Commit Graph

47594 Commits

Author SHA1 Message Date
Jean-Luc Peurière
8bc0060835 added proper casts to get things compiling with gcc 4.0 Os X 2006-02-14 23:52:47 +00:00
Alexander Ewering
343dbc5580 Fix for report #3916: The background image size/offset buttons now have
max values multiplied by the view's grid setting, like most other buttons
dealing with sizes and locations.

Sorry, untested, as I can't get it to link (error while loading
shared libraries: libavformat.so)
2006-02-14 22:17:23 +00:00
Ton Roosendaal
11293a6492 Potential fix for crashing ogl in drawing render updates... ATI only?
I don't know why, but at Andrea's system it goes fine.
2006-02-14 22:14:14 +00:00
Ton Roosendaal
c9fa1a23e4 Forgot to commit define.... tsk! 2006-02-14 19:25:33 +00:00
Ton Roosendaal
3eb971abcc Added 'screen' to texture mixing menu as well. 2006-02-14 18:47:21 +00:00
Ton Roosendaal
1c7187f4fc Added blending type "Overlay" to options for Mix node & ramp shaders.
The description is here; it blends nicely bright parts.
http://www.pegtop.net/delphi/articles/blendmodes/overlay.htm
2006-02-14 18:41:34 +00:00
Ton Roosendaal
acb5f6e79f Added callback to compositor, so it can print in RenderWindow header the
current to-be composited node and amount of memory in use.
2006-02-14 18:04:25 +00:00
Johnny Matthews
86e9faad70 A small alteration for C syntax, code and vars mixed up (MSVC complained about this). 2006-02-14 17:55:55 +00:00
Ton Roosendaal
57243ce834 Render Layer button typo... 2006-02-14 17:35:38 +00:00
Ton Roosendaal
3cf0bbfa17 Nasty memory conflict in Compositor... when:
- a Group has Curve node inside
- this Group was re-used more times
- with threaded render activated
- and both groups executed on same time

Then the premultipy optimize table was created twice... causing memory
to confuse.
2006-02-14 17:32:49 +00:00
Ton Roosendaal
b9bd02e590 Uncommitted button "Single" from render-layer panel... this was supposed
to be a new feature, but have not working code for it yet :)
2006-02-14 16:16:23 +00:00
Ton Roosendaal
ec42d60c3d Weekly cleanup in my precious blender tree :)
Unused variables, missing prototypes mostly.
2006-02-14 11:46:45 +00:00
Ton Roosendaal
ff830a98f4 Dangerous typo in softbody.c... a missing '/' made a /* */ comment to
disable the entire next line of code too.
2006-02-14 11:30:43 +00:00
Ton Roosendaal
9da59fdb5a Bug fix: copying a scene, choosing 'empty scene' did a corrupt copy of the
scene render layers

Little feat: Render Result Nodes that use other scene, have icon in button
to indicate this.
2006-02-14 11:28:13 +00:00
Ton Roosendaal
86511abe5a Reviewed octree filling times... found a way to optimize some 10% of time,
nothing radical. :)
Just remember to always try higher octree resolutions (256 or 512) or more
complex scenes. Can be 5-10 times faster.

For waiting pleasure; added a per-second header print update to tell where
octree is. Also added an ESC test in octree making.

(Commit in image.c is a faulty print for 'Not an anim').
2006-02-14 10:02:25 +00:00
Ton Roosendaal
92e0925ecb Made threaded Compositing more friendly for last node in list... the main
thread entered a loop without sleep() then.
2006-02-14 00:05:09 +00:00
Ton Roosendaal
cf02e6d822 Bug in vector blur; the mask anti-alias code was accidentally using a char
for counting the size of a 'jaggie' to be antialiased, which can of course
be more than 255 pixels in size... causing eternal loop.
2006-02-14 00:04:07 +00:00
Geoffrey Bantle
1f21e2eea7 Modified Files:
source/blender/blenlib/BLI_editVert.h
 	source/blender/include/BIF_editmesh.h
 	source/blender/src/edit.c source/blender/src/editmesh.c
 	source/blender/src/editmesh_lib.c
 	source/blender/src/editmesh_mods.c
 	source/blender/src/editmesh_tools.c
 	source/blender/src/header_view3d.c
Log:
	Commit of the 'upgraded merge tools' (Patch #3345) and 'inclusive selection mode conversion' (Patch #3768).
2006-02-13 22:49:46 +00:00
Ton Roosendaal
9104862f48 Typo in smart SETLOOPER() define, which I added to prevent nasty loop
code for going over all objects in set. :)
2006-02-13 22:38:41 +00:00
Ton Roosendaal
2a8cafbb03 Fix in blur filter 'bokeh'.
This filter type uses a filter-image, and spreads color of current pixel
over all neighbour pixels based on this filter-image. That creates a
problem on borders... since there only parts get accumulated.

