Revision a094eb4 by Ton Roosendaal January 9, 2006, 21:51 (GMT) |
Orange: Silly error in patch... the buffer for wpaint/vpaint got allocated with only half the size... |
Revision e62fed9 by Ton Roosendaal January 9, 2006, 19:17 (GMT) |
Orange: more exr & imbuf cleanup - Reading exr images now goes OK. I've unified the code for reading 'half' and 'float' (was nicely possible!). And removed useless copying of data around. - Fixed bug in allocating new rects, like for making mipmaps. flag issues. - filter code accidentally incremented wrong pointer (crash on mipmap too) |
Revision bdef14b by Ton Roosendaal January 9, 2006, 15:56 (GMT) |
Orange fix: Lamp ipos were also not duplicated when indicated... old stuff here! :) |
Revision 44fb9d1 by Ton Roosendaal January 9, 2006, 15:46 (GMT) |
Orange: Avi writing crashed... very weird code in here with imbufs, made it not using imbufs for now, so I know what goes on! :) |
Revision 7ee9caf by Campbell Barton January 9, 2006, 15:24 (GMT) |
There was a problem with typing over text selections, where you had an object with 21 letter name (19 is the max but 21 is supported, just copy a mesh a few times) After this click on the object name and start typing, even though the selection makes it that the new string would be overwritten, it dosent let you type in any text. from if(len <= but->max) { to... if(len-SELWIDTH+1 <= but->max) { - Tested and works well. |
Revision 24b45cf by Ton Roosendaal January 9, 2006, 12:53 (GMT) |
Orange: code for building the image-type menu was wrong for non-quicktime cases. :) |
January 9, 2006, 12:26 (GMT) |
Updated paths on mac os x to be like makefiles (/usr/local/ ... ). Remember to delete config.opts for it to be recreated with the new EXR options! |
Revision b9eabd9 by Ton Roosendaal January 9, 2006, 12:18 (GMT) |
Orange bugfix: On duplicating an object with material ipos that has drivers, the new ipos (if material and ipos were copied) didn't get the correct pointer to the new driver object (if that was copied!) |
Revision 96596d4 by Nathan Letwory January 9, 2006, 12:14 (GMT) |
Include paths were wrong. Now openEXR compiles and links |
Revision f0aceff by Ton Roosendaal January 9, 2006, 10:55 (GMT) |
Orange: Further cleanup of EXR saving - F10 scene buttons now has options "half" and "zbuf" for exr saving. Note: when no float buffer is available, it always saves as "half", that's sufficient anyway, since half is 16 bits per channel. - EXR in imbuf now uses compliant ibuf->ftype flags for denoting exr extensions such as 'half' and 'compression'. - Removed ugly blenkernel dependency from exr module |
Revision beba2cf by Campbell Barton January 9, 2006, 05:01 (GMT) |
Made buttons in clever numbuts allign. Commented out crufty name spesific actions that changed variables and added a label of buttons started with "Rot" - Since panels are used for rotating now. |
Revision 5b218a7 by Campbell Barton January 9, 2006, 03:43 (GMT) |
* Added PupBlock for user options. * Improved context, unwraps active object if not selected and makes sure it only unwraps a mesh once even if 2+ instances are selected. * Added Option to stretch to bounds * Added option to have a margin, thanks to letterrip * Fixed bug whe nassigning UV's to zero area faces. |
January 9, 2006, 02:23 (GMT) |
Another small gameengine build tweak. Included a missing header directory. I also provided a fix for tiff images. (It was appending tif even if it was already in the name, now it does it correctly) (no more image.tif.tif) Kent |
January 9, 2006, 02:18 (GMT) |
Ton forgot a few modifications to the Scons and Makefile build systems. These should make it so that other people can compile with OpenEXR support. (I also added the OPENAL fix erwin commited to bf-blender since I need it for my machine, and this syncs up the file) Kent |
Revision 014aa72 by Ton Roosendaal January 9, 2006, 00:40 (GMT) |
