Blender Git Loki

Blender Git "soc-2010-nicolasbishop" branch commits.

Page: 3 / 8

August 5, 2010, 20:16 (GMT)
== Ptex ==

Another scons fix provided by mariusz

August 5, 2010, 19:20 (GMT)
== Ptex ==

Cmake fix from mariusz.

August 5, 2010, 14:03 (GMT)
== Ptex ==

Missed a file in my last commit

August 5, 2010, 01:42 (GMT)
== Ptex ==

Hopefully fixes building with scons

August 5, 2010, 00:53 (GMT)
== Ptex ==

initial ptex integration

* added the ptex C++ library to extern

* wrote a small C api for the library; just the functions I've used so
far are in the C api, but easy to add more

* added a new CustomData type (face data), stored as struct MPtex

* added RNA for CD_MPTEX

* each MPtex stores:
** the U- and V-resolution (always a power of two)
** the number of color channels (e.g. RGB or RGBA)
** the data type (can be bytes, shorts, or floats)
** the number of subfaces (for triangles now, will work also for ngons)

* for drawing ptex, one power of two texture is assigned to each face
** for quads, the texture is mapped normally across the full face
** for triangles, the face is split into four quads for drawing, and each
subface gets an equal-sized portion of the texture
** the texture is created with the same internal format as the ptex layer

* added an operator for loading ptex files

* added an operator for creating ptex layers; takes data type, number of
channels, and texel density as inputs. has some hackish code to allocate
texels based on a faces catmull-clark limit surface area

* added a simple ptex UI, shows ptex layers in the mesh data panel

* modified vpaint to paint on ptex instead of mcols


partial todo list:
* VBO drawing (make sure to turn VBO off before testing ptex for now)
* ptex saving
* better texel allocation
* upsampling/downsampling faces
* UI for setting individual faces' resolutions
August 2, 2010, 03:03 (GMT)
== VPaint ==

Bugfix: force update multires vpaint before saving the file

July 31, 2010, 00:15 (GMT)
== Multires ==

* Separate mdisp re-allocation from customdata realloc

July 30, 2010, 23:45 (GMT)
== VPaint/Multires ==

Added a function to apply multires colors as regular mcols; used when applying multires modifier and rendering

July 30, 2010, 22:10 (GMT)
== VPaint ==

* Added an operator to convert vcols to texture; works for multires vcols too
* Still has some seam issues, need to do more intelligent bleeding
* Current UI is a menu item in the Image menu (Vertex Colors to Texture)

July 30, 2010, 15:20 (GMT)
== Paint ==

* Refactored paint mask undo to support any customdata type
* Automatically make layer multires when adding vcols to a multires mesh in vpaint mode
* Fixed vcol multires toggle so that it updates the dm

TODO:
* Add paint undo for vcol layers
July 30, 2010, 05:51 (GMT)
July 30, 2010, 01:27 (GMT)
== VPaint ==

* Switched vpaint to use paint/pbvh undo system

TODO:
* Undo for adding/removing color layers

July 30, 2010, 00:55 (GMT)
== Paint/PBVH ==

Undo refactor

* Renamed sculpt_undo.c to pbvh_undo.c
* Modified node push take a flag (PBVHUndoFlag) that controls what data gets pushed
* Changed sculpt code to only push coords, changed masking to only push paint masks
* Added undo code to save/restore mcols too, but not used yet
* Fixed a weight paint crash

July 29, 2010, 03:20 (GMT)
== VPaint ==

More fixes and cleanups

* Removed unused parameters in vpaint
* Use more of paint stroke in vpaint
* Partial fix of anchored brush in vpaint, doesn't restore colors yet though
* Fixed smooth stroke

TODO:
* Color restore for vpaint

July 29, 2010, 01:16 (GMT)
== VPaint ==

* Bugfix: don't start until mouse goes over the mesh

July 29, 2010, 00:47 (GMT)
== Paint ==

* Moved a bunch more sculpt stroke stuff into paint stroke
* Made all the sculpt stroke UI visible for vpaint too
* Most of sculpt's stroke features work in vpaint now

TODO:
* Drag dot for vpaint
* Anchored for vpaint
* Smooth stroke broken
July 28, 2010, 20:27 (GMT)
== Multires ==

* Fixed a memory leak when deleting multires data

July 28, 2010, 20:23 (GMT)
July 28, 2010, 19:43 (GMT)
== Paint ==

* More texture refactoring; brush texture symmetry now works properly in sculpt mode again, also works in vpaint now.

TODO:
* Fixed texture mode doesn't work in vpaint
* Anchored brush needs updating

July 28, 2010, 17:26 (GMT)
== PBVH ==

* Some interface cleanups, should be no functional changes

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