cleared correctly for each face, causing too many octree nodes to be
filled in.
Especially for more complex scenes this fix is quite a time saver.
Still looking at ways to speedup octree filling though.
When tracing a mirror with AO, the rendering was extremely slow due to
each mirror sample (like 8 per pixel) taking a full range of AO samples.
Now it uses for mirror samples a corrected amount, which makes sure for
a single pixel still a full AO range is used.
Makes mirror+AO render 5-6 times faster, at least.
-- epydoc Documentation for eeshlo's Noise module + small typo fix in Noise.c
-- BPY_end_python closes .blend file opened by Library module when script doesn't do it by itself.
- added some constants for the rendering module to blender module
- moved rendering functions from scene to scene.render
- rendering functions called from renderData struct instead of from scene directly
- getRenderingContext() returns rendering data struct
- deprecation of old scene functions
- some formatting/documentation of code
Mirror Object is assigned to Ctrl-M and I've add Ctrl-M to call Mirror Edit (on top of M alone) for practical reason. We should consider switching both to Ctrl-M for pratical reasons but I kept M for backward compatibility
Also added the menu and toolbox counterparts.
Minor addition to arithb.c: A function to print vectors to the console. Easier for debuging.
bytes for RGB.
This to allow very bright contrasted images to be used for AO as well. As
a first start also the Texture->Colors panel now allows contrast setting
up to 5.0 (was 2.0).
- New module + doc: Blender.Library:
It's like File->Append, loads datablocks from .blend files.
- small updates to fix warnings and accomodate for the new module, in readfile.[ch]
- New Blender.sys module function: time, a wrapper of the PIL get time function.
- Updated original makefile and scons builds.
indicate scanlines being in progress. For motion blur frames it works too.
Bug fix: in background render it accidentally tried to free a sound pointer
that wasn't set. (caused by own commit of three days ago).
Fix: rendering motion blur in forground prints correct sample # in info-
header again.
new Properties panel (was first called Transform Properties). They include the
same settings as were previously found in the window header: Anim toggle,
Start/End frame, Speed, Tiles toggle, X repeat and Y repeat.
The Tiles button used to work incorrectly in 2.25, this is now fixed too.
The drawing of the UV Vertex transform buttons in the Properties panel used to
give popup error messages when in Edit Mode (uv_tface_editing_is_allowed is not
silent). Also these buttons would still draw in Edit Mode. Both are problems
are solved now.
appeared that the standard size (64x64x64) just works fine for small
scenes, like a single character in a small environment. Larger scenes and
larger environments became exponentional slower.
Disadvantage of larger octrees is longer build time, and overhead traver-
sing it though, so something to tweak based on some experimenting.
A table with test results + blender file will be in CMS soon.
New button is in F10 Render panel, in bottom. Last free spot there! O_o
Sizes supported now 64, 128, 256 or 512.
- fixed two warnings, unused var in Object.c and undeclared function in script.c
- updated Blender.Draw doc, it was missing info about Button object
- refactored pytype initialization to try to fix for once platform (and distro!) specific crashes on startup. This asked for tiny updates in Effect.[ch] (removed static from declaration, moved definitions to the .c file) and modules.h
- fixed error I made trying to fix scripts w/ no [eol] char in menus. Thanks Michael Velikanje for reporting the problem!
played (= packedfiles opened and copied to another block) these
packed data blocks where not freed.
The error showed in console at closing of Blender, like:
read_struct len: 24 0x1c4423c
Problem: when appending data, it called the local_all() function, which
indeed made all data local, including all other dynamic linked data.
Not very nice... but mixing dynamic & appending data from single file is
headcrunching code.
Solution: when appending data, it now only makes local_all() the data from
that specific library file, leaving dynamic data from other files linked.
(Bug report 1183)
The code wasn't correct at all (for ages!). Rule now again is:
Button range 0.0-2.0 : ctrl goes with steps of 0.1, shift+ctrl steps of 0.01
Button range 2.0-20.0: ctrl goes with steps of 1.0, shift+ctrl steps of 0.1
Button range larger: ctrl goes with steps of 10.0
Added support for Panels, and converted old NKEY menu here.
Also enabled zooming in further, as for Action Window.
(note: this editor can use some work, this action stuff is underdeveloped
and mysterious!)
- UI code
Brought back fix that sets for each Panel a GL matrix for UI code thats
coming after it. This makes system more flexible, and prevents conflicts
with other uiBlocks in a window (like ipo, action).
This will give a tinsy bit more load for moving mouse around... please
report back if this causes troubles.
When toonshading is used, also backfacing polygons are rendered. This
causes a conflict with raytraced shadow, since backfacing polygons
always have shadow.
There was an error in the code that didnt set shadow for backfacing
polys, assuming shading would be 'zero' then as well. That's fixed.
Somewhere after 2.28c I fixed some thing in radio rendering that prevented
textures to be applied to radio energy.
Now it is a normal 'diffuse' energy again, and multiplied with actual
(textured) material color.
Small fix: the radiosity steps show up as numbers printed in time-cursor.
- Michel's linux test builds with Python 2.3.x were crashing. This of course shouldn't happen even when Python isn't installed in the system. The problem was much probably some uninitialized internal type needed by the Mathutils module and the "fix" is stupid.
Moving the registration of Mathutils module in Blender.c to the end of the list solves the crash here.
'do_all_actions' run twice for all of the constraints to be updated
properly. (/me grumbles: I fixed this last week for the OpenGL
updating stuff in header_buttons.c ... do we really need to have so many
update_for_newframe()-style functions?)
This was caused by calling sound_init_audio() at startup. In situations
where Blender was first started, or when other applications used memory,
this could take 5-15 seconds.
I have moved the init call to 'start ketsji', and made sure any call
to an audio play routine will invoke an init as well.
Tested with engine and loading/play sound in F10 menu. I don't know how
the BlenderPlayer handles it... should be investigated.
Result: At OSX Blender starts in a second again! :)