Solved by going over the to-be-filtered image pretending it is wider
exactly the amount of the filter-image size.
2006-02-13 21:40:47 +00:00
Matt Ebb
5b7398ce53 Updated Mac OS X icons courtesy of Erik Mendoza, re. this thread on blender.org:
http://www.blender.org/forum/viewtopic.php?t=8121
2006-02-13 21:08:43 +00:00
Ton Roosendaal
2d7e61df40 Ugly bug in ungrouping... it left freed memory in the main database. 2006-02-13 20:39:31 +00:00
Ton Roosendaal
2a67307215 Bugfix: When using 'border render' (part image), and then in compositor
the Preview Panel, you got a crash... this case wasn't anticipated in
code... two cropping mechanisms on top. :)

Works OK now, but offset of cropping is drawn a bit weird... this case
needs recode a bit. On list for later.
2006-02-13 20:14:42 +00:00
Ton Roosendaal
6b22c5746e Bugfix: the RenderResult node, using another scene, didn't use the
frame nummers of the active scene.
2006-02-13 19:38:31 +00:00
Ton Roosendaal
ff7f544dec Preview rendering improvement;
Until now, on each mouse/key event preview render restarted with first tile.
It now rememers where it was, and continues rendering.
Also tried to get threaded preview working, but its more work than I can
spend right now. Back to bugs :)
2006-02-13 19:27:16 +00:00
Ton Roosendaal
f9d7f9ea45 Bugfix in Preview renders; material with lightgroups didn't get initialized
correctly.
2006-02-13 11:52:55 +00:00
Erwin Coumans
f55e45f855 more vehicle preparation and some bullet collision detection bugfixes (related to collision margin) 2006-02-13 06:28:35 +00:00
Erwin Coumans
e4790aef46 Improved OpenGL Shader Language support for game engine. The python interface is much simplified. Drawback is that scripts need to be updated next release. Testfiles:
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=demos-2.42.zip

patch by Charlie Carley (snailrose @ elysiun.com)
2006-02-13 05:45:32 +00:00
Erwin Coumans
6c325d74f5 gameplayer will use blender materials automatically 2006-02-13 03:37:00 +00:00
Kent Mein
4c966a3141 assignment typo: had == instead of =
Reported by jkw on the forums.
source/blender/python/api2_2x/Text3d.c

Kent
2006-02-13 01:25:03 +00:00
Ton Roosendaal
9809c7807b Couple of smaller fixes:
- Improved stats drawing while rendering, it now draws - while preparing
  renderdata -  each second the amount of verts/faces.
  Also while rendering, the amount of finished and total parts are printed.

- Added ESC in loop that generated Group render data

- On deleting Render Layers, the nodes that use them are now checked and
  corrected.

- Restored drawing all scanlines in renderwindow... this wasn't the bug!
2006-02-12 21:57:56 +00:00
Martin Poirier
94332c522e Bug #2839: Shift key not working in Shear, Push-Pull and shrink-Fatten
- I changed the input method for shear quite a bit. It used to be constant
  regardless of zooming, so it was quite limiting in the amount of shear you
  could do. However, I'm not sure if the current method is quite well
  adjusted, if you think it works too fast, please drop me a line.
  It's basicly the same method as Shrink-Fatten / Push-Pull except on an
  horizontal basis. (since shear is an horizontal motion and the two others
  are more like pulling towards/pushing away from you in regards to the center)
- Factored out the input methods in preparation for later code <evil>.
2006-02-12 21:09:18 +00:00
Ton Roosendaal
f4dc04ecbf Work on shadowbuffer system... right now only new filtertypes for
sampling have been activated for UI. Check the pictures here:

http://www.blender.org/bf/filters/index2.html

I also did do tests with anti-aliased shadowbuffers:

http://www.blender.org/bf/filters/index3.html

But this needs more thinking over still...
2006-02-12 20:21:08 +00:00
Ton Roosendaal
ed2543866c Argh! Commented out line in readfile.c (with comment I really dont know
what this does), actually makes sure that on linking same data from a
library again (after reopening file), the linking of data pointers goes
OK.
2006-02-12 20:17:12 +00:00
Jean-Luc Peurière
4dfa22b6d0 commiting patch #3847
add drag-lock to numbuts to prevent accidental adjustemnts.
Patch furnished by Roger Prefontaine (isocles)
2006-02-12 18:25:53 +00:00
Ton Roosendaal
ed4cc927a7 Couple of features/fixes:
- Compositor now frees memory of buffers internally used in groups
  immediately. This wasn't part of the event-based cache anyway

- New option: "Free Texture Images" (in render Output panel). This
  frees after each render of each scene all images and mipmaps as
  used by textures. As reference it prints total amount of MB freed.

