The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
freestyle_init.py
* Added a generic getName() method that allows subclasses to omit the method to return their class names.
BPy_Convert.cpp
BPy_Convert.h
* Added to BPy_StrokeVertexIterator_from_StrokeVertexIterator() a second argument to specify the direction (reversed or not) of the iterator to be created.
BPy_Stroke.cpp
* Added support for Python's native iterator protocol.
* Added code to parse the optional argument of strokeVerticesBegin().
BPy_StrokeVertexIterator.cpp
BPy_StrokeVertexIterator.h
* Added support for Python's native iterator protocol.
Stroke.cpp
* Fixed a null pointer reference.
Stroke.h
* Added new method Stroke::strokeVerticeAt(i) that returns the i-th StrokeVertex of the Stroke.
- Code has been changed to reflect this (ie. deprecated functions are not anymore used)
* clean up the C and C++ compiler flags mess.
- in the environment construction of BlenderLib all the compile flag governing options have been split in the *C*, *CC* and *CXX* containing equivalents.
C is for C compiler only flags. CC is for C and C++ compiler flags and CXX is for C++ compiler only flags.
All the platform default config files need to be double checked and fixed wherever it looks necessary. Either DIY, or send me a note with needed changes.
- a start for the BlenderLib parameter list has been made - all the SConscripts need to be checked and modified to hand in flags properly.
* A theeth request: make -jN settable in the config file.
- I give you BF_NUMJOBS, which is set to 1 by default. In your user-config.py, set BF_NUMJOBS=4 to have 4 parallel jobs handled. Yay.
Basically the code was referencing var[-1] it wasn't using it
but also did not need to be set in those cases. So I moved
the assignments so it skips the -1 case.
Kent
added gameObject.replaceMesh(meshname) - needed this for an automatically generated scene where 100's of objects would have needed logic bricks automatically added. Quicker to run replace mesh on all of them from 1 script.
conversion was reading the mtex array in a library linked material. It
is however not guaranteed that direct_link_* was called on the material
yet, so the array pointer is not always valid and it can crash.
* #17900 - IK Constraint was not included regardless of what Visual-Keying method was used
* Deleting a Bone Group now corrects indices of those groups that occurred after the one that was deleted
* No more click-a-mania - Delete all vertex groups from a Mesh (Ctrl-Shift-G menu)
This is an interesting bug since it is likely the cause of many other suspicious python crashes in blender.
sys.last_traceback would store references to PyObjects at the point of the crash.
it would only free these when sys.last_traceback was set again or on exit.
This caused many crashes in the BGE while testing since python would end up freeing invalid game objects -
When running scripts with errors, Blender would crash every 2-5 runs - in my test just now it crashed after 4 trys.
It could also segfault blender, when (for eg) you run a script that has objects referenced. then load a new file and run another script that raises an error.
In this case all the invalid Blender-Object's user counts would be decremented, even though none of the pointers were still valid.
"Warning: binarysearch_bezt_index encountered invalid array" errors were being displayed in the console. Was caused by 3d-view show-keyframe for infostring stuff, when an IPO being checked had no keyframes.
- Adding constraint using button in panel still didn't update Armature Editing buttons properly.
- Minor code tidying of earlier bugfix for armatures
- 'For Transform' option for Limit constraints is now only taken into account for constraints that are enabled.
Second attempt at fixing this bug. Previous fix caused segfault when all bones in a chain are selected. Now it should segments which are selected (i.e. get swapped) will get unparented from segments that aren't (i.e. aren't swapped, so are still in old orientation)