revision dfc5542 by Campbell Barton November 11, 2012, 00:39 (GMT) |
game engine material conversion: don't use the material to convert vertex colors, then extract back out (pre face). |
Revision f8af810 by Campbell Barton November 10, 2012, 23:57 (GMT) |
code cleanup: bge - rename 'type' to 'use_mcol' in material conversion. |
Revision 67b74f9 by Campbell Barton November 10, 2012, 22:32 (GMT) |
- property sensor was converting floating point values to text then back to float - for floating point properties. - IntValue's GetNumber() was convert int -> float -> double. - BL_Shader was using STR_String rather then char*, where most callers had a char*, use a char* to avoid STR_String conversion-and-alloc on shader access. |
Revision 1ca4670 by Brecht Van Lommel November 10, 2012, 22:31 (GMT) |
Cycles: panorama camera in viewport camera view now shows the render mapped to the camera border rather than the entire viewport. |
Revision 446f70f by Sergey Sharybin November 10, 2012, 19:15 (GMT) |
Removed determineDependingAreaOfInterest from movie distortion node It wasn't used and it was incorrect anyway (distortion could be more than 100px). |
Revision 18300e8 by Sergey Sharybin November 10, 2012, 19:11 (GMT) |
Movie clip: display stabilization border even if current frame failed to load |
Revision f81e30a by Sergey Sharybin November 10, 2012, 19:11 (GMT) |
Solved issue with distorted compositor results in some cases Originally issue was discovered when using stabilization and movie distortion nodes, but in fact issue was caused by render layer node always doing nearest interpolation. Now made it so this node will respect sampler passed to it's executePixel function and do an interpolation. Added two new functions to do bilinear/bicubic interpolation in float buffer with variable number of components per element, so it could interpolate 1, 3 and 4 component vectors. This functions currently mostly duplicates the same functions from imageprocess.c and it should actually be de-duplicated. Think it's ok to leave a bit of time with such duplication, since functions should be generalized one more time to support byte buffers, which could backfire on readability. Also removed mark as complex from stabilization node, which isn't needed sine int fact this node is not complex. |
Revision 45cd54b by jens verwiebe November 10, 2012, 15:13 (GMT) |
OSX/ndof: rollback 52072, test showed we need individually weak functions -> todo: solve the clang link issue other way |
Revision 5ddc5fb by Brecht Van Lommel November 10, 2012, 14:50 (GMT) |
Fix #33135: cycles object info random number not working anymore. |
Revision 5ebe7d6 by Howard Trickey November 10, 2012, 13:59 (GMT) |
Bevel: patch from Thomas Beck fixes numeric offset input and adds wheel input for number of segments. |
Revision 4ec5a42 by jens verwiebe November 10, 2012, 13:53 (GMT) |
OSX/cmake: little cleanup in ghost |
Revision 472b3d4 by jens verwiebe November 10, 2012, 13:53 (GMT) |
OSX/ndof: test link whole framework weak rather than single functions to fix clang compile issue |
Revision cb2f91b by jens verwiebe November 10, 2012, 13:50 (GMT) |
OSX/cmake: rework the optional frameworks handling more osx-like, make jack weak-linked |
Revision 4121e4b by Ton Roosendaal November 10, 2012, 11:55 (GMT) |
Added UI support to set OpenGL MultiSample. Code to support it was lying around for long already, but not controlled by UI nicely. Now you have in user preferences "System" tab an option to set it. NOTE: - it only works saving as User startup.blend, and restart Blender. - your system should support it, no check for it is visible in UI - tested only on iMac OSX 10.7 Screenshot: http://www.blender.org/bf/chinchilla.blend.png |
Revision 250109f by Campbell Barton November 10, 2012, 10:26 (GMT) |
add argument so recent bge function mesh.transform_uv() so you can optionally transform between UV1 / UV2 |
Revision fecc3b9 by Campbell Barton November 10, 2012, 09:45 (GMT) |
add 2 new utility functions to the BGE mesh py api. mesh.transform(matid, matrix) mesh.transform_uv(matid, matrix, uv_index=-1)) much more efficient then looping over verts in python to transform them. |
Revision f5c9f2c by Sergey Sharybin November 10, 2012, 08:37 (GMT) |
Cycles: correction to how device of lists is exposed to blender compute_device_list is using static vector of device information which had pointers (identifier and name) to values from device information structures. That structures are also stored in static vector and being refreshed every 5 seconds. The issue is, as soon as device information is being updated, pointers in vector from compute_device_list became incorrect. Seems it was the reason of issues with sudden switching from CUDA to OpenCL on my desktop and from CUDA to CPU on my laptop, It was also seems to be making persistent images behaves instable. Made it so device identifier and name are copied from device info to structures used by RNA (CCLDeviceInfo). Alternative could be avoid cacheing CCLDeviceInfo and always use actual list of device information by RNA. It shouldn't be so much slow. |
Revision c9cd4d6 by Sergey Sharybin November 10, 2012, 08:13 (GMT) |
Fix #33132: Incorrect render session update when using persistent images issue and changing resolution |
Revision 936f038 by Campbell Barton November 10, 2012, 05:42 (GMT) |
code cleanup: some warnings and formatting for PyMethodDef's in the BGE. |
Revision fc2b52b by Sergey Sharybin November 10, 2012, 05:03 (GMT) |
Fix for wrong usage of RE_engine_free |
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