threading to no longer sleep 50ms for each object, using work queue now.
Also it was showing SSS preprocessing while actually doing Volume precaching,
fixed as well.
- move some larger vars into a nested scope.
- replace memset with zero initializer.
- rempace VECCOPY macros with copy_v3v3
- change function args to give the float array length.
- converting nurbs to mesh was casting the material to unsigned char.
- subsurf was casting to char, then int -> short in a loop.
- have material functions take & return shorts.
- define __BIG_ENDIAN__ or __LITTLE_ENDIAN__ with cmake & scons.
- ENDIAN_ORDER is now a define rather than a global short.
- replace checks like this with single ifdef: #if defined(__sgi) || defined (__sparc) || defined (__sparc__) || defined (__PPC__) || defined (__ppc__) || defined (__hppa__) || defined (__BIG_ENDIAN__)
- remove BKE_endian.h which isn't used
Volume pre-caching altered shared data simultaneously in multiple threads, causing invalid scattering results when "Asymmetry" value was used. The view vector is now passed as a function argument.
- use 'const float *' and array size in some function declarations.
- replace macros for BLI_math functions INPF, VECCOPY, VECADD etc.
- remove unused VertRen.clip struct member.
- remove static squared_dist() from 2 files, replace with BLI_math function len_squared_v3v3().
- use vertex arrays for drawing clipping background in the 3D viewport.
Conflicts resolved:
source/blender/makesrna/intern/rna_scene.c
source/blender/python/intern/CMakeLists.txt
Note for branch builders: Enabling Blender Player may cause linker errors.
* Enabled modifier "Apply" button since it can now be used to apply displacement or output layers to the mesh.
* Default surface output names are now unique in case canvas has multiple surfaces of same type.
* Merged "face aligned" and "non-closed" brush options to a single "Project" toggle, available for "Proximity" brushes.
* Added more icons to user interface selections.
* Increased default proximity distance.
* Set proximity falloff ramp to only affect alpha by default.
* Removed some no longer required render ext. functions.
* Fix: geometry node vertex alpha didn't work unless "Vertex Color Paint/Light" was enabled from material.
This would previously break because begin/end functions for each tree type still have some checks of the ntree->execdata pointer in them, despite the intended use of execdata instances instead of trees themselves for execution data storage. This is an artifact of the old execution system that required these checks to be made in the functions to avoid multiple execution of top-level trees. Now these functions take an additional argument, so group nodes can prevent them from setting and checking the nodetree->execdata pointers.
This branch adds mostly organizational improvements to the node system by renaming the node folders and files. A couple of internal features have been added too.
Detailed information can be found on the wiki page:
http://wiki.blender.org/index.php/User:Phonybone/Particles2010
* Added "Initial Color" setting for surfaces. You can for example set color from UV mapped texture or from vertex colors.
* Added clamping option for "wave" brushes.
* Merged smudge and drip adjacency search code. This fixes some issues with drip effect and makes code easier to maintain.
* Some adjustments to the bounding box generation code.
* OpenMP is now completely disabled if no compile flag is set.
* Wetness values are now properly clamped on vertex surfaces. No more black dots on >1.0 wetness.
* Textured brushes now use same function calls as internal renderer, instead of modified duplicates.
* Moved operator code to editors/physics/.
* Re-enabled some particle brush optimizations.
* Fixed sometimes incorrect volume brush influence.
* Fixed possible crash when using a brush that uses "Voxel Data" texture simultaneously with material preview or render.
* Fixed texture mapping issues for "Object Center" brush.
* Fixed possible crash/corruption when duplicating brush object that uses color ramps.
* Other tweaking and code cleanup.