- Render stage 'creating speed vectors' had no ESC checking yet

- Made drawing scanline updates during render draw 1 scanline less...
  dunno, still hunting for weird opengl crashes.

- 3D preview render didn't properly skip sequence or composit render.
2006-02-11 23:17:41 +00:00
Ton Roosendaal
5f29f97f81 Switching glFlush() to glFinish() in renderwindow drawing for updates...
no idea if it helps, will be tested now. :)
2006-02-11 18:20:17 +00:00
Ton Roosendaal
c2bc882bb9 Bugfix: duplicate time node didn't copy the curve itself. 2006-02-11 16:52:18 +00:00
Ton Roosendaal
f4e491e2f4 Thread rendering stability commit.
I noticed still several cases where the Imbuf library was called within a
thread... and that whilst the Imbuf itself isn't threadsafe. Also the
thread lock I added in rendering for loading images actually didn't
work, because then it was still possible both threads were accessing the
MEM_malloc function at same time.

This commit nearly fully replaces ImBuf calls in compositor (giving another
nice speedup btw, the way preview images in Nodes were calculated used
clumsy imbuf scaling code).

I've also centralized the 'mutex' locking for threading, which now only
resides in BLI_threads.h. This is used to secure the last ImBuf calls
I cannot replace, which is loading images and creating mipmaps.

Really hope we get something more stable now!
2006-02-11 15:55:00 +00:00
Andrea Weikert
05166d0a35 === bugfix ===
Fixing case where BLI_make_file_string reads one byte before passed in string when the string is empty.
Leftover from patch tracker item #2740 - thanks Andrew Zabolotny.
Also fixed the part that made sure exactly one slash is appended at the end of the dir - comment wasn't telling what the code did here :)
2006-02-11 15:02:23 +00:00
Ton Roosendaal
fbbe5925ff Two significant improvements in vectorblur:
1) Accumulation buffer alpha handling
Accumulating colors in an accumulation is simple; a weighting factor can
make sure colors don't over- or undersaturate.
For alpha this is a bit more complex... especially because the masks for
vectorblur are anti-aliased themselves with alpha values. Up to now I just
premultiplied the mask-alpha with the actual color alpha, which worked OK
for solid masks, but not for transparent ones. I thought that would be an
acceptable situation, since 'ztra' faces only get blurred with alpha==1.

However, it gives bad results when using 'mist' in Blender, which just
gives pixels an alpha value based on camera distance. In these cases the
alpha became oversaturated, accumulating into too high values.

The solution is to store the mask-alpha separately, only premultiply this
alpha with the weighting factor to define the accumulation amount.
This is the math:

blendfactor: the accumulation factor for a vectorblur pass
passRGBA: color and alpha value of the current to be accumulated pass
accRGBA: color and alpha value of accumulation buffer (initialized
         with original picture values)
maskA: the mask's alpha itself

accRGBA = (1 - maskA*blendfactor)*accRGBA + (maskA*blendfactor)*passRGBA

This formula accumulates alpha values equally to colors, only using the
mask-alpha as 'alpha-over' operation.
It all sounds very logical, I just write this extensive log because I
couldn't find any technical doc about this case. :)

2) Creating efficient masks with camera-shake

Vector blur can only work well when there's a clear distinction between
what moves, and what doesn't move. This you can solve for example by
rendering complex scenes in multiple layers. This isn't always easy, or
just a lot of work. Especially when the camera itself moves, the mask
created by the vectorblur code becomes the entire image.
A very simple solution is to introduce a small threshold for
moving pixels, which can efficiently separate the hardly-moving pixels
from the moving ones, and thus create nice looking masks.

You can find this new option in the VectorBlur node, as 'min speed'.
This mimimum speed is in pixel units. A value of just 3 will already
clearly separate the background from foreground.
Note; to make this work OK, all vectors in an image are scaled 3 pixels
smaller, to ensure everything keeps looking coherent.

