Revision 85ae21d by Robert Wenzlaff December 26, 2003, 20:12 (GMT) |
Commit of cursor framework. Cursors now defined in source/blender/src/cursors.c and source/blender/include/BIF_cursors.h. Allows large cursors on Win32 and X11. See cursors.c for documentatioin on how to use. |
Revision da0e131 by Ton Roosendaal December 24, 2003, 19:05 (GMT) |
- improved filling in faces in octree, resulting in less nodes and branches. Especially larger faces give result. Rendering times go down with an average of 10%. My reference testfile went down from 30.4 to 27.9 seconds. |
December 24, 2003, 16:44 (GMT) |
Dan Sinclair's patch to add --version or -v to blender's command line options. Kent |
Revision a7bed78 by Ton Roosendaal December 24, 2003, 16:18 (GMT) |
- fixed bug in shaded view mode (SHIFT+Z) when it tried to calculate reflection normals... NULL pointer reference. (thanks Desoto!) |
Revision b391168 by Ton Roosendaal December 24, 2003, 11:44 (GMT) |
- only cosmetic stuff; result of going over the output of mipspro cc compile round. Wrong prototypes, unused variables, zealot const usage, and in action.c fixed insane & unreadable function call syntax. |
Revision 8fbff1a by Ton Roosendaal December 23, 2003, 22:31 (GMT) |
- Fresnel V4.0 Based on feedback (thnx phase!) I found a big disadvantage of the 'real' fresnel formula. It doesnt degrade to 0.0, causing 2-3 times too many rays being fired compared to the previous one. So; a lot slower. Now committed is a hybrid which allows (close to) real, and nice artistic freedom, *and* it really goes to 0.0 and 1.0, assisting nicely in optimal render times. A real doc how it works (with pics) will be made before real release. - Fixed bug in raytrace: the first renderpass didn't use fresnel for mirror. - Fixed bug in previewrender, now it closer matches how fresnel renders |
Revision 4d8fce8 by Martin Poirier December 23, 2003, 19:03 (GMT) |
Fixed bevel width preview drawing which draws the correctly with higher recursion level (it was incorrect for anything higher than 2). Also commented out a couple of unused variables that were shouting warnings (and we all love the lack of warning and the couple of extra free bytes) :) |
Revision 4541660 by Ton Roosendaal December 22, 2003, 22:27 (GMT) |
- another fresnel improvement. :) At last irc meeting, eeshlo pointed to an error in the code. It didn't use the IOR value correctly. This has been solved. So how it works now: - the IOR button value influences (very subtle) the fresnel effect. Only for realism diehards. - the Fresnel value (slider) now denotes the power in the function rf + (1-rf) * (1-c)^5 where rf= rf = ((ior-1)/(ior+1))^2 and c the dot-product ray/normal. - so, set the slider at '5' and you have real fresnel. Lower values for interesting artistic effects. - put back the forgotten code for gaussian corrected sampling during antialising render. Normally, each sub-pixel sample in Blender counts equally, and together make up the pixel color. With 'Gauss' option set (F10 menu) each sub-pixel sample creates a small weighted mask with variable size, which (can) affect neighbouring pixels as well. The result is smoother edges, less sensitive for gamma, and well suited to reduce motion-aliasing (when things move extreme slow). This is result of *long* period of research in NeoGeo days, and based on every scientific sampling/reconstructing theory we could find. Plus a little bit of our selves. :) - I should write once how blender constructs Jitter tables for sub-sampling. this is a very nice method, and superior to normal block filter or random jittering... time! |
Revision 3df84b7 by Ton Roosendaal December 21, 2003, 23:38 (GMT) |
- fixes for the stubs, to make sure blenderplayer compiles. error was caused by moving render calls to render module... but some are still called in blender kernel... |
Revision 6d6dee7 by Ton Roosendaal December 21, 2003, 22:57 (GMT) |
- globals were defined double... showed up thanks to warning of irix compiler! |
Revision 80622fc by Roel Spruit December 21, 2003, 22:43 (GMT) |
updated msvc projectfiles: added texture.c and removed some others.. |
Revision d012036 by Ton Roosendaal December 21, 2003, 22:38 (GMT) |
- moved render.h struct back to beginning of file... |
Revision 761fd60 by Ton Roosendaal December 21, 2003, 22:31 (GMT) |
- brought back to render.h includes... ifdef SGI and Windows... |
Revision 26df64a by Ton Roosendaal December 21, 2003, 22:23 (GMT) |
- removed render.h from this file. |
Revision ec99255 by Ton Roosendaal December 21, 2003, 21:52 (GMT) |
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around! |
Revision 16eec38 by Alexander Ewering December 20, 2003, 13:46 (GMT) |
Fixed the call to CalcNormFloat to use neweve[]->co. Goofster: The difference between you and Ton reporting the problem was that he actually took the time to analyze the warning and pin down the problem, while your "hahaha, your code has a warning!" didn't really help me a lot in the first place. |
Revision 0060be6 by Ton Roosendaal December 19, 2003, 15:23 (GMT) |
More render stuff: - added 'Mapping to" channel "RayMirror", to control mirror with texture - fixed bug in using mirror-rgb as texture channel... this is cumbersome because it is abused by Envmap in a not nice way. Fixing the abuse will cause compatibility errors, which can be fixed when we up release # to 2.32. - added "Translucency", which is nothing else than allowing another shading pass for the backside of a face (with normal inverted). This is interesting for all kinds of situations where you want light from behind to 'shine through'. Also works to reduce dark areas in unlighted parts of rendering transparent faces. Light from behind on transparent red window should make it glowing some, right?! - added texture channel for this as well - Reorganized Material Panels to reveil some consistancy where buttons can be found. Not perfect yet, but at least all options for Shaders and options for Mirror & Transparency now are together. This gives some space in Shader Panel for nice expansion. |
December 19, 2003, 12:07 (GMT) |
Updated the Mac OS X blender file icon with standard background and xype's nice shiney blender logo |
December 18, 2003, 21:45 (GMT) |
Bug fixes (sigh...) |
Revision cb20f1c by Ton Roosendaal December 18, 2003, 21:34 (GMT) |
another trace commit - implemented tracing of transparency for shadows. This is a material option, in the new RayTrace panel. it only traces color and alpha, not shading. So the results of some transparant colored unlit faces can look odd. I will look onto that. - changed fresnel formula (got hint from eeshlo!). this simplifies the UI, now only one button needed. The fresnel value "should" be identical as the refraction index, but that is booooring! So i added a special fresnel refraction slider for both mirroring and transparency. By setting all 3 sliders equal, you get 'realism'. - fresnel for transparancy works for Ztra rendering too. Same for transpa- rent shadow. But then you need to set 'ray' on in F10 menu. - uploaded new monkey_glass blend in download.blender.org/demo/test/ Next stage: killing the globals from render, and implement "translucency" which is effectively allowing faces being lit from behind, as paper or cloth. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021