* Use the PBVHType consistently in pbvh_update_draw_buffers().
* Split the raycast function up, mesh and grid raycast get their own
functions now.
* Replace duplicated code in BLI_pbvh_node_add_proxy() with call to
BLI_pbvh_node_num_verts().
* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore.
* DNA structures are kept, all read/writefile code is gone.
starting from version 2.64. Unless you have a special system setup, this means the
will be in ~/.config/blender rather than ~/.blender.
When the version number is changed to 2.64, the "Copy Previous Settings" operator
in the splash will copy the settings to the new location.
XDG base directory specification:
http://standards.freedesktop.org/basedir-spec/basedir-spec-latest.html
Added four new functions as shortcuts to creating GHashes that use the
standard ptr/str/int/pair hash and compare functions.
GHash *BLI_ghash_ptr_new(const char *info);
GHash *BLI_ghash_str_new(const char *info);
GHash *BLI_ghash_int_new(const char *info);
GHash *BLI_ghash_pair_new(const char *info);
Replaced almost all occurrences of BLI_ghash_new() with one of the
above functions.
This is the last commit of the sculpt masking merge. Documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/PaintMasks
Thanks to Brecht for reviewing!
* For VBO, add color to the VertexBufferFormat structure as three
unsigned bytes. Since mask elements are scalar the three color
components are identical to eachother, but the fixed-function OpenGL
pipeline requires colors to be either three or four components.
* For the same reason, multires VBO drawing now copies into the
VertexBufferFormat format as well.
* Regression: material colors will not show up correctly now, masks
colors are overriding. Not sure how to fix this nicely (would be
much easier to fix if drawing with vertex shaders.)
* Also, masks will only draw PBVH drawing, so only 'solid' drawing
will work correctly with masks.
* Changes to DerivedMesh interface: DMGridData has been removed,
getGridData() now returns an array of CCGElem pointers. Also added
getGridKey() to initialize a CCGKey (implemented only by
CCGDerivedMesh.)
* PBVH: added BLI_pbvh_get_grid_key().
* A lot of code is affected, but mainly is just replacing
DMGridData.co, DMGridData.no, and sizeof(DMGridData) with the
CCG_*_elem functions, removing the reliance on grid elements of
exactly six floats.
For sample images see:
http://www.dalaifelinto.com/?p=399 (equisolid)
http://www.dalaifelinto.com/?p=389 (equidistant)
The 'use_panorama' option is now part of a new Camera type: 'Panorama'.
Created two other panorama cameras:
- Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...)
this works as a real lens up to an extent. The final result takes the
sensor dimensions into account also.
.:. to simulate a Nikon DX2S with a 10.5mm lens do:
sensor: 23.7 x 15.7
fisheye lens: 10.5
fisheye fov: 180
render dimensions: 4288 x 2848
- Equidistant: this is not a real lens model. Although the old equidistant lens simulate
this lens. The result is always as a circular fisheye that takes the whole sensor
(in other words, it doesn't take the sensor into consideration).
This is perfect for fulldomes ;)
For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can).
Reference material:
http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdfhttp://www.bobatkins.com/photography/technical/field_of_view.html
Note, this is not a real simulation of the light path through the lens.
The ideal solution would be this:
https://graphics.stanford.edu/wikis/cs348b-11/Assignment3http://www.graphics.stanford.edu/papers/camera/
Thanks Brecht for the fix, suggestions and code review.
Kudos for the dome community for keeping me stimulated on the topic since 2009 ;)
Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.