After using clip-safe pixeldraw from glutil.c (preview render, bg picture)
the current viewport had to be re-set. Not doing so caused a 1 pixel offset
for live updates buttons (on mouse over)
It used to be a simple hack, scaling lens with 100, and moving the camera
to the back with an equivalent amount.
Because of the hack, making it 100% compatible with older files I could not
achieve (yet?). To help reminding users, I've added a print when reading
old files with Ortho cameras.
Full description of how it works can be found here;
http://www.blender3d.com/cms/Render_changes.515.0.html
non-manifold. If you want it so all three modifiers are needed
(e.g. ctrl-alt-shift-MKEY) use:
if ( !(~G.qual & (LR_SHIFTKEY | LR_ALTKEY | LR_CTRLKEY)) )
instead of
if ( G.qual & (LR_SHIFTKEY | LR_ALTKEY | LR_CTRLKEY) )
(which really allows any modifier, alone or in combination, to work).
Set preferred method in userprefs->language & font.
Kinda requested by Kaito, i'm sure he regrets after seeing
my code changes.
This commit includes a patch provided by Jacques Baurain,
which seemed nescessary to handle font sizing properly.
Thank you !
Using File->Save Image menu didn't work while Stars were drawn... the used
method to save an image (mainqenter F3 key) is a bit awkward anyway, so
replaced with proper BIF_xxx call.
Reason for mainqenter not to work was RE_draw_stars() function calling
a blender_test_break(), swallowing queue events. Very bad and need review.
Small tweak in previewrender; preview type Cube now displays texture
coordinates better (it showed a bit too much)
The Separate option was missing from the toolbox and headermenu for curves,
Added it to both.
First commit in a loooooooooong time, have to start with something small ey ;)
Roel
Cleaned code somewhat (half the size!) and applied some changes:
- made it compatible with selection flags for new mesh editing (edge/face)
- renamed 'face angles' to 'edge angles' and made it display angles for
2 selected edges too
- removed the confusing convention that always drawed the info if one
of the vertices of edge/face/angle was selected. now it only displays on
minimum of 1 full edge or face selected.
- made it react to "zbuf occluded selection" option (for zbuffered text)
- made it also colorize text for white theme color (TH_TEXT)
On larger meshes this info still draws very confusing. The idea of displaying
the info on 1 vertex selected was probably to show values while grabbing,
although that didnt really work for angles. One idea could be, for transform,
that it draws all lenghts/angles/areas that get changed during transform
All in all, still useful addition tho!
A series of hide/reveil in editmode didn't result in identical selection
always, except in face mode. current method works in all modes, including
mixed (face+edge for example)
exceeds window (glScissor) size. Apparently zooming in on one single
pixels larger than a window isn't well supported.
- Moved drawing of editmode objects to 2nd loop in drawview.c, this
makes sure draw-extra wire is always visible correctly
This commit replaces the glDrawPixels and rectwrite_part with the very
nice (thanks zr!) glaDrawPixelsSafe() call. Result is:
- 3d window background image displays correctly onto the edges when
zoomed in extreme
- same for UV image window and sequence preview
- preview render now doesnt disappear when left part is outside window
(zr also deserves kick in butt for not doing this himself in NaN days!)
Especially from preview drawing quite some old hacks were deleted. It is
even quite some faster.
Please notify me when it doesnt work on your card... this now is just 100%
according opengl guidelines though :)
Also fixes bug #2100
Object "time" ipo was evaluated before it applied offset for field and
motion blur. Should be after! (ancient one)
in buttons_editing.c: removed sound include file
When using Sequencer for Alpha-Over images, it was assuming "Key" alpha by
default, and converting images to "Premul" (= multiplying RGB with alpha).
This isn't very nice, also because alpha generated by MBlur in Blender
always is of type Premul already.
Solution; make this an option. In the Nkey panel for strips you can set
or disable Premul now. As extra also added the "Filter" and "Mul" options,
as already there for Movie strips. Can easily be extended to more options
for various postprocess effects.
The directory where the last file was saved (in .Blog) wasnt added to the
history menu in the FileWindow when using CTRL+O for example. For
convenience, it now alwyas adds this directory to the end of default
history menu, so you can always jump back while browsing in filewindow.
the active main window, if that was active before.
We need to track down how to solve this more definite... for example, the
"make active" window command can also pop window to front.
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
With the new rule that allows correct calculation of vertex normals on a
mixed solid/smooth mesh, it is essential that vertex normals get
recalculated when changing smooth settings. Such a facility doesnt exist
in Blender yet, only after leaving editmode.
Hacking in a "enter editmode, leave editmode" event on the "Set Smooth"
button isn't nice... instead I've tweaked the calculus of vertexnormals
that it always sets them OK, apart from where they get mixed with solid
faces. Only in rare occasions this can still go "wrong" and needs a
TAB-TAB to fix. Will add that comment in release notes. For next release
we should definitely solve this smoothing bizz!
Backbuffer selection codes issue on OSX.
On some h/w configs, with "1000s of colors set", the drivers seem to round
colors up or down... whilst until now rounding always was just truncating
bits. This gives errors in writing color codes and reading it back.
The c code only changed for OSX. For other OS's and HW this test could be
done as well.
Slightly altered rules for calculating vertexnormals. By only averaging
face normals from faces actually set 'smooth', the result looks much more
nice (for example on a cylinder with caps solid). Vertex normals not being
used by smooth faces are set to the face normal direction.
Shows both in editor as rendering.