the distance checks could get into a feedback loop so that the result depended on the order of verts/edges.
now you can randomize vert/edge/faces and get exactly the same results.
also made some internal improvements,
- used fixed sized arrays (no need to realloc).
- use vertex tag flags rather then a visit-hash.
- remove 'tots' array that did nothing (not sure why it was added).
whether preview or render settings need to be used in curves
and mballs tessellation.
This is not noticeable for artists yet, but this is silly
to use G.is_rendering anyway and using argument will help
making rendering and viewport working simultaneously in
the future.
so special case in BKE_displist_make_mball is not needed anymore.
The same could be done in trunk as well, but rather run some
more intensive tests first.
Moved all the static variables into a PROCESS
structure which is now passing all over to where
static variables used to be used.
There's still one static variable which is
cubetable, but it's being initialized once
and then used read-only. Maybe we'll need
to move cubetable initialization to blender
startup, but that could wait a bit for now.
For users it means BI rendered viewport
wouldn't crash when using metaballs.
--
svn merge -r57515:57516 ^/branches/soc-2013-depsgraph_mt
Simply recompute texture context on every redraw, like already done for sbuts->texuser (also called texture context :/ ).
Also allows simplification, buttons_check_texture_context can be merged back into set_texture_context...
Adding only the .svg file, the PNG can make once the multiview branch is merged.
I wanted to commit this to avoid having conflicts in the .svg file if
someone works on new icons too.
The new icon is at X-23
Now also check previous button context, when switching. This way, if the previous one was a texture one, and become valid after the last switch (e.g. a material added to a new object), relevant texture context can still be set.
Note this commit also partially fixes [#35769] The “show texture in texture tab” button in a modifier does not show up until the user manually shows the texture in the Texture tab (full fix of this one will probably implies to always have a valid ButsContextTexture [sbuts->texuser]...).
* First (brute force) implementation for SVM. This works and delivers the same result as OSL, but it's slow.
* Code inside svm_blackbody.h inspired by a patch by Philipp Oeser (#35698), thanks.
Ideas:
* Use a lookup table to perform the calculations on render/ level.
* Implement it as a RNA property only, and do the calculation like Sun/Sky precompute.
draw mode open. OpenGL texture free needs to happen in the main thread, but it was
freeing a copy of the image datablock. I can't understand how this code ever worked,
probably it never did.
* [#35724] Backdrop zoom can be set to a very small value, making the backdrop disapear.
There were checks in the drawnode that needed to be placed in the readfile.
The checks checked if the zoomlevel was 0.0, then it was defaulted to 1.0, but the zoomvalue had a minimum limit of 0.01, hence it did not work.
Moved the check to the readfile and checked for all values smaller then 0.02. These values are then reset to 1.0
Jeroen & Monique
- At Mind -
are not an accurate representation of the actual node size which is determined by the uiLayout.
Please note that the dimensions calculation depends on the drawing of nodes, so it may not get updated if nodes are not visible in any editor. Also the node height in particular can change dramatically
based on previews, visible sockets, etc.