Revision 5ac0d4f by Ton Roosendaal September 28, 2004, 16:18 (GMT) |
Cleaned the apply deform code in Blender. Now also using the modifier code. Right now, it works for Meshes (all deformers including Curve) and for Curve/Surfaces (only hooks). More follows. |
Revision fc0c3a0 by Ton Roosendaal September 28, 2004, 14:53 (GMT) |
Last of the beautifying for subsurf+optimal editing; selectmode 'face' now draws on click the optimal outline correctly |
Revision ff5e65b by Ton Roosendaal September 28, 2004, 13:58 (GMT) |
Crash fix; - wireframe view - editmode cube - subsurf + optimal on - set new selectmode 'face' thanks sirdude & sgefant! |
Revision e6cc3c1 by Ton Roosendaal September 28, 2004, 12:04 (GMT) |
More maintenance due to new selection code; - fgons draw correctly again in face selectmode - on select, fgons dont draw wrong selection dot |
Revision 84b021e by Ton Roosendaal September 28, 2004, 11:19 (GMT) |
Two small fixes thanks to test: - backbuf draw vertices did still use pointsize 1.0, making them hard to select - wire frontbuf draw on select used un-initialized color |
Revision 9314ee5 by Ton Roosendaal September 28, 2004, 10:50 (GMT) |
Changed valence rule for edgeloop, so it treats fgons OK. |
Revision 60d53c9 by Ton Roosendaal September 28, 2004, 10:16 (GMT) |
Eek! Commit for 'making transform aware for mesh select mode' caused all other editmodes to crash in transform()! |
Revision f3c7fdd by Ton Roosendaal September 28, 2004, 09:43 (GMT) |
Recode of 'zbuffer selection'. I first was too afraid using the backbuffer selection method, since there's too much trash in drawobject.c and displists... But, I couldn't stand the zbuf selection to miss edges too often. Right now both methods are still in the code, and can be reviewed. Please note for test: - borderselect and circle-select still use old method - new selection works directly on faces & edges - subsurf optimal draw and selection works fine now To detect the closest vertex or edge, i use the old 'spiral selection' code, which is extremely accurate. If your mouse is close to an edge, it should find it. Most evidently I need to test speed... also, the disadvantage of backbuf selection is the limited depth, which can be 16 bits (65 k faces) on systems. |
September 28, 2004, 05:04 (GMT) |
Picky, picky: Removed the question mark from the end of 'Quit Blender?' as per language guidelines |
Revision 9bbad60 by Stephen Swaney September 27, 2004, 23:04 (GMT) |
fully qualify variable names to fix bug under Solaris. reported by Casey Corn. |
Revision 766db99 by Ton Roosendaal September 27, 2004, 20:19 (GMT) |
- fixed error in copying selection from faceselectmode to editmode - removed ancient convention that switches to wire then |
Revision ea84d29 by Ton Roosendaal September 27, 2004, 19:22 (GMT) |
Faceloop select recoded, also nonmodal (no loop). It works by clicking with ALT on an edge, in face-select mode. Holding shift again extends selection. Current UI access can need rethink though. But I also think the loop tools deserve to be accessible without menu, for speed/workflow. So what's good shortcuts! BTW: both tools don't do triangle meshes (yet) |
Revision dbef53a by Ton Roosendaal September 27, 2004, 17:05 (GMT) |
Added edgeloop selection as mode-less loop-less option. Hotkey: ALT+select (ALT+CTRL for single button mouse) Hold shift to extend selection, or to deselect It correctly does edges on boundaries and loose edges too. |
Revision 0f02704 by Ton Roosendaal September 27, 2004, 15:08 (GMT) |
Transform() now is edge/face selection aware too. Theeth; i've done the changes as local as possible, and lotsa comments :P |
Revision a7f2950 by Ton Roosendaal September 27, 2004, 10:39 (GMT) |
Bug fix: on scene append of curve deformer displist causes crash... Crash is solved now, but create displist fails. |
Revision 061442c by Ton Roosendaal September 27, 2004, 10:12 (GMT) |
- improvement for edge/face select - edges now sample on three locationsm gives more hits - own version of glPolygonOffset remains cumbersome... but for select now the selection routine gets more offset than draw. - first attempt to clean drawobject.c and displists - generic call for draw object in backbuf for select purposes, cleans up a lot in the other calls. - also to verify if we can (in future) use this for vertex/edge/face select, but the whole drawobject code works against me... this is for another refactory (incl. displist) and out of the focus for now - subsurf.c: now creates new faces in order of original. Not used yet, but is handy to recover the original order for selection/paint purposes. |
Revision 995826f by Ton Roosendaal September 26, 2004, 19:55 (GMT) |
New drawmethod for creases editing (draw creases option) in editmode. http://www.blender.org/bf/rt3.jpg It draws a 2 pixel line, growing from center of edge, to denote sharpness. This works nicely with the new selection modes. Please note that subsurf-optimal still draws original edge then... but this didnt work before neither. :) |
Revision f98fda2 by Ton Roosendaal September 26, 2004, 18:33 (GMT) |
Fix for the beloveled bevel. ;) Still could use cleanup for flags though. |
Revision 1863873 by Ton Roosendaal September 26, 2004, 17:53 (GMT) |
Two bugs: - when adding creases in editmode, and separating that part, displists did weird things... separate is hackish anyway - draw faces (transparant) didnt do triangles correctly |
Revision ab68f71 by Ton Roosendaal September 26, 2004, 17:15 (GMT) |
New strict 'hide' rules for editmesh & new selectmodes - vertex hidden, always means edge is hidden too - edge hidden, always means face is hidden too - face hidden, only means face hides This means, that in face mode you can hide a face, whilst in edge mode the edges will still display. Please note, that when you have no edges saved in a Mesh, it also doesnt store the hide flags for it, causing in/out editmode too reset hidden edges. |
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