Commit Graph

47594 Commits

Author SHA1 Message Date
Matt Ebb
fa54435615 == Interface/Nodes ==
Modification to allow adding a point in a curve button by LMB clicking/dragging directly on the curve, as in GIMP/Photoshop/etc.
2006-01-26 17:35:26 +00:00
Matt Ebb
0ebc907a51 * Never added the hotkeys for rendering and playing back animation to the menus. woops! 2006-01-26 15:09:33 +00:00
Ton Roosendaal
1cde5efa3d Orange:
- Missing free in AVI writing
- time counter for animation render wasn't reset to zero on successive
  renders.
2006-01-25 16:47:20 +00:00
Ton Roosendaal
9da8961513 Orange: new pipeline separated calculus for window matrix from converting
data to renderdata. However, if a camera has a lens-ipo, this has to be
calculated correctly each time.

Actually, render system suffers like Blender itself from a weak time
system... which still is polluted by confusing globals. Should all work
now, but definitely needs attention later.
2006-01-25 15:09:17 +00:00
Ton Roosendaal
7d715c0693 Forgot to pass on current frame number to compositor, when render anims! 2006-01-25 12:25:10 +00:00
Ton Roosendaal
7ce61d0fdf Orange; fresh morning feature:
Image Node now supports animations as well. Press the 'Sequence' Icon in
the node to see the options:

- Frs: the amount of images involved in the sequence
- SFra: start frame, the Blender frame number
- First: the number in the name of the first image in the sequence
- Cycl: make the sequence go cyclic

The images are refreshed on each call to execute the node tree, but not
on advancing frames in Blender... I suspect that might make it to slow now,
will first have to code nice threaded/optimized updates in compositor.
2006-01-25 10:39:29 +00:00
Campbell Barton
39e1043cfe a touch neater and some comments. 2006-01-25 06:28:47 +00:00
Campbell Barton
d35be5c578 Dont draw blocks what are outside the the view. - massive speedup with complex sequence's 2006-01-25 05:14:03 +00:00
Ken Hughes
dc103bceab ==bugfix==
Access to G.vd without an active 3D window from sequences during Alt-A
playback caused segfault; check and return if it's NULL, and print an error
to stderr.  (Someone should check why viewmove() is being called).
2006-01-25 02:18:20 +00:00
Ton Roosendaal
b969857767 Orange fix: jitter mask for OSA was off with half a pixel...
There seems to be a wrong offset for non-osa too, will look into that now.
2006-01-24 23:02:02 +00:00
Campbell Barton
7bb69869e0 Made numbuts use non linear rate of change when dragging.
The further you drag the bigger the number gets (like gimp/photoshop brush size slider)
Works for ranges: float buttons bigger then 11 and int buttons bigger then 129.
2006-01-24 22:07:41 +00:00
Ton Roosendaal
f0dae325c3 Orange: enabled compositing in render pipeline.
- New Node "Composite" is output node that puts composited result back
  in render pipeline.
- This then also displays in the render window while editing
- But, only with Scene buttons option "Do Compositor" set
- Then, just press F12 or render anims to see the magic!

For clarity, the former 'Output" node is renamed to "Viewer".
2006-01-24 21:50:23 +00:00
Chris Want
164a7929ce Not a show stopper, and does not add or remove any functionality
... but a pythoner forgot to do a cast, causing an error with an
anally retentive compiler.
2006-01-24 17:23:01 +00:00
Johnny Matthews
3909f1d4a3 Prevent a mod by 0, should fix preview render crashes 2006-01-24 17:17:44 +00:00
Ton Roosendaal
74f76981bf Orange: preparation commit for Output nodes type "Render" and "File".
They dont work yet, but i accidentally committed parts of it with a bugfix.
2006-01-24 17:09:04 +00:00
Ton Roosendaal
9a20e5466c Orange bug: forgot to restore inverse matrix calculus for OpengGL render
in a window... didn't know what it was for, but now I do! It uses the
inverse to do pre-clipping on objects.
2006-01-24 17:07:39 +00:00
Ton Roosendaal
26b718654d Orange: fixes in Compositor:
- Curves in Image window didn't copy alpha (when no 32 bits rect for
  display was made already).
- Code was missing to validate grouped nodes in Compositor, didnt work
  at all yet
- Loading new Images in a Node (using filewindow) didn't assign the image

