consistent with projection painting.
Also did some refactoring of this code, moving the brush image creation code
out of brush.c and making it consistent with image updating code.
If you have three scenes, current is A, others are B and C.
B uses C as background, and C uses B as a background.
(which is possible via linked libraries)
If you then try to use B or C as background of A, code went to eternal loop.
Popup menus in nodes, with nodes outside window boundary, were clipped very badly, even
causing it to fill entire window.
Now the clip code nicely translates the menu horizontally to be in view.
image editor during slide like other operators, instant feedback can be nice but
is not so important here and we don't have notifiers fine grained enough to avoid
full redraws.
This is hopefully the ultimate solution against smoke blockiness near emitter.
Previously high resolution flow/emitter voxels were generated based on the low resolution ones. So if you had 32 resolution and 4 division high resolution, it still used smoke flow generated from those 32 resolution voxels. Now I introduced a new sampling method called "Full Sample" that generates full resolution flow for for high resolution domain as well.
Read more about it in my blog post: https://www.miikahweb.com/en/blog/2013/05/10/getting-rid-of-smoke-blockiness
Also changed "quick smoke" operator default voxel data interpolation mode to "Cubic B-Spline" to smoothen out it even more.
of leading zeros but otherwise the same would show in random order in the file
browser. Selecting an item would change the order of all the items.
Problem was that it was comparing by parsing the number into an int, which has
only limited precision and does not care about the number of leading zeros. Now
do the comparison directly on the string.
BL_BlenderShader was only sending over proper UV data if the current drawing mode was KX_TEXTURED. Now it also checks for (and sends data for) alpha shadows.
The BucketManager was assuming that all modified meshes were rendered when a render pass completed. However, materials that did not cast buffer shadows did not render during the shadow rendering step, and thus were never updated.
This is an alternative to using camera to scale the
scene and it's expected to be better solution because
scaling camera leads to issues with z-buffer.
Found the whole scaling thing a bit confusing,
especially for object tracking, but cleaning this up
is a bit different topic.
This means bundles' size is not affected by camera scale.
This way it's more useful to work with -- bundles never
becomes too small or too large (depending on reconstructed
scene scale).
Made it so reconstructed scene always scaled in a way
that variance of camera centers is unity.
This solves "issues" when different keyframes will
give the same reprojection error but will give scenes
with different.scale, which could easily have been
considered as a bad keyframe combination.
This change is essential for automatic keyframe
selection algorithm to work reliable for user.
- Display additional information about channels
and buffer type (float/byte).
- Don't show frame number beyong sequence length.
- Also fixed issues with footage length calculation,
so it's pronbably will be needed to reload some
of existing footages.
give results that were either too weak or too strong, this makes it give more
predictable results. The downside is that it breaks backwards compatibility but
the previous behavior was almost broken.