Revision 8367c32 by Alfredo de Greef June 10, 2005, 00:12 (GMT) |
Some small modifications. Absorption and Dispersion parameters now only visible when 'Ray Transp' enabled. WardIso specular amount scale to match Blender output. Updated halo spotlight 'samples' to use new yafray syntax. Quick addition for access to another yafray feature: When using HDR backgrounds for lighting ('SkyDome' of 'Full' GI methods), it is currently not always possible to get smooth lighting results. Especially HDR images with small lightsource can be very noisy, because currently yafray still relies on brute force random sampling. As a temporary simple solution (better options will be available in the 'next generation' yafray), yafray can do some processing on the image to smooth out all (or most) noise. Besides smooth lighting, this also has the advantage that AA will have less work to do, GI quality can be set to the lowest level and still get reasonably good results. Disadvantage however is that shadow definition is lost. To switch on this option, set the world image texture filter parameter to any value greater than 1.0 When 'filter' is 1.0 or less, normal hdr sampling is done as before. So, current fastest possible render settings for IBL: set texture image filter parameter of the background image to any value greater than 1.0, set GI to 'SkyDome' type, enable 'Cache', (possibly enable 'NoBump' when scene uses lots of bumpmapping), set 'Quality' menu to 'Use Blender AO settings', make sure AO is enabled in blender World buttons and set there the number of AO samples to 1. Should at least be good enough for previews. |
June 9, 2005, 18:42 (GMT) |
uninitalized variable caught with valgrind. Kent |
Revision cc69a09 by Ton Roosendaal June 9, 2005, 11:02 (GMT) |
Bug fix #2723 When a scene had "do sequence" set, the OpenGL preview render option crashed... it shouldn't do the sequencer anyway then. Old bug. |
Revision 205b650 by Ton Roosendaal June 8, 2005, 18:55 (GMT) |
(Accidentally sent previous commit without message... is same stuff) gcc4 error fixes for compiling in OSX Tiger Also; make using python framework default in makefiles |
Revision ce68fdd by Ton Roosendaal June 8, 2005, 15:09 (GMT) |
Made anim player (blender -a) free memory in end, so we can check what the leak comes from. |
Revision cf1022f by Ton Roosendaal June 8, 2005, 13:01 (GMT) |
On exit mesh editmode, the other objects using this mesh should get a 'redo softbody' signal. |
Revision 5e0aa9b by Ton Roosendaal June 8, 2005, 12:51 (GMT) |
Bug fix #2719 Ortho render didn't correct texture/shadow coordinates for subpixel position. Caused small errors where faces intersect each other. Also found texture subpixel error in unified (using jitter table not correctly). This also caused errors with z value comparing. |
Revision ae77736 by Ton Roosendaal June 8, 2005, 08:13 (GMT) |
Small tweak in Ward-Iso specular. It didn't work correctly on backfacing light. Thanks Alfredo! :) Report #2711 |
Revision 9fea86d by Ton Roosendaal June 7, 2005, 13:04 (GMT) |
Fix #2709 Editmesh; "Remove Doubles" also included hidden vertices. |
June 6, 2005, 19:00 (GMT) |
Bart updated his scripts... Fixes: - naming of Transform instead of Shape node X3D exporter: line 431 and 432 VRML exporter: line 430 and 433 - wrong import of modules in the X3D exporter line 72 |
Revision 91b5992 by Jens Ole Wund(bjornmose) June 6, 2005, 18:52 (GMT) |
Fix for # 2655 Now triangles and quads of _any_ shape collide nicly with softbodies. Some tricks don't work in a non euclidian geometry ! Had to brush up that dusty knowlege a bit :) thanks efbie & ton |
Revision 9abdd36 by Rob Haarsma June 6, 2005, 14:42 (GMT) |
Bugfix #2704 Modified bFTGL so the bitmaps supplied by the font itself aren't used. Patch originally supplied by Shizu, somehow this was never added to FTGL. Be sure to build binaries with bFTGL, not the provided ftgl.lib from the lib dir. (this one can be deleted afaic) |
Revision 058e8ba by Ton Roosendaal June 6, 2005, 13:10 (GMT) |
Different fix for the nasty stars problem, previous one swallowed the ESC during alt+a playback. Solved in the 'proper' way, which is not abusing the (while render) ESC callback for UI draw of stars, this confused everything. Means; you cannot esc stars drawing anymore. Nice feature, bad hack... |
Revision bb4710d by Martin Poirier June 6, 2005, 12:23 (GMT) |
Fixing bug #2707 : Local Axis constraints in transform working incorrectly on objects that have object constraints. http://projects.blender.org/tracker/index.php?func=detail&aid=2707&group_id=9&atid=125 Problem was as suspected (axismtx defined after clearing constraints), so very easy to fix. |
Revision c61f646 by Ton Roosendaal June 6, 2005, 12:18 (GMT) |
Updated BL text. This option has not been used for 3 years, and is very unlikely to happen anytime. |
Revision 7f3908a by Ton Roosendaal June 6, 2005, 10:35 (GMT) |
Fix for #2689 When drawing many stars (or for certain slow gfx cards) you can press ESC to stop it from drawing. The variable set for this escape was not reset, causing a first F12 render to not work. (Ancient bug!). Added: redraw event for "Stars" button in worldbuttons. |
Revision 88fa58c by Ton Roosendaal June 6, 2005, 09:52 (GMT) |
Changed test for (me->flag&ME_SUBSURF) into ((me->flag&ME_SUBSURF) && me->subdiv) In build_mesh_data(). This because meshes with subdiv==0 were calling a MakeDisplist() for each redraw otherwise, disabling for example the posemode "delay deform" feature. (bug #2700) Daniel; it would help if you would add comments in the code, for example to understand the difference between; mesh_get_base_derived() mesh_get_derived() and how it relates to build_mesh_data() I realize most of the mess is in displist code... and confusing use of features while editing, posemode, & render. Nevertheless, it's not clear at first sight which parts of derivedmesh is design, and which part reflects the hacks to make it work. :) |
Revision 35a00d7 by Simon Clitherow June 5, 2005, 17:06 (GMT) |
Fix v2.0 for #2256: An alternative fix - last one broke stuff that I only discovered *after* committing! Go figure! Basically, gave B_REDR events for the sliders -- I still think there is a bigger underlying issue here, but it is best left for Ton the interface guru! ;) |
Revision 6d82363 by Simon Clitherow June 5, 2005, 16:40 (GMT) |
Bug fix: #2256 Sliders (and potentially other buttons) with no retval were not breaking the ui_do_block() loop, which caused events to propagate to other panels! (The effect could also be seen by dragging from AO sliders into the World name textbox.) |
Revision 1dd02d4 by Martin Poirier June 5, 2005, 14:26 (GMT) |
As discussed in meeting, fixing Numinput annoyance in transform. Numpad Minus can now be used all the time to type negative numbers, without interfering with PET. WARNING Behavior change: PET area of effect is not resized with Alt-Num+ and Alt-Num- (in addition to the scrollwheel) WARNING testing needed: it's late and the laptop here has a funny emulated numpad, so better be tested on a real keyboard by someone who is not coding past midnight. |
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