Image window now displays Alpha for float images too
2006-01-24 15:24:38 +00:00
Ton Roosendaal
771c7f3549 Orange fix: Render OGL skipped last frame... 2006-01-24 12:51:29 +00:00
Ton Roosendaal
a126178fd8 Orange: made Image window react nicer to compositor output and own Curves;
- Image curves are only applied now when curves panel is in use. Closing
  the panel will disable curves, reopen Panel enable curves.
  You can minimize the Curves panel to keep it active. That latter then
  works as visualization curves are being applied.

- Compositor output now also uses Image window curves, if active.
2006-01-24 10:35:43 +00:00
Ton Roosendaal
b1342e30b1 First bugfix in 3d previewrender; going full-window and back crashed.
Thanks Campbell! :)
2006-01-23 22:59:22 +00:00
Ton Roosendaal
9eadefee11 Scons changes needed to get it compile, works here! :) 2006-01-23 22:44:44 +00:00
Ton Roosendaal
042d612df2 Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:

Render:
- Full cleanup of render code, removing *all* globals and bad level calls
  all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
  default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
  tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.

Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
  easier use of movies in Blender

PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
  code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)

3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
  (pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
  rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!

Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
  with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
  done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
  window. (yes, output nodes to render-result, and to files, is on the list!)

The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
  system should be built from scratch. I can't really understand this code...
  I expect it is not much needed, especially with advanced layer/passes
  control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
  recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
  effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
  to check first the option to render to a Image window, so Blender can become
  a true single-window application. :)
  For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again

OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
Ton Roosendaal
58db0210a8 Bug in commit for 'linked scene sets', that got sneaked in after 2.40. :)
This fixes shaded mode in lostride demo file, also for scenes that use
sets in shaded drawmode, lighting now will look ok.
2006-01-23 21:13:48 +00:00
Mika Saari
f9bb1b534e The character table shouldn't messed anymore when <builtin> font is used. 2006-01-23 15:14:01 +00:00
Mika Saari
913c0bc0c7 Fixing the user interface bug when unicode font area list is exited
without selecting any area. This caused the area to be from 0 to 0.
Now if no any area selected, the whole area from 0 to 0xffff is shown.
2006-01-23 12:52:53 +00:00
Andrea Weikert
5668480c99 small fix for icons to correctly use alpha instead of converting grey background to alpha.
Also checking in cleaned up blenderbuttons from Matt.
2006-01-22 23:27:43 +00:00
Matt Ebb
651650ae01 2.41 splash 2006-01-22 23:00:55 +00:00
Ton Roosendaal
6293e3e5aa And the 2nd commit for release codes.
Still todo: splash!
2006-01-22 22:48:07 +00:00
Chris Want
788b4528e0 The decimate modifier had a slider to control the level of mesh
reduction that was labeled "Percent" but was on a scale from
0.0 to 1.0. The word percent implies a scale for 0 to 100, so
I've relabeled this slider as "Ratio".
2006-01-22 03:27:45 +00:00
Ken Hughes
6e1db67cc0 ===Python API===
Bugfix: Hos discovered that recent fixes broke mesh.verts.extend(); it now
accepts three floats again.  Sorry....
2006-01-21 06:21:03 +00:00
Matt Ebb
091af5911c * fix: The timeline now redraws when auto-recorded keys are set in transform. 2006-01-20 14:38:09 +00:00
Matt Ebb
6aff25e014 * Got rid of the silly 'Set' button in curve edit buttons and made the DefResolU update automatically when modified. 2006-01-19 21:32:18 +00:00
Ken Hughes
0fcfd5bd40 ===Python API===
Bugfix #3660:  NMesh.getVertexInfluences() was broken following the changes
to the armature system.  Tron Thomas (kudos) came up with a fix that seems
to perform identically to the old method.  I'm also adding it to the Mesh
module for compatibility.
2006-01-19 15:48:56 +00:00
Campbell Barton
14e1000e38 Made the minimal theme align, and buttons now sit close together.
Looks nicer.
2006-01-19 14:42:04 +00:00
Campbell Barton
4a32e0380b Bugfix for http://projects.blender.org/tracker/?func=detail&atid=125&aid=3767&group_id=9
View All/View Selected - only took into account values from 1 axis. - Workaround because test_view2d needs to act that way for other functions.
Easy one :) Right mouse mutton cancels transform. - Must move to Theeth's new code one day.
2006-01-19 01:15:17 +00:00
Ken Hughes
407fcf1e8c ==renderer==
Patch #3760: Allows a python script to call renderer when the UI is not
active (thanks to Cory King for patch).  Without the patch, blender will
segfault since G.vd is NULL.
2006-01-18 20:06:13 +00:00
Matt Ebb
827895280f * Added a command to copy NLA strips to the Copy Attributes (Ctrl C) menus. Will be useful for updating versions of armatures, and transferring animation between them. 2006-01-18 13:44:51 +00:00
Erwin Coumans
e3512ab335 assert caused compile problems too :( 2006-01-18 06:48:28 +00:00
Erwin Coumans
5b8b745cba fixed an ordering issue caused by previous commit 2006-01-18 06:46:56 +00:00
Ken Hughes
a8cb639f0b ==Python API==
Bugfix #3761: Attempting to set mesh.faceUV=1 when a mesh has no faces
now throws a RuntimeError exception.  Previous behavior was to do nothing.
2006-01-18 06:15:17 +00:00
Erwin Coumans
85c58bfa8a attempt to fix reported problems with glsl shader on OS X (and other platforms). instead of continuous printing errors, it should just print once, and delete the shaders.
also, disabled the asynchronous logicbrick update, it reportedly causes jitter.
2006-01-18 06:04:11 +00:00
Andrea Weikert
d40162bc1a Fixed crash in pupmenu for image icons
* Scaled down image can be smaller than icon - bad memory access
* Also needed to copy float buffer for exr images
* rectcpy only copied first row

