Doing linearization with GLSL was already faster, but even faster is to just read the
bytes instead of floats and convert those to linear, since byte => float is just a quick
256 entry table lookup. Also made it assign the bytes directly to the image buffer so
they do not need to be converted back from float to byte for file saving, and made sky
render write the background color with OpenGL instead of doing it on the CPU.
Allocate float buffer outside of image buffer,
so work-in-progress color space conversion doesn't
interfere with other parts of blender.
Covers most of cases -- since image buffer wouldn't
have partially-update float buffer all the rest
areas would be happy.
However, if there're places which updates float
buffer from byte buffer, it's still possible
some WIP color space conversion is displayed on
the screen.
But what a heck someone will do such a crappy
conversion anyway!
Least-squares fitting parameters were stored in a fixed size array, causing a
buffer overflow depending on the number of input points.
Problem report with a .blend file to reproduce the issue and a bugfix patch by
christiankrupa and jensverwiebe on IRC, thanks a lot!
Many thanks also to Bastien Montagne for forwarding the problem report by email.
These parameters specify a distance in Blender units, so PROP_DISTANCE is more appropriate.
Suggested by Bastien Montagne through personal communications, thanks!
- Add and subtract effects will now affect on only RGB channels,
and alpha of first input is used as an alpha for the result.
Also solved creepyness with straight->premul->straight conversion
in byte versions of add/subtract.
- Solved issue with multiply modifier, which lead to white*white
not being white (was off by 1.0/255) due to wrong optimization
of division by 255 with shr by 8.
According to Ton this issue goes back to 2000!
This fixes#34811: Wrong result of add/subtract effects
- replace ED_operator_rigidbody_add_poll with ED_operator_object_active_editable_mesh
- replace ED_operator_rigidbody_active_poll with ED_operator_scene_editable for operators that use the entire selection.
- remove rigid-body from objects that are converted from meshes to curves, while this isnt crashing it is confusing to see in the UI.
- add checks so rigid-body operators only return FINISHED when they make some changes to the scene.
- remove (scene == NULL) checks, poll already catches these.
A crash in the Freestyle renderer was reported by Ton on IRC with a stack trace
below. Note that #2 is in Freestyle, whereas #1 is in the compositor. The problem
was observed in a debug build on OS X 10.7 (gcc 4.2, openmp disabled, no llvm).
----------------------------------------------------------------------
Program received signal EXC_BAD_ACCESS, Could not access memory.
Reason: 13 at address: 0x0000000000000000
[Switching to process 72386 thread 0xf303]
0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43
43 delete (this->m_outputsockets.back());
Current language: auto; currently c++
(gdb) where
#0 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43
#1 0x0000000100c29066 in Node::~Node (this=0x10e501c80) at COM_Node.h:49
#2 0x000000010089c273 in NodeShape::~NodeShape (this=0x10e501c80) at NodeShape.cpp:43
#3 0x000000010089910b in NodeGroup::destroy (this=0x10e501da0) at NodeGroup.cpp:61
#4 0x00000001008990cd in NodeGroup::destroy (this=0x10e5014b0) at NodeGroup.cpp:59
#5 0x00000001008990cd in NodeGroup::destroy (this=0x114e18da0) at NodeGroup.cpp:59
#6 0x00000001007e6602 in Controller::ClearRootNode (this=0x114e19640) at Controller.cpp:329
#7 0x00000001007ea52e in Controller::LoadMesh (this=0x114e19640, re=0x10aba4638, srl=0x1140f5258) at Controller.cpp:302
#8 0x00000001008030ad in prepare (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:302
#9 0x000000010080457a in FRS_do_stroke_rendering (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:600
#10 0x00000001006aeb9d in add_freestyle (re=0x10aba4638) at pipeline.c:1584
#11 0x00000001006aceb7 in do_render_3d (re=0x10aba4638) at pipeline.c:1094
#12 0x00000001006ae061 in do_render_fields_blur_3d (re=0x10aba4638) at pipeline.c:1367
#13 0x00000001006afa16 in do_render_composite_fields_blur_3d (re=0x10aba4638) at pipeline.c:1815
#14 0x00000001006b04e4 in do_render_all_options (re=0x10aba4638) at pipeline.c:2021
----------------------------------------------------------------------
Apparently a name conflict between the two Blender modules is taking place.
The present commit hence intends to address it by putting all the Freestyle C++
classes in the namespace 'Freestyle'. This revision will also prevent potential
name conflicts with other Blender modules in the future.
Special thanks to Lukas Toenne for the help with C++ namespace.
* Make masking depend on texture mode only if there's an actual texture
present
* New stroke system uses diameter to calculate stroke spacing, while old
texture painting brushes and system used radius. So divide spacing of
brushes in old files to half. Since I expect trunk users to have already
adapted this, I do this for an old subversion of blender.
* Pressing x or y to scale overlay immediately presents visual feedback
instead of requiring mouse motion
* Hide the ovelay icon when stencil is active since you can't deactivate
then.
- Nearest interpolation was always used when there's
no rotation for stabilization. Was a failure of
optimization heuristic.
- Made 2d stabilization frame acquiring threaded.
This function is only used for display and sequencer
which will only benefit of threads here.
- Fixed bug introduced in r48749 which lead to
re-making stable frame on every redraw.