I also corrected a simple GLStrokeRenderer bug for texture loading (not in original Freestyle code). Apparently, IMB_loadiffname doesn't recognize the paper's texture depth so a work-around will have to be found.
Instead of making it an exception compared to other objects which
don't draw z-buffered either, it now draws without lighting in the
wire color like it did before.
I analyzed the crash with gdb and PyImport_AddModule ("__main__") in Python/import.c:320 seems responsible for the crash: apparently, "__main__" is not found and causes the error "No such file or directory".
I have to figure out what's wrong with the current configuration, especially whether Freestyle's PythonInterpreter can be used as is. I am going to see whether it's just quicker to use Blender's functions.
Force proportional editing flag off in object mode.
While it didn't have any effect on objects themselves, it could display the falloff mode (Smooth) in the header. The bug was purely cosmetic.
* when check_valid_nurb_u/v fails, no curve is allocated or drawn.
* knotsu/v could be NULL but some functions didn't check for this, make sure this is checked for everywhere.
* The interface didnt change check the order when the bezier u/v flag was set, added functions clamp_nurb_order_u/v that takes into accound the number of points and the bezier u/v flag.
When a bone in a mirrored chain wasn't named properly, it would leave the head or tail in an invalid state.
Now it applies the mirror to connected joints that are mirrored.
1. instantiates the config path, the controller and the view
2. sets the controller’s view
3. loads a 3ds file (right now a fixed file)
4. inserts a style module (right now, also fixed)
5. computes the view map
The next and final step is running the Python script. A lot of information are fixed and should be changed to test the following code: see source/blender/freestyle/app_blender/*.cpp and search for fixed paths (starting in /Users/).
I am currently evaluating whether it's worth making Python run on its own environment (right now, the program crashes because of PyImport_AddModule) or whether it should use Blender's Python capabilities. Also, I need to figure out how to integrate the SWIG wrapper dynamic library into the current scheme.
fixing [#11362] Blender.Draw.Image() method does not clip properly
also return silently on zero zoomlevel rather then raising an error, only raise an error on negative values.
Fixes
[#12106] Memory leak in sequencer (>10MB/frame)
in parts: inner contents of meta strips are freed up after calculation
making more room for the cache.
Actually have to think of a mechanism, that remembers, which output
frames are asked for and caches only those.
I'll work on making it more generic.
So far it querys faster than kdtree, but building the tree is slower.
And bvhtree NN uses an heuristic based on the last match.
Shrinkwrap (OBCube)24578 over (OBSuzanne)31658
kdtree
build: 30.000000ms
query: 1360.000000ms
bvhtree
build: 140.000000ms
query: 490.000000ms
Shrinkwrap now uses bvhtree (binary tree, 6dop) for nearest vertex.
The best rules for stereo rendering are now applied to Blender. Here is the new situation:
1) The focal distance is now settable through the GUI: select the camera (each camera can have a different setting) and go to the camera data (F9): the "Dof Dist" and "Dof Ob" can be used to set the focal distance for that camera. The "Dof Ob" is interesting because it sets the focal distance so that the center this object will appear at the surface of the screen when running the game.
2) The eye separation is automatically set to focal_distance/30, which is considered to be a reasonable value. If you need a different value, you can always use Python scripting.
Notes:
- If you switch camera during the game, the focal distance will also change unless you have set the focal distance by scripting, in which case it overwrites the focal distance setting of all cameras.
- If you don't set the focal distance in the camera data or by scripting, the default value will be used. The default value corresponds more of less to the near clipping plane which means that all the objects will be very far with little 3D effect.
- If you don't set the eye separation by scripting, it is automatically computed as focal_distance/30, regardless on how the focal distance was set.