Revision dea1ac5 by Stephen Swaney January 12, 2006, 21:21 (GMT) |
bugfix: #3738 Armature bones returns none instead of key error BonesDict was returning None instead of throwing a KeyError when key not found. Also fixed a few compile warnings about struct initialization. |
Revision cc2a332 by Chris Want January 12, 2006, 18:34 (GMT) |
Optimization -frerun-cse-after-loop (included with -O2) was causing render to crash on cygwin with gcc 3.4.4. Changed declaration of shadepixel() argument "int facenr" to volatile. Can anybody recommend a more elegant solution? |
Revision 7157948 by Ton Roosendaal January 12, 2006, 15:46 (GMT) |
Orange: - cleanup of color curves code; goes at least twice faster now! (includes black/white point stuff) - When using 'Curves' in image window on a byte rect, it creates a (temp) float rect to operate on. So curves work for regular pictures too now. |
January 12, 2006, 15:36 (GMT) |
convert IMB_rectop to IMB_rectcpy since IMB_rectop has been retired in orange. Kent |
January 12, 2006, 15:27 (GMT) |
Ken's 64bit patches weren't merged over to orange for some reason. This fixes that. I'm going to see if there are other things that weren't merged over as well. Kent |
Revision 02cdb8a by Campbell Barton January 12, 2006, 13:34 (GMT) |
Fixed a segfault in zooming out on long wave files- 6min+ Was using shorts which couldent code with viewing many samples at once. |
Revision 5dba8e7 by Campbell Barton January 12, 2006, 12:39 (GMT) |
Renamed clean_mesh.py to mesh_cleanup.py Rewrote to use Kens Mesh module, much faster, cleaner and nicer UI. - Another use for PupBlock. |
Revision 6ded7d6 by Ken Hughes January 12, 2006, 07:51 (GMT) |
Clean-up of some reference counting issues with delete() methods. Also further relax the input types for edge.extend() and face.extend() so that single lists or tuples are accepted without errors. |
Revision 631979f by Erwin Coumans January 12, 2006, 06:30 (GMT) |
renamed some variables to make the timing in the game engine less confusing+minor improvements in this area. enabled game engine for scons |
Revision 007b3b8 by Campbell Barton January 12, 2006, 05:28 (GMT) |
Added tri2quad script finds all possible quads to be made from selected triangle pairs, then joins the best first until the error limit is reached. Just Updated and faster 8.5sec to 0.6sec for 2k triangles in my test. Also my fav new function PupBlock for the UI input! |
Revision d498ae5 by Campbell Barton January 12, 2006, 03:34 (GMT) |
Fixed a bug in boxpack that archimap not to clear data between uses, and become progressivly slower. Updated Archimap to set UV's aslists (dont need to convert to tuples anymore) |
Revision a9e6428 by Erwin Coumans January 12, 2006, 01:37 (GMT) |
overlooked IMB_imbuf.h was already included inside an extern "C" section. |
Revision b9d9966 by Erwin Coumans January 12, 2006, 01:15 (GMT) |
uncommented include "IMB_imbuf.h", it is needed? |
Revision 150d36e by Martin Poirier January 12, 2006, 01:11 (GMT) |
BPy: Mathutils fix: bug #3737 Vector.resize4D() didn't put 1 in the 4th component (the scale factor), as it did in 2.37. While this is more "correct", it is much less usefull. Also, matrix.resize4x4 puts a 1 there too, so might as well revert and be consistent. |
Revision 0132ac9 by Erwin Coumans January 12, 2006, 00:57 (GMT) |
re-enable game engine by default, for 2.41 preparation |
Revision 81f42b4 by Martin Poirier January 12, 2006, 00:07 (GMT) |
Scons fix: new BPy Pose files weren't added to Sconscript |
Revision d4f48f4 by Ton Roosendaal January 11, 2006, 23:15 (GMT) |
Orange: Ortho camera now gives correct z values for buffers too. |
Revision 0665f0d by Ton Roosendaal January 11, 2006, 22:36 (GMT) |
Orange; Until now, the zbuffer was written straight from the internal zbuffer, which has values that are inverse-proportional (like 1.0/z) which makes it very hard to use it for postprocess, like zblur or other composit effects that require Z. Based on info from ILM, the values stored for Z in exr files is the actual distance from a camera. I think that's about time to migrate to that convention! By default now, after render, the z values are converted to floats. This saves in exr files now, but not in the Iris Z files. That latter was a blender-only anyway, so might be not a real hassle to drop. :) You can see the difference in the image window, but notice the range now is linear mapped from camera clipstart to clipend. Note; I just discover that ortho Z values need a different correction... |
January 11, 2006, 21:58 (GMT) |
remove Constraint.h since it doesn't exist. Provided by Letterrip. Kent |
Revision ce4dcda by Hans Lambermont January 11, 2006, 21:11 (GMT) |
- override the temporary disabling of KETSJI and OPENAL for FreeBSD. |
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