Fixed several small (stupid) issues with the inpaint node:
* on pixel order building, some ranges got wrong and origin was considered
several times.
* the convolution kernel didn't consider all pixels (+1,0),(-1,0),(0,1) and (0-1)
were omited, leading to suboptimal results (sometimes even black areas)
* alpha channel is now only affected an areas considered by inpaint.
That's only important, if you choose low iteration counts.
Before this overlay would happen only for defined rectangle area,
now it's possible to show current / reference frames only, which
makes it possible to do more real slit view involving even displaying
frames on different monitors.
Still some work need to be done to clean interface up and support
displaying color information for reference shot.
Before this debug_tile_size was used as a size of tile, which
became hidden property since tile-based rendering implementation
and couldn't have been controlled.
This resolves the issue with single thread used for viewport
rendering in some cases. Also it makes possible to control tiles
for CUDA viewport rendering, which still behaves much faster when
using the single tile.
Also fixed issue with minimal tile size which was used to calculate
divider of final resolution to be used for initial rendering. Now
it's a Resolution Divider property in Performance tab. This option
could be used to tweak initial resolution of viewport for faster
navigation or faster refresh when changing some properties.
This implements option which could be used to color balance only
specified area. Currently done by adding Mask input to Adjustment
effect. Affects on color balance and multiply settings.
Supporting masked saturation control is in the list, not supported
in this commit.
Also show value slider in the right of color wheel.
made some changes to startup.c
- change default player to internal since its working now.
- added new screen for full screen 3d viewport (nice for demo's and navigating)
- disable cursor depth option (was enabled by default because of re-used flag)
Fix 1: Pinned vertices were never released when "unpinned" by Dynamic Paint.
Fix 2: When pinning vertices during simulation, they would get "warped" to their original starting position of frame 1.
Thanks to MiikaH for pointing this out and also for providing the regression blend file: http://wiki.blender.org/uploads/a/ab/Cloth_dynamic_paint.blend
This is needed in cases when using blender camera with different
resolution than original footage. Behaves in the same way as
background picture framing.