There probably is some unnessary copying, will check with a little more time.
For now better be safe since it's no huge amount of mem that is copied.
2006-01-17 17:23:44 +00:00
Tom Musgrove
cf5570c45b ==python api==
epyDoc for insertShapeKey
2006-01-17 16:32:09 +00:00
Tom Musgrove
75aa68e821 ==python api==
clarification of Blender.Mesh.Mode() tip
2006-01-17 09:20:37 +00:00
Tom Musgrove
427b132ad0 ==python api==
patch from jean-michel soler (jms) - .insertShapeKey()

Python API, a function to insert a shape key in an object . It works on Mesh, Lattice curve ans surface .
Example of use :

import Blender
OBJECT=Blender.Object.GetSelected()[0]
OBJECT.insertShapeKey()

a docstring to follow soon
2006-01-17 06:47:48 +00:00
Ken Hughes
aeffb121c8 ==Python API==
Added Mesh.Modes() function, which allows scripts to get/set the selection
mode settings for meshes.  This was necessary in order for the mesh tools
such as triangulate, remove doubles, etc., to work properly.
2006-01-17 06:18:43 +00:00
Ken Hughes
cfdf71bc5c Patches submitted by Michael Reimpell to get/set relative key selection, and
to get the current value of the IPO shape key.  There are still some issues
to discuss as to whether methods/attributes should be used and what they
should be named, but this will (or should) be addressed in the upcoming API
rewrite.
2006-01-17 06:12:53 +00:00
Jean-Luc Peurière
77c4eef90b after much suffering, got GE build and work almost cleanly on Os X
(with make, need to confirm with scons)

after cleaning the changes are in fact minimal, but the situation
is still quite a bit hackish.

Game engine coders, there is also quite a number of warnings that
need to be fixed.

current situation is that everything seems to work, but GLSL shaders
spew a lot of errors on console and blender may crash on exit when
a GLSL shader was used. ARB stuff works fine.
2006-01-16 22:27:30 +00:00
Matt Ebb
eb839608be * commented the version number check for empty display types so they are properly read on current files. This can be uncommented before this is released (a la camera stuff last time) 2006-01-16 20:11:40 +00:00
Erwin Coumans
56489f4830 fixed a runtime problem with stl container usage, as reported on bf-committers mailing list 2006-01-16 19:34:52 +00:00