usefull for baking radiosity back into an image (with non overlapping UV's) and also has an option for including the texface image, and using normals (instead of colors)
Added BPyRender with a utility function to render off an ortho image from a number of objects.
about blockyness of previous one. :)
(note, file name has .jpg still, this is needed for the splash code to
work, not going to change blender code for it now).
The VectorBlur node crashed when it didn't get a RGBA type image as
input (like using Alpha as input). Added typeconversion for it.
Note: the Z input and Vector input are not converted, but checked for.
When an improper type gets connected to these inputs, an error is
printed in console.
When adding a new node in a group, the call to refresh input/output
sockets was called after a compositing update was executed.
Just moved this call 2 lines up.
This also uncommits the fix from Joilnen, the stack pointers in the node
system are *per definition* set. If NULL, it's an indication something
else is wrong.
Missing dependency graph update on establishing a new relationship between
a static particle system and a curve guide, with the pulldown button in the
"Fields and Deflection" panel.
python new action function (M_NLA_NewAction) was making actions with 2 users, so that acrions would never de-allocated,
alloc_libblock alredy assigns a user, so just dont assign another from M_NLA_NewAction.
Using "Deselect all" pulldown in Node Editor crashed when no nodetree is
visible.
Bugfix #4753
Hotkey SHIFT+P in buttons window started game engine, which it should not.
applied bugfix by Stephane Soppera, removing two warnings and declaring
pointers explicitly as unsigned char*. (has worked without it, since the
compiler flags declare all (char*) in blender to be unsigned...)
Ancient issue; when you press keypad-0, it should assign the active camera
object to a scene, but this did not happen when that camera was already
assigned to the active 3d view. A rare case, causing 'error no camera' on
a render.
Composite: the Translate Node only worked in some cases (pixel processor
call), and not for:
- filter
- seperate rgba
- conversion of buffer types (value to rgba etc)
Blur still doesn't either, but that code is too optimized to add quick.
Will put on todo for checking on better unification of translations.
export would cause a problem since the temporary meshes created
would often reuse the same name for many objects. This fix mangles
the object name and uses this for the temporary mesh name to avoid
this problem. (The naming is important, since vrml has 'DEF' and 'USE'
statements that are used like C macros, so if two meshes have the
same name the exporter will try to 'recycle' data to keep file sizes
low).
Actually a bug since dark ages... the code that tries to find the view
correction (zoom) factor for grabbing stored result in a global. With
multiple 3d windows open, with different views, that could result in
wrong correction. Just made the factor a local property in View3D.
Bugfix: using Image.GetCurrent() and image.save() on the "Render Result"
image could result in a segfault since image->ibuf was NULL. This change
forces ibuf to be created if necessary.
NOTE: the Image API needs additional methods/attributes for image.save() to
really do anything useful. The image type, quality, etc., don't seem to be
gettable/settable so the resulting image file may not be in the format the
user would like.
N_T: the implementation of this feature isn't 100% nice, it currently does
a full recalc on each redraw, and it doesn't work properly unless it is
recalculated for each frame.
Repeat Image texture was broken... the repeat value for Y was accidentally
multiplied twice, typo... had to change a 1 into 2 :)
Error introduced in 2.41 btw, 2.40 and older were OK.
Render non-osa, with mblur, did not jitter the zbuffering, so it did not
result in basic AA for non moving parts.
Note to self: this now works on < 2.42 level again: it doesn't use
the correct subsampling, which can cause slight errors in rendering image
textures.