----- Killed UI frontbuffer draw
The interface toolkit was drawing all live updates (while using menus/buttons)
in the frontbuffer. This isn't well supported cross-platform, so time to be
killed once. Now it uses *only* glReadPixels and glCopyPixels for frontbuffer
access.
Live updates or menus now are drawn in backbuffer always, and copied to
front when needed.
NOTE: it was tested, but needs thorough review! On PC systems I suspects
backbuffer selection to screw up (check!). On SGI/SUN workstations it
should work smooth; but I need evidence
----- Smaller fixes;
- AA fonts were garbled on ATI systems. Now the AA fonts are drawn exact
on pixel positions. Needs the new FTGL libb too, patch is on maillist
- Rounded theme uses antialiased outlines
- Pulldown and popup menus have nice softshadow now
- New button type 'PULLDOWN', thats the one that callsup a pulldown menu.
Should be added to themes, as is the full menu/pulldown drawing
- Screendump for 1 window does the full window now, including header
- Empty pulldowns (for example running blender without scripts) give no
drawing error anymore
For review & fun;
- added curved lines as connectors, for Oops window
from within mesh_modifiers (kernel deform.c). It copies vertices to a
temporal particle system (struct SoftBody with BodyPoint structs) to do
physics tricks with it.
For each frame change the delta movements (based on standard ipo anim or
even other deforms (later) are applied to the physics system. How to apply
and calculate satisfying results is not my thing... so here I'll commu-
nicate with others for.
Since it's in the modifier stack, the SoftBody code can run entirely on
original data (no displists!).
Right now I've implemented 2 things;
- "Goal" which is a per vertex value for how much the current position
should take into account (goal=1 is without physics). This is a powerful
method for artists to get control over what moves and not. Right now i
read the vertex color for it.
- And some spring stuff, which now only works based on force moving it to
the originial location. This doesnt work with 'goal'... erhm.
- You can re-use physics vars from engine, used right now is (in Object)
- damping
- springf (spring factor)
- softflag (to set types, or activate softbody for it
- The SoftBody pointer in struct Object is only runtime, nothing saved in
file
To prevent all users going to complain it doesn't work, I've hidden the
functionality. :)
The buttons to set softbody 'on' only show now (psst psst) when the object has
name "soft" as first 4 characters. You can find the buttons in the F7 Particle
Interaction Panel (which should be renamed 'physics properties' later or so.
Demo file:
http://www.blender.org/bf/softbody.blend
Meaning menus come back to previous selection almost always. Also fixed
annoying bug that caused Mirror menu (M in editmode) to start at 2nd item
- New hotkey (test :) CTRL+TAB in editmode gives (and shows!) current
selectmode. I prefer this over cycling, since the menu is informing you
what happens.
- To enforce pupmenus to start at specific item, use pupmenu_set_active()
- pupmenu_col() to be done
- Added transparent wires in solid draw for editmmode, to denote selecting
clicks "through". Switching this and the zbuf-clip mode is actually nice!
- little annoyance; removed object centerpoint drawing in editmode.
actually, adding vertices and edges to displist.
Now the subsurfer gives editvertices a pointer to the subsurfed vertex
location; allowing not only vertices in 'optimal' draw to show correct, but
also gives proper handling of borderselect and lasso for edges. :)
- linked duplicate mesh
- subsurf on
- subdiv levels at 0
- new selectmode face + select clipping
Also found error in backbface draw when faces were hidden
Is committed now for further test;
What works:
- Hold CTRL while leftmouse-draw (gesture) for lasso-select
- Hold also SHIFT for lasso-deselect
- In Object mode it only selects on object centers now
- In Mesh edit mode it works on same level as borderselect
Not:
- other editmodes or objects in general
Also fixed crash with circle-selecting outside of window edge.
Also put back wire-extra draw for curves (previous trial broke mball wire)
Turned borderselect, circle, lasso into dashed lines for visual language.
it redraws 3d window appropriate. That it didnt do that was again some
convention from 1995 :)
Result is actually very nice, with cool visual feedback.
I've coded it very friendly, with checks for minimal redraws to do. If thats
still giving interactive flow issues, let me know!
- draw extra wire on solid displayed curve objects (cyclic filled curves)
now doesnt draw wires of filled faces
- set glPolygonOffset much more narrow now, since we dont need it for zbuf
value selecting
osx with AUX buffers, than on other systems with GL_BACK buffer...
Now i've added a check in force_draw to also redraw the backbuffer, if
needed. ANother weak point in the sublooping system in blender.
- borderselect draws cleaner info in bottom/left corner window
- OGL render (in view3d header) option didn't work on successive renders.
was due to removing hack that reopened the window each time. But now it
needed to be assigned correctly to blender's 'mywindow' system.
selection method, since there's too much trash in drawobject.c and displists...
But, I couldn't stand the zbuf selection to miss edges too often. Right now
both methods are still in the code, and can be reviewed.
Please note for test:
- borderselect and circle-select still use old method
- new selection works directly on faces & edges
- subsurf optimal draw and selection works fine now
To detect the closest vertex or edge, i use the old 'spiral selection' code,
which is extremely accurate. If your mouse is close to an edge, it should
find it.
Most evidently I need to test speed... also, the disadvantage of backbuf
selection is the limited depth, which can be 16 bits (65 k faces) on systems.
ALT on an edge, in face-select mode. Holding shift again extends selection.
Current UI access can need rethink though. But I also think the loop tools
deserve to be accessible without menu, for speed/workflow. So what's good
shortcuts!
BTW: both tools don't do triangle meshes (yet)
Hotkey: ALT+select (ALT+CTRL for single button mouse)
Hold shift to extend selection, or to deselect
It correctly does edges on boundaries and loose edges too.
- edges now sample on three locationsm gives more hits
- own version of glPolygonOffset remains cumbersome... but for select
now the selection routine gets more offset than draw.
- first attempt to clean drawobject.c and displists
- generic call for draw object in backbuf for select purposes, cleans up
a lot in the other calls.
- also to verify if we can (in future) use this for vertex/edge/face
select, but the whole drawobject code works against me... this is
for another refactory (incl. displist) and out of the focus for now
- subsurf.c: now creates new faces in order of original. Not used yet, but is
handy to recover the original order for selection/paint purposes.
http://www.blender.org/bf/rt3.jpg
It draws a 2 pixel line, growing from center of edge, to denote sharpness.
This works nicely with the new selection modes.
Please note that subsurf-optimal still draws original edge then... but
this didnt work before neither. :)
- when adding creases in editmode, and separating that part, displists
did weird things... separate is hackish anyway
- draw faces (transparant) didnt do triangles correctly
- vertex hidden, always means edge is hidden too
- edge hidden, always means face is hidden too
- face hidden, only means face hides
This means, that in face mode you can hide a face, whilst in edge mode
the edges will still display.
Please note, that when you have no edges saved in a Mesh, it also doesnt
store the hide flags for it, causing in/out editmode too reset hidden
edges.