When creating tile data include only triangles which have got intersection
with tile's rectangle only. This saves quite a lot of per-pixel iterations
through triangles which simply can not affect on current tile.
In fact, it's AABB check is used here. It could be improved further, but
it'll slowdown tile data generation with questionable speedup.
Another major slowdown is in fact caused by voronoi triangulation code.
Currently it's used naive algorithm which is O(N^2) where N is number
of edges. Added few euristics there and removed unused part of code, which
gave quite noticeable speedup already.
This could be improved further, but this node is not ment to be used for
lots of markers. It's also generates wrong triangulation when there're
many sites used. Need to be investigated further.
Notes:
*This implements a quite simple algorithm, which simply checks angles (actually, absolute cosines) of created tri and remaining face (which may be a tri, quad, or more NGon), so that both are "best" (ie avoid as much as possible too much narrow/wide corners), and also checks the new edge is OK (i.e. does not goes "out" of original face).
*Incidently, it fixes a typo in that bm_face_goodline() func!
*It's quite performant (a bit quicker than previous code, as far as I have tested it) and prevent creation of completely flat triangles as much as possible, but it's far from being a "best" solution (as it is still a "progressive" one)!
*It also introduces a new math func (in BLI_math_vector.h), cos_v3v3v3, which computes cosine (ie dot product of normalized vectors) and is roughly a quicker replacement for angle_v3v3v3, when real angles are not needed.
Merge Keying Screen node developed in tomato branch into trunk.
This node is aimed to make dealing with non-even greenscreens better
by generating gradiented image which could be used a input for keyer
nodes.
Based on building voronoi diagram using motion tracking markers as
sites position and average pattern color as color for that site.
Pretty straignforward node, some documentation is there
http://wiki.blender.org/index.php/User:Nazg-gul/Keying#Screen_color
* Use the PBVHType consistently in pbvh_update_draw_buffers().
* Split the raycast function up, mesh and grid raycast get their own
functions now.
* Replace duplicated code in BLI_pbvh_node_add_proxy() with call to
BLI_pbvh_node_num_verts().
* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore.
* DNA structures are kept, all read/writefile code is gone.
starting from version 2.64. Unless you have a special system setup, this means the
will be in ~/.config/blender rather than ~/.blender.
When the version number is changed to 2.64, the "Copy Previous Settings" operator
in the splash will copy the settings to the new location.
XDG base directory specification:
http://standards.freedesktop.org/basedir-spec/basedir-spec-latest.html