Remove limit for number of textures when using CPU rendering,
so huge scenes from Mango could be rendered properly.
Re-arranged float and bytes textures for this, so now float
textures goes before byte. This is needed to make alignment
stuff easier for variable number of textures.
Also replace code-generated CPU kernel structure's members
with an array, which makes it easier to access textures
without adding bunch of cases in switch.
Should be no functional changes when rendering with GPU
or OpenCL devices.
Crash was caused by the difference in how compositor walks tile
rectangles and how they were walked in partial update function:
compositor excludes right / top bound and partial update handled
it which lead to reading / writing to wrong memory.
Switch partial update routines to the same logic as it's used
in tile compositor, which made it kind of unified with render
rectangle update.
- building without python works again
- rename maxi/mini to i_max/i_min (so thay are available for function names)
- some minor edits to IK stretch setting (no functional changes).
This adds an inpaint node to blender.
In case, you don't know, inpainting does this:
http://en.wikipedia.org/wiki/Inpainting
It's use cases in blender are
* wire removal
* green screen background reconstruction
The node isn't tile based (for fundamental reasons), but very fast,
since it first builds a manhatten distance map and after that performs
color convolution only on the edges.
That's something, one should probably add also to the dilate node (in
step mode) to make it perform a lot better for dilate iterations greater
than 3.
It will bring it's computing time from O(n^3) down to O(n^2).
Take a look here for the details:
http://ostermiller.org/dilate_and_erode.html )
* Code cleanup, removed unneeded code.
* Style cleanup, don't break lines to early
(unless marked as pep8-80 or pep8-120 compliant)
* Keep 1 line after layout declaration empty.
Handle these 2 kinds of script paths
* user script path: ~/.blender/scripts OR $BLENDER_USER_SCRIPTS
* pref script path: always bpy.context.user_preferences.filepaths.script_directory
now both are returned by bpy.utils.script_paths()
Assumes numpy is installed to the BF_PYTHON/site-packages/numpy directory,
could be tweaked further, but this should be enough to setup release
building environment.
Seems blender can't import numpy, but that doesn't seem to be scons issue,
the same happens here with cmake too. Would ask Campbell to help looking
into this.