Window might be focused by mouse click in configuration of window manager
when focus is not following mouse.
Click could have been done on a button and depending on window manager settings
click would be passed to blender or not, but in any case button under cursor
should be activated. Currently the easiest way to activate button is to
generate mouse move event.
Not sure about OSX, but on windows it worked fine because OS is generating
WM_MOUSEMOVE event "automatically" so nothing special from blender side was
needed.
- rename seqelements.push(file) --> filename
- rename SoundSequence.waveform --> show_waveform
- dont pass context to sequencer functions. editing any scenes sequence can be done, irrespective of context.
from Dan Eicher (dna)
--- message from the tracker
Classes for all effect types with proper input attributes
Added new/delete functions for SequenceEditor.sequences.
push/pop functions for ImageSequence.elements to add/remove images
Moved waveform from the base class to SoundSequence (probably should be renamed use_waveform or show_waveform)
Fixed user count for scene and movie clip types
--- my own comments
- dont have blending mode argument from sequencer.new_*() functions. Better edit this after.
- dont change waveform attribute, seems unrelated change and should be kept for sound afaik.
- dont apply scene, clip usercount changes - Sergey dealt with these separately.
investigation lead to finding 3 bugs here...
- transform key input handling didnt ignore minus key on an unsigned value as it should.
- not being able to set numcuts to 0 made typing in numbers not very useful.
- backspace would set the cuts to an unsigned value.
Currently only put sources of Ceres library into extern/libmv/third_party and
setup CMake and SCons building systems.
Integration details:
- Even CMake build files are not re-used from Ceres's trunk: they're using some
automatic stuff detection like glog, pthreads, protobuf and so and it's not
so clear how to re-use that files without modifications.
And IMO it's easier if build files are getting re-generated automatically to
match Blender-specific setup rather than keeping changes made locally in
Blender in sync when re-bundling Ceres library. Especially in case when it's
alerady needed to support SCons build system.
- Integrated only actual sources, all tests were stripped. Probably it'll be nice
to have them, but they'll need clear integration with current module test stuff
in Blender.
Hopefully integration went smooth.
- Suitesparse was disabled. It'll help a lot having it, but there are some difficulties
making cholmod working fine on windows. Would be added in future
- collections_port.cc was also stripped. It's not used by Ceres's upstream and
it gives compilation error (undefined uint32 -- looks like namespace issue).
- Currently all schur eliminators are included. Not sure if it makes sense,
also not sure if it makes sense having them switchable on and off -- IMO better
to have single configuration which works and does not require special tweaks
after everything was set up.
- Personally i'd say if some of Ceres modules are not used better to drop it
away -- all symbols would be stripped anyway, but it'll be waste of compilation
time which is annoying in cases when one doing, say, binary search of revision
at which some regression was introduced. Especially when it's easy to add modules
which should be used by Blender.
But as long as it stays in Tomato i'm not worrying much about this.
To bundle updated version of Ceres:
- You'll need to use GIT-SVN checkout,
Re-bundling Ceres using SVN is still NOT supported!
- Go to extern/libmv/third_party/ceres folder
- Run ./bundle.sh
This will checkout fresh Ceres snapshot of Windows branch (which is currently
most interesting from integration into Blender POV), apply all patches listed
in patches/series and copy needed files into Blender's working copy. This will
also re-generate CMake/SCons build rules.
If you'll need extra files from Ceres repository which are not present in
Blender, you'll need to copy them manually and then run ./mkfiles.sh from
extern/libmv/third_party/ceres folder which will update list of files used
by Blender.
Thanks all Ceres developers for this library and thanks to Keir Mierle with
help integrating Ceres into Blender!
from Sebastian Nell (codemanx), with some edits
- Changed key shortcut to Shift+Enter.
- made into its own operator since it works differently to delete.
- Fixed suddenly disappearing preview image from track widget
- Also suddenly stopping tracking should be fixed now
Both issues were caused by mixing working with floats and bytes and
in some cases it was wrong or missed checks done for this.
** I did not update rst docs. I will post on the quick-hack list. If no one volunteers to do it, I have it done before next release. **
this patch add the barebone functions to do glsl shaders in an addon.
For simplicity sakes it supports old GLSL, but not all the new modern methods (glBindFragDataLocation, ...).
It should be enough to make an addon to help with bge 2d filters.
I'm using this with a 3dview callback and it's working nicely:
self._handle = context.region.callback_add(draw_callback_px, (self, context), 'POST_VIEW')
I was considering not to commit this patch due to it not covering all OpenGL new methods.
But frankly it's not the first time bgl is expanded upon individual needs (guilty of that myself).
If a python developer knows enough to use OpenGL and need new functions, s/he should also be able to patch Blender for that,
so I see no problems here.
Another solution is to move to PyOpenGL or similar any soon.
glShaderSource implemented differently than opengl standards. It's taking one source at a time (instead of an array of sources).
This is similar with PyOpenGL solution.
glActiveTexture
glAttachShader
glCompileShader
glCreateProgram
glCreateShader
glDeleteProgram
glDeleteShader
glDetachShader
glGetAttachedShaders
glGetProgramInfoLog
glGetProgramiv
glGetShaderInfoLog
glGetShaderiv
glGetShaderSource
glGetUniformLocation
glIsProgram
glIsShader
glLinkProgram
glShaderSource
glUniform1f
glUniform2f
glUniform3f
glUniform4f
glUniform1fv
glUniform2fv
glUniform3fv
glUniform4fv
glUniform1i
glUniform2i
glUniform3i
glUniform4i
glUniform1iv
glUniform2iv
glUniform3iv
glUniform4iv
glUniformMatrix2fv
glUniformMatrix3fv
glUniformMatrix4fv
glUniformMatrix2x3fv
glUniformMatrix3x2fv
glUniformMatrix2x4fv
glUniformMatrix4x2fv
glUniformMatrix3x4fv
glUniformMatrix4x3fv
glUseProgram
glValidateProgram
undo.
The way this got updated from the context is a bit unreliable, and for handlers
the update couldn't happen because there is no context passed in. Now it's
updated from setup_app_data, which is where the change actually happens. I left
in the other updates to be sure but they should not be needed anymore.
This happens because of how output node index is initializing in assign_index function: itterator goes to the beginning of the nodes list using node->prev and then reviews the whole node list to find first unused index. The problem is that node's initialization now is getting called before node was added to node tree, so all output nodes have got equal index.