Test renders; 'Elephants Dream' scene with lotsof moving parts; rendered
without OSA, image textures, shadow or color correction.

No vectorblur:
http://www.blender.org/bf/vblur.jpg

With vectorblur, showing the alpha-saturation for mist:
http://www.blender.org/bf/vblur1.jpg

New accumulation formula:
http://www.blender.org/bf/vblur2.jpg

Same image, but now with a 3 pixel minimum speed threshold:
http://www.blender.org/bf/vblur3.jpg

Next frame, without minimum speed
http://www.blender.org/bf/vblur4.jpg

Same frame with speed threshold:
http://www.blender.org/bf/vblur5.jpg

(Only 20 steps of vectorblur were applied for clarity).
2006-02-11 13:23:08 +00:00
Ton Roosendaal
a0569049ac Potential ugly bugfix in MEM_cache; the function
int IMB_cache_limiter_get_refcount()

Did not return a value at all. Any compiler should flag big warnings for
this btw... tsk tsk!
2006-02-11 12:45:32 +00:00
Jean-Luc Peurière
85afaeaf78 Applying patch #3826
smooth and bevel shortcuts listed in menus and toolbox were incorrect.

no new functionality
2006-02-11 12:07:55 +00:00
Brecht Van Lommel
11adcb6cf2 ABF Fix:
With two adjacent quads sharing three vertices, splitting to triangles
could create duplicate triangles. This broke unwrapping of Suzanne near
the nose, where there is a sort of t-joint with quads that isn't really
a t-joint. Now works fine:
http://users.pandora.be/blendix/suzanne.png
2006-02-11 12:04:16 +00:00
Jens Ole Wund
c85abd748f i have a file running into this check causing a 'hang' without
may be it's a development hick up .. still i think that error trap should be there
2006-02-10 23:47:40 +00:00
Kent Mein
ee4c7ef22a Added ability to render Zbuffer to an image.
Just use SHIFT-F3 and save an image.

	Basically all this does is copy the zbuffer to a new Image buffer
	and pass that to the save image function.

Sample output:
	http://www.cs.umn.edu/~mein/blender/kungfu_zbuf255.jpg

	Also thanks to Jesterking for helping me debug dumbness... ;)
	and the nice screenshot.

Kent
2006-02-10 21:10:58 +00:00
Ton Roosendaal
b9425b2a35 Interesting commit for artists using huge textures;
The code that generated mipmaps took a real long time to do it... on a
5k x 5k image it took here (no optim, debug compile) 32.5 sec.

Recoded the very old filtering routine, which already brought it down to
2.8 seconds. Then tested if we even need this filtering... in many cases
the images are painted or photographs, which is filtered OK already.
Without the filter, the mipmap timing went down to 0.39 second. :)

http://www.blender.org/bf/filters/index1.html

Here's an example of two 'mips' generated with or without gauss filter.
Note that aliasing in an image remains there... which can be a wanted
effect anyway.

So; added the gauss filter as option in making mipmaps. Also had to
reshuffle the buttons there in a more logical manner.
There's also disabled code in the do_versions to set 'gauss' on in older
files. Will be enabled during release time.
2006-02-10 18:57:52 +00:00
Ton Roosendaal
945484e92a Upgrade for Node type definitions: the min/max allowed values for input
sockets were not used yet... now they're verified on read, and written
in socket stack data on adding new nodes.
Also the buttons in Nodes use these values now. Special request from
Nathan Vegdahl who seems to be messing around with my precious nodes! :)
2006-02-10 13:57:30 +00:00
Brecht Van Lommel
24694229b1 Faceselect mode fixes:
- Don't allow entering faceselect mode on a linked mesh (only checked object).
- Enable drawing of seams after ctrl+E seam marking.
2006-02-10 13:37:06 +00:00
Ken Hughes
83ea72de1a ===Python API===
Three more changes for the Mesh module:
(1) Bug fix for UV vertices ("sticky").  me->msticky was not being updated
   when vertices were added or deleted from the mesh.
(2) Vertex, edge and face .extend() methods accept zero-length sequences
   instead of throwing an exception.  (Note that not giving any argument
   is still an error).
(3) Edge and face .extend() methods ignore "invalid" edges or faces which
   have the same vertex twice instead of throwing an exception.  Cam and I
   argued about this for a while... :-)

Ken
2006-02-10 00:08:06 +00:00