colors. This because of the pretty weird (ab)use of load & make editmesh...
For each added undo step, the load_editmesh was fed with an empty mesh
to assign data to, without knowledge of what was in the original mesh.
That way UV and color data got lost.
Solved it in 2 steps:
1. removing the ->tface pointer from EditVlak, and make TFace a builtin
struct inside EditVlak. This didnt cost much extra mem, since it already
stored UV and color. This enabled some pretty cleanup in editmesh.c as
well, storing tface pointers was cumbersome.
2. for each undo step, it then generates always a tface and mcol block to
link to the undo Mesh.
Even when it wasn't in the actual Mesh, at exit editmode the original
Mesh is used as reference anyway, and undo-meshes are freed correctly.
The enormous commit is because I had to change the BLI_editVert.h file, and
found it was included in about every file unnecessary. I removed it there.
ALso found out that subsurf has code ready (unfinished) to make UV coords for
the displaylist in EditMode as well, nice to know for later...
thus also preserved over exiting/entering editmode (is this desirable?)
Can be turned off easily ...
- "Half-fixes" lost UV info problem with undo. I couldn't get it to
crash or lose UV info anymore, but we now have a memory leak (me->tface).
Ton, please check this!
a follow-path constraint in 2.28c without data assigned.
this patch checks for proper data in a constraint, if not available
it will turn the type into CONSTRAINT_TYPE_NULL
- i will forward the demo file to theeth for further check
all calls to ortho2 with correctness offset of 0.375 instead of 0.5.
this efficiently solves bug in drawing UV lines as reported.
cvS: ----------------------------------------------------------------------
these buttons should be available outside editmode as well.
- fix: changed order of tools in f9 mesh a bit... it was totally random
- fix: fileselect draw error; text sometimes draws over outer border
cvs: ----------------------------------------------------------------------
(related to rounded theme)
- layer buttons in view3d header grouped
- outline colour now blends darker with respect to background (better
visibility on dark backgrounds)
- added some align calls to user settings menu
Now back to real bugs!
- "Crop and Anim" panel had wrong name... now "Anim and Movie"
- this panel didnt draw buttons always, should be for 'anim option' (which
is different from 'movie' option!
- added call to re-align the panels each time a new screen is set (also
after file read) to make sure new panels (or with new name) are properly
initialized
- fixed drawing error in nurbs buttons
(unless you manually install font)
- Bug fix: string for AA font was only 64 chars... made 256.
- Changed API for buttons aligning... it now detects automatic what rows
are, or collums, and aligns buttons. This makes call easier:
uiBlockBeginAlign(block);
... defBut....
uiBlockEndAlign(block);
Only works when you provide buttons in row order!
- made sure only 'rounded' theme uses this align stuff
- still work in progress.. I commit now because I leave to denmark for 2 days!
http://www.blender.org/bf/rt.jpg <- now also groups with rows+collums
uiBlockBeginAlign(block, 'v'); 'v'= vertical. 'h'=horizontal
..... (button def calls)
uiBlockEndAlign(block);
this will allow new themes to have buttons nicely drawn together.
- added new rounded draw theme, to test & illustrate the above.
- only did parts of button code with align... rest for later
- fixed 'minimal' theme to make it usable (with some decoration)
- put back 'oldskool' theme... but it just looks plain ugly! remove?
Lazy people: http://www.blender.org/bf/rt.jpg
check the top header, or Nkey menu, to see the meaning of 'align'.
This is a temporary fix, but a complete fix will require a rewrite of of some part of the where_is_object function, and that would take too much time before 2.31.
when using linked-duplicated mesh, with subsurf and tfaces (UV texture)
the render crashed.
Found out the renderloop makes a new displaylist for each Mesh, also when
it is linked multiple times. That way pointers to previous created elements
in displaylists become invalid. Crash!
Result now it even renders faster for linked-duplis. :)
- enabled all the Lattice methods in Object.c
- added Lattice types to Types.c
- add Lattice initialization to Blender.c
- updated makefile for new lattice file
- added Lattice.c/Lattice.h
using an identical offset; which is 0.375 and official recommended
by OpenGL.
This to further investigate the AA font errors on some systems
with ATI cards.
- fixed bug in halo rendering combined with spothalo
- fixed bug in no antialiasing with sky with spothalo
- cleaned some weird usage of gamma for spothalo and sky
(when rendering sky + spothalo, sky got gamma corrected
- removed old test code and #ifdefs for code readability
On test scenes here unified render looks much better. still some minor
issues with antialiasing... cant pin that down yet.
Still one little problem: It draws the line even where there is not constraint target. Guess I'll have to wip a function to check for that if there isn't one already.
Note to Ton: You just need to add the color link to theme