Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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September 17, 2003, 11:39 (GMT)
- bug #500

extreme wide spotbundles cannot be rendered correctly (180 degrees).
the bundle value is clipped at 170 degree in renderconverter.
September 17, 2003, 11:22 (GMT)
- fix bug 496

when you choose a window with no header, go to 'full window mode',
sometimes the header was still drawn. fixed it with a more strict
test in the drawing call.
September 17, 2003, 11:05 (GMT)
- bugfix #492

"Waste cpu while rotating view"
I added a tiny idle in the 'wait_for_statechanged' call, I suspect
ghostwinlay returns events while holding mousebutton...
September 17, 2003, 10:23 (GMT)
- fixed display of dashed helpline, when rotating multiple objects or
around the 3d cursor.
fix only works for OSX and certain nvidia cards. they need a glFinish()
call after drawing in frontbuffer.
September 16, 2003, 19:28 (GMT)
* Fix bug #390 - auto/gcc compile fails on irix:openal
OpenAL is now a configurable option again. The trick was to update the
SND_DependKludge not to #define/#undef anything when the auto* tools are
used.
September 12, 2003, 19:56 (GMT)
- updated projectfile with new registry.c/h files. (MSVC 6)
September 11, 2003, 19:08 (GMT)


On popular request, I made the "Sync" button (correct realtime
synchronization (framedrop) in ALT-A and synchronization to audio strips)
off by default when loading old .blend files or old ~/.B.blends.

This, however, makes the audio sequencer unusable by default, ALT-A will
not show realtime on complex scenes, and the "Frs/sec" value will be
ignored.
Revision dd25516 by guignot
September 10, 2003, 19:47 (GMT)
removed an useful #include which caused a compilation error
September 10, 2003, 16:26 (GMT)


The "extrude" operation now automatically sets newly created faces "smooth",
based on the assumption that if any of the faces attached to any of the
edges that have been extruded were "smooth", the result should also be.
(There is no other way to detect this, as edges don't have a "smooth" flag :-))
September 10, 2003, 02:46 (GMT)


Finally, the "Emulate 3 buttons" button in the userprefs actually
*does* turn ALT-LEFTMOUSE emulation on and off :)
Revision 422f4fa by Rob Haarsma
September 9, 2003, 21:26 (GMT)
moved Quicktime init function from creator.c
Revision 5572323 by Jiri Hnidek
September 8, 2003, 12:13 (GMT)

- added czech translation (cs.po)
- changed function drawcircball() in source/blender/src/drawobject.c. Circle is computed faster (no 32 calls of sin() and cos() each time witch same results).
Revision 5d2f98f by Jiri Hnidek
September 5, 2003, 13:54 (GMT)

- improved polygonization (linear interpolation) of Implicit Surfaces (Meta)
- added new MetaElem types (plane, elipsoid and cube) old TubeX, TubeY and TubeZ will not be supported
- new buttons in Edit button window (dx, dy, dz)
- added new items into the headers menu and toolbox menu

more details at: http://blender.webpark.cz
September 3, 2003, 04:13 (GMT)
Exppython:
- Window: added .GetCursorPos()
- Lamp: updated for NoDiffuse and NoSpecular modes
- Registry: new module to handle persistent data
- vector: made it correctly print only 3 values when vec->size==3:
Fixes nmvert coords printed with a 4th 0.0 coordinate
- Text: fixed crash on startup (Python 2.3, linux):
added definition of the Text pyobject earlier, in Types.c
September 3, 2003, 04:04 (GMT)
Exppython:
- Updated two doc files
Revision bb824b0 by guignot
September 2, 2003, 20:13 (GMT)
function PyArgsParse changed for PyArgsParseTuple by Stephen ( not so that sure...)
Revision 679a44d by guignot
September 2, 2003, 20:11 (GMT)
Modification of the GetControlPoint function by Stephen, who is now responsible for this module
slight bug fixes (Steph.)
September 2, 2003, 19:32 (GMT)
- fixed crash when you render a scene without emit Material and
new Radio render on.
crash happened after redraw in 3d window.
September 1, 2003, 18:21 (GMT)
- added /debug to the libpath of guardedalloc in makesdna. Pointed out
by Maci_Ray (thanks!).
- updated project files with radiosity changes.
August 31, 2003, 20:33 (GMT)
So, for the platform managers to check:
- the link order for Blender has changed, the libradiosity.a has to be moved after the librender.a (obviously for a new dependency!). Check blender/source/Makefile
- there's a new file: blender/source/radiosity/intern/source/radrender.c

Here's what the new code does:

Using the core routines of the Radiosity tool, each renderface with 'emit material' and each renderface with 'radio material flag' set will be used to itterate to a global illumination solution. Per face with high energy (emit) little images are rendered (hemicubes) which makes up lookup tables to 'shoot' its energy to other faces.
In the end this energy - color - then is directly added to the pixel colors while rendering, Gouraud shaded.
Since it's done with renderfaces, it works for all primitives in Blender.

What is doesn't do yet:
- take into account textured color of faces. Currently it uses the material RGB color for filtering distributed energy.
- do some smart pre-subdividing. I don't know yet if this is useful... Right now it means that you'll have to balance the models yourself, to deliver small faces where you want a high accuracy for shadowing.
- unified render (is at my todo list)

User notes:
- per Material you want to have included in radiosity render: set the 'radio' flag. For newly added Materials it is ON by default now.
- the Ambient slider in Material controls the amount of radiosity color.
- for enabling radiosity rendering, set the F10 "Radio" button.
- the Radiosity buttons now only show the relevant radiosity rendering options. Pressing "collect meshes" will show all buttons again.
- for meshes, the faces who use Radio material always call the 'autosmooth' routine, this to make sure sharp angles (like corners in a room) do not have shared vertices. For some smooth models (like the raptor example) you might increase the standard smoothing angle from 30 to 45 degree.

Technical notes:
- I had to expand the renderface and rendervertices for it... shame on me! Faces have one pointer extra, render vertices four floats...
- The size of the hemicubes is now based at the boundbox of the entire scene (0.002 of it). This should be more reliable... to be done
- I fixed a bug in radiosity render, where sometimes backfaces where lit

In general:
I'd like everyone to play a bit with this system. It's not easy to get good results with it. A simple "hit and go" isn't there... maybe some good suggestions?
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021