Files
test/source/blender/imbuf
Sergey Sharybin 84d350f4b5 Camera tracking integration
===========================

Attempt to switch moviecache to use CacheLimiter.

Some changes in limiter were necessary:
- Limiter counted mapped memory twice when was chacking
  how many memory is used.
- It was using "global" memory usage not memory usage by
  cached elements. It will cause big problems when there's
  large mesh or plenty of undo steps are in memory nothing
  would be cached in sequencer.
- To solve this problem introduced "callback" to measure
  cached element size. It could be not very accurate in general,
  but it works well for image buffers. And if this callback
  isn't set old-school memory usage check would be used.
- The whole cache used to get freed when memory limit exceeded,
  now it'll drop only as much elements as necessary to reduce
  memory usage.

Sequence cache wasn't switched to use moviecache but
now it's really easy to do. When i'll be sure new caching
scheme works fine.

Now clip editor uses as much memory for cache as it's set in
User Preferences (Preferences -> System -> Sequencer -> Memory
Cache Limit) which si 128Mb by default. Please do not complain
about few cached frames out-of-box and just increase limit
there. Caching fixed amount of frames wasn't so nice indeed.
2011-07-27 12:53:39 +00:00
..
2011-07-27 12:53:39 +00:00
2011-05-27 23:33:40 +00:00

The following 4 steps to adding a new image format to blender, its
probably easiest to look at the png code for a clean clear example,
animation formats are a bit more complicated but very similar:

Step 1:
create a new file named after the format for example lets say we were
creating an openexr read/writer  use openexr.c
It should contain functions to match the following prototypes:

struct ImBuf *imb_loadopenexr(unsigned char *mem,int size,int flags);
/* Use one of the following depending on whats easyer for your file format */
short imb_saveopenexr(struct ImBuf *ibuf, FILE myfile, int flags);
short imb_saveopenexr(struct ImBuf *ibuf, char *myfile, int flags);

/* Used to test if its the correct format
int IMB_is_openexr(void *buf);

Step 2: 
Add your hooks to read and write the image format these go in
	writeimage.c and readimage.c  just look at how the others are done

Step 3: 
Add in IS_openexr to blender/source/blender/imbuf/IMB_imbuf_types.h
Add in R_openexr to source/blender/makesdna/DNA_scene_types.h

Step 4:
Add your hooks to the gui.
source/blender/src/buttons_scene.c
source/blender/src/toets.c
source/blender/src/writeimage.c

Step 5:
edit the following files:
blender/source/blender/imbuf/intern/util.c
blender/source/blender/src/filesel.c
blender/source/blender/src/screendump.c
and add your extension so that your format gets recognized in the thumbnails.

Step 6: 
Alter the build process:
For scons you need to edit blender/source/blender/imbuf/SConscript 
and add in your additional files to source_files.
For msvp you need to edit blender/projectfiles/blender/imbuf/BL_imbuf.dsp
and add in your additional files.
If you have any external library info you will also need to add that 
to the various build processes.

Step 7:
Its also good to add your image format to:
makepicstring in blender/source/blender/blenkernel/intern/image.c