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Revision 1dca0e1 by Kent Mein
November 21, 2008, 17:22 (GMT)
This is patch [#17896] Irix Build Files
Submitted By:
Timothy Baldridge (tbaldridge)

Add's scons support for irix.

Kent

November 21, 2008, 06:17 (GMT)
* smudge tool wanst working (forgot to set the precious mouse location)
* VecWeightf and Vec2Weightf didnt have return types defined.

November 21, 2008, 03:09 (GMT)
* added option "Normal", same as the vpaint option, gives more natural looking brush strokes.
* faces that were ignored were also not taken into acount when checking UV seams - causng bleed not to work properly in some cases.
* commented early pixel filling loop exit that fails in some cases.

November 21, 2008, 02:23 (GMT)
RNA

* More ID property support. What was already possible was showing
ID properties as RNA properties. Now it is possible to define
RNA properties and have an ID property automatically created the
first time it is set (if not set it retuns the default).

* Added support for defining RNA structs and properties at runtime.
This is useful for python and plugins, and could also be used
for operators, not sure yet what is best there, they could be done
in preprocess for speed, but not sure how to do that while keeping
operator registration a single function.

* Added quick functions to get/set properties based on names, to be
used for operators.

* Added some simple support for inheritance, was already doing this
but having it as a feature simplifies things. Two things were added
for this: when defining a struct you can give a 'from' struct whose
properties will be copied, and structs like ID, operator, modifier,
can define a refine callback that will return the more specific type
of the struct like ID -> Object, Mesh, .. .

* Added simple windowmanager wrap with only the registered operators
list, used for testing RNA for operators.

November 20, 2008, 22:23 (GMT)
Change name templating to &S and &N (less potential bugs).

It now also accepts lower case versions (&s and &n).
November 20, 2008, 21:57 (GMT)
merging trunk 17485:17520
November 20, 2008, 21:45 (GMT)
Crasher fix.

If vertex groups had % in them, the function making the menu string would crash (in release only).
November 20, 2008, 20:42 (GMT)
Added changes for implementing antialiasing. The OSA settings for the internal
renderer are respected by the Freestyle renderer as well.
November 20, 2008, 20:41 (GMT)
Renamed arguments rad1 and rad2 in order to avoid name conflicts with symbols
defined in Microsoft SDKs/Windows/v6.1/include/dlgs.h.
November 20, 2008, 20:41 (GMT)
Added changes for enabling OpenGL accumulation buffer to implement antialiasing
in the Freestyle renderer.
November 20, 2008, 00:34 (GMT)
commit yesterday broke scaling in the sequencer (dumb mistake)
also changed 3 if's into a switch statement for selecting the interpolation.
Revision 6df8cf8 by Matt Ebb
November 19, 2008, 23:27 (GMT)
* Allow for light linking/overrides in volume materials
November 19, 2008, 20:01 (GMT)
draft for arc iterators to unify code.

Just moving code to work home, nothing to see here.
November 19, 2008, 19:28 (GMT)
November 19, 2008, 16:28 (GMT)
Code shuffle to make a bit more structure.

- operator definitions, callbacks, registry to WM and handlers for it are
now always in a file xxxx_ops.c or xxxx_operators.c, in the bottom you
will find the registry and handler code.

- fixed some confusing naming conventions "rip_area vs area_join" etc. Now
stick to convention to first name subject, then operation (like UI :).
So it's area_rip, screen_add, and so on.

- Nicely put exported calls (outside module) together in bottom: this using
names such as ED_screen_duplicate().

- Moved Operator-Property API to new C file.


November 19, 2008, 13:16 (GMT)
2.5: gesture code in WM

- Simplified and cleaned previous border code
It was a bit too complex, too many data manipulations

Original idea was to have WM API calls to manage border, circle, lines,
lasso, etc. This now means that WM provides callbacks for custom operators,
so it's very easy to make them. Check bottom of screen_edit.c for an
example.

Currently two borders were coded; with and without cross hair.
Press Bkey in any area-region to test it (note: time window has wrong matrix!)

Some specs to note:
- gestures are in region space, and draw 'over'. That latter still needs some
work when we do real composites.
- only the active region is redrawn.
- on todo is the generic gesture engine for 'tweak' or like how currently grab
gestures in Blender work. These will be configurable per area-region, and WM
then will send the proper "Gesture Event" with properties (N, S, E, W, etc)
to which you then can assign operators. Such events will be generated with low
priority, so other handlers who swallowed mouse events have preference.








November 19, 2008, 07:57 (GMT)
* use utility function brush_painter_paint that runs the project_paint_op in a callback, (hopefully making tablets work properly)
* removed own interpolation function, use bilinear_interpolation_color instead.
Revision 14a0718 by Matt Ebb
November 19, 2008, 05:30 (GMT)
* fix - constant colour output in point density wasn't working
November 19, 2008, 03:43 (GMT)
November 19, 2008, 03:28 (GMT)
Split up the following imbuf functions in 2...
void bicubic_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
void neareast_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
void bilinear_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);

Added...
void bicubic_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v);
void neareast_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v);
void bilinear_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v);

This is needed so for projection painting but generally useful if you want to get the interpolated color of a pixel in an image without having a destination imbuf.

While editing these I noticed the functons are a bit dodgy, they assume the input ImBuf has matching float/chr buffer to the output.
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