This commit replaces the glDrawPixels and rectwrite_part with the very
nice (thanks zr!) glaDrawPixelsSafe() call. Result is:
- 3d window background image displays correctly onto the edges when
zoomed in extreme
- same for UV image window and sequence preview
- preview render now doesnt disappear when left part is outside window
(zr also deserves kick in butt for not doing this himself in NaN days!)
Especially from preview drawing quite some old hacks were deleted. It is
even quite some faster.
Please notify me when it doesnt work on your card... this now is just 100%
according opengl guidelines though :)
Also fixes bug #2100
Object "time" ipo was evaluated before it applied offset for field and
motion blur. Should be after! (ancient one)
in buttons_editing.c: removed sound include file
When using Sequencer for Alpha-Over images, it was assuming "Key" alpha by
default, and converting images to "Premul" (= multiplying RGB with alpha).
This isn't very nice, also because alpha generated by MBlur in Blender
always is of type Premul already.
Solution; make this an option. In the Nkey panel for strips you can set
or disable Premul now. As extra also added the "Filter" and "Mul" options,
as already there for Movie strips. Can easily be extended to more options
for various postprocess effects.
The directory where the last file was saved (in .Blog) wasnt added to the
history menu in the FileWindow when using CTRL+O for example. For
convenience, it now alwyas adds this directory to the end of default
history menu, so you can always jump back while browsing in filewindow.
- removed ugly pointerhack from OSA render (negative indices denoted
pointers). this should solve memory errors when using >1.5 gig mem
- cleaned up usage of zbuffer values. These are signed in Blender, and
treated as unsigned all over, giving confusing code
- fixed incorrect gamma-adding for halos (caused in after xmas commit)
And bugfix #2101; wire render didn't give correct rendering for mist.
This caused by fact wires are 2D pixel lines, and not correctly filled
in faces. Retrieving the 3d coordinate while render cannot use a face-
equation then. Solved by retrieving 3D coordinate based on zbuffer value.
Still todo here: calculating correct texture coordinates for wire-edges
that are no faces.
When loading a file with linked external scene, and that external scene
didnt exist anymore, and that scene was active in the file -> crash!
Render code; changed to use local 'puno' flag for threaded render.
added a casts to:
blender/blenlib/intern/BLI_memarena.c
gameengine/Rasterizer/RAS_TexVert.cpp
Removed unused vars from:
blender/python/api2_2x/vector.c
gameengine/Ketsji/KX_PyMath.cpp gameengine/Ketsji/KX_Scene.cpp
gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp
gameengine/Rasterizer/RAS_FramingManager.cpp
gameengine/Rasterizer/RAS_Polygon.cpp
gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
Kent
Alpha for halos was always added, even when "Add" slider was zero. Fixed.
(also; made BROW define BROW16, to distinguish from int version in
BKE_utildefines.h)
For normal maps only:
Slider for "nor" mapping in "Map to" panel allowed values for over 1.0 in
preview render (not for render itself, causing confusement).
the active main window, if that was active before.
We need to track down how to solve this more definite... for example, the
"make active" window command can also pop window to front.
- zbuf; error caused by using unsigned int as counter (while >= 0) in radio
- backbuffer didnt load in initrender (was removed from sky render)
- unitialized variable in envmap.c
It *should* be there, but its a bad-level-include. The bad_level_calls.h
makes it compiling nice, but that wasnt the purpose.
Error is in the winstuff.h in render.h most likely
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
Dxf reader had 2 crucial erros;
- didnt read files correct with \r\n enters (\n and \r go fine)
- polyline triangles were added as quads with identical first and last
vertex, going terrible wrong on mesh import of 3DS files.
With the new rule that allows correct calculation of vertex normals on a
mixed solid/smooth mesh, it is essential that vertex normals get
recalculated when changing smooth settings. Such a facility doesnt exist
in Blender yet, only after leaving editmode.
Hacking in a "enter editmode, leave editmode" event on the "Set Smooth"
button isn't nice... instead I've tweaked the calculus of vertexnormals
that it always sets them OK, apart from where they get mixed with solid
faces. Only in rare occasions this can still go "wrong" and needs a
TAB-TAB to fix. Will add that comment in release notes. For next release
we should definitely solve this smoothing bizz!