Orange branch: OpenEXR finally in Blender! Credits go to Gernot Ziegler, who originally coded EXR support, and to Austin Benesh for bringing it further. Kent Mein provided a lot of code for integrating float buffers in Blender imbuf and ImBuf API cleanup, and provided Make and Scons and static linking. At this moment; the EXR libraries are a *dependency*, so you cannot get the Orange branch compiled without having OpenEXR installed. Get the (precompiled or sources) stuff from www.openexr.com. Current default is that the headers and lib resides in /user/local/ Several changes/additions/fixes were added: - EXR code only supported 'half' format (16 bits per channel). I've added float writing, but for reading it I need tomorrow. :) - Quite some clumsy copying of data happened in EXR code. - cleaned up the api calls already a bit, preparing for more advanced support - Zbuffers were saved 16 bits, now 32 bits - automatic adding of .exr extensions went wrong Imbuf: - added proper imbuf->flags and imbuf->mall support for float buffers, it was created for *each* imbuf. :) - found bugs for float buffers in scaling and flipping. Code there will need more checks still - imbuf also needs to be verified to behave properly when no 32 bits rect exists (for saving for example) TODO: - support internal float images for textures, backbuf, AO probes, and display in Image window Hope this commit won't screwup syncing with bf-blender... :/ |
Revision 2ead92c by Martin Poirier January 8, 2006, 18:59 (GMT) |
BPy: PupBlock method. This wraps the "clevernumbut" code to allow scripters to use popup blocks for user input instead of a sequence of multiple different popups. See the blend file for a comprehensive test and example file. |
Revision 072c32b by Ton Roosendaal January 8, 2006, 11:50 (GMT) |
New plus/minus icons |
Revision 104ab9b by Ton Roosendaal January 8, 2006, 11:41 (GMT) |
Orange: - New UI element: the "Curve Button". For mapping ranges (like 0 - 1) to another range, the curve button can be used for proportional falloff, bone influences, painting density, etc. Most evident use is of course to map RGB color with curves. To be able to use it, you have to allocate a CurveMapping struct and pass this on to the button. The CurveMapping API is in the new C file blenkernel/intern/colortools.c It's as simple as calling: curvemap= curvemapping_add(3, 0, 0, 1, 1) Which will create 3 curves, and sets a default 0-1 range. The current code only supports up to 4 curves maximum per mapping struct. The CurveMap button in Blender than handles allmost all editing. Evaluating a single channel: float newvalue= curvemapping_evaluateF(curvemap, 0, oldval); Where the second argument is the channel index, here 0-1-2 are possible. Or mapping a vector: curvemapping_evaluate3F(curvemap, newvec, oldvec); Optimized versions for byte or short mapping is possible too, not done yet. In butspace.c I've added a template wrapper for buttons around the curve, to reveil settings or show tools; check this screenie: http://www.blender.org/bf/curves.jpg - Buttons R, G, B: select channel - icons + and -: zoom in, out - icon 'wrench': menu with tools, like clear curve, set handle type - icon 'clipping': menu with clip values, and to dis/enable clipping - icon 'x': delete selection In the curve button itself, only LMB clicks are handled (like all UI elements in Blender). - click on point: select - shift+click on point: swap select - click on point + drag: select point (if not selected) and move it - click outside point + drag: translate view - CTRL+click: add new point - hold SHIFT while dragging to snap to grid (Yes I know... either one of these can be Blender compliant, not both!) - if you drag a point exactly on top of another, it merges them Other fixes: - Icons now draw using "Safe RasterPos", so they align with pixel boundary. the old code made ints from the raster pos coordinate, which doesn't work well for zoom in/out situations - bug in Node editing: buttons could not get freed, causing in memory error prints at end of a Blender session. That one was a very simple, but nasty error causing me all evening last night to find! (Hint; check diff of editnode.c, where uiDoButtons is called) Last note: this adds 3 new files in our tree, I did scons, but not MSVC! |
Revision c94455c by Erwin Coumans January 8, 2006, 09:37 (GMT) |
more linux game engine work. hopefully works now! |
Revision 88a8508 by Erwin Coumans January 8, 2006, 09:11 (GMT) |
Got the armatures, GLSL shaders and other snailrose changes to work for Linux. now attempting to get this in cvs :) |
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