Revision 95465e7 by Sergey Sharybin August 7, 2012, 16:09 (GMT) |
Made color balance in sequencer multi-threaded Should give some more realtime update, but it's currently not the biggest issue - changing color balance settings would imply reloading of file which is slow. Would be investigated further. This change shouldn't affect on pre-fetching job which is already multi-threaded and doing threaded color balance would make things only worse. |
Revision ec23feb by Campbell Barton August 7, 2012, 15:04 (GMT) |
svn merge ^/trunk/blender -r49653:49658 |
Revision 4f4a468 by Campbell Barton August 7, 2012, 15:01 (GMT) |
use bilinear rather then bicubic scaling because bicubic blurs too much. |
Revision 4085056 by Sergey Sharybin August 7, 2012, 14:59 (GMT) |
Place color weels used for color balance in sequencer vertically This was it makes more sense from accurate tuning point of view. |
Revision c8934b4 by Thomas Dinges August 7, 2012, 14:02 (GMT) |
Tomato Cycles: * Improvement for reporting current sample. Also show the current amount of rendered samples, when using the CPU, and 1x1 tiles. |
Revision 17fdc45 by jens verwiebe August 7, 2012, 13:51 (GMT) |
OSX/cmake: refactoring of setting endianess defines, this fixes compile of builds with endianess other than the buildmachine and avoids also failing configuration with xcode 4.4 due not supporting big_endian archs anymore |
Revision 9ad19c2 by Campbell Barton August 7, 2012, 13:38 (GMT) |
svn merge ^/trunk/blender -r49644:49653 |
Revision 719aeda by Campbell Barton August 7, 2012, 13:37 (GMT) |
mask - draw both sides of the curve when `filled` option is disabled. |
Revision b364f6e by Sergey Sharybin August 7, 2012, 13:27 (GMT) |
Tomato Cycles: report currently rendering sample when using GPU Currently it makes more sense to use single tile for GPU rendering and in this case tile-based progress report doesn't work well. Since threading happens within single tile, it's possible to detect currently computing sample and report it to the interface, This also allows to display smoother progress when using CPU with small amount of tiles. |
Revision fcc18fe by Thomas Dinges August 7, 2012, 13:22 (GMT) |
Code Cleanup: * Remove old comment, Internal Player is working again. |
Revision 3e5cbb4 by Howard Trickey August 7, 2012, 12:54 (GMT) |
Fix knife stack overflow (bug #31907). The mutual recursion was removed: it was not needed. |
Revision 9ee3a86 by jens verwiebe August 7, 2012, 12:09 (GMT) |
Fix for fix, now nested |
Revision d4029de by jens verwiebe August 7, 2012, 12:03 (GMT) |
Fix for endiantest, xcode condition interferred with other os |
Revision 9388d04 by Lukas Toenne August 7, 2012, 10:54 (GMT) |
Fix for particle influence textures. These now work with "Particle/Strand" input coordinates, mapping the relative particle index into the [-1, 1] Y-coordinate range. |
Revision 5bcdecd by jens verwiebe August 7, 2012, 10:10 (GMT) |
OSX: disable kernels in cycles gpu again, would only work in 10.8 afaik |
Revision 8516821 by Campbell Barton August 7, 2012, 10:06 (GMT) |
svn merge ^/trunk/blender -r49638:49644 |
Revision b218d90 by Campbell Barton August 7, 2012, 10:03 (GMT) |
fix a crash when python is registering enum properties and the `items` argument is a generator (some sequence type besides a list/typle), in this case it could free the strings before blender duplicates them. this fixes [#32192] Import Images as Planes script is broken |
Revision b9c4415 by jens verwiebe August 7, 2012, 10:02 (GMT) |
OSX/cmake: Mountain-Lion (10.8 )adaptions, skip unsupported endianess etc., todo: deployment target management |
Revision 0d8a245 by Sergey Sharybin August 7, 2012, 09:54 (GMT) |
Code cleanup: remove unused sample counter from render session It's not used since new tile-based rendering and it was confusing to have it in both session and tile manager. Should be no functional changes. |
Revision 9460619 by Sergey Sharybin August 7, 2012, 09:22 (GMT) |
Tomato Cycles: do not discard unfinished tiles on cancel Do not discard (fill with black) tiles which are not fully rendered (not all the samples are calculated for tile) when canceling render. This could be helpful to tweak some settings when render glitch is discovered. Also it could be used in such scenarios as setting samples number to something really high and render still image until result is reasonable, controlling this manually. This could make cancel not so responsible on CPU, but it wouldn't be less responsible than GPU, also could potentially give some %% of speedup by avoiding checking cancel state after every pixel sampled. |
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