to compile blender with gcc on IRIX, IRIX_USE_GCC needs to be set to true in
user-def.mk.
Other changes related to irix:
* compile solid from extern/
* don't build plugins (yet) with "make release" when using gcc (the shell
script used assumes MIPSpro is installed)
* use statvfs instead of statfs on irix, like done on solaris
* use external libs from $(LCGDIR) instead of /usr/freeware
* use glew header files from $(LCGDIR)/glew instead of the ones installed on
the system (this applies to other platforms as well)
* ffmpeg support currently is disabled on irix
Reset transform restriction flags when switching to other transformations while running.
Also don't draw constraint if no constraint flag is on (old annoyance).
void bicubic_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
void neareast_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
void bilinear_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
Added...
void bicubic_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v);
void neareast_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v);
void bilinear_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v);
This is needed so for projection painting but generally useful if you want to get the interpolated color of a pixel in an image without having a destination imbuf.
While editing these I noticed the functons are a bit dodgy, they assume the input ImBuf has matching float/chr buffer to the output.
Tested overall speedup is about 5x when scaling 4096x4096 -> 4000x4000 in the sequencer.
There were some artifacts in the resulting image but double checked and the old code gives the same problems.
Added back old code with #if 0's since its a bit more readable.
Grease Pencil crashed after duplicating a screen-area, and deleting a layer from the original screen-area. The duplication code was not reassigning some pointers.
Fix the roll mess in transform. Since roll is based on an automatically calculated up axis, transforming bones would mess up bone orientation. This code automatically adjusts the roll value to keep bone orientation as consistant as possible. That works all around in transform for all transformations.
Doesn't work with x-axis mirror though as that doesn't use transform elements (fixing it would be nice for later)
Most interesting is that it works with the mirror tool (obviously), so you don't have to fix all the rolls after mirroring one side of an armature.
It could be made an option if someone presents a good enough point for that, but I can't see why you'd want the previous mess instead.
NB: this also ports a utility fonction from etch-a-ton to set bone roll from an up axis.
* BLI_linklist_index() - to get an items index in a LinkList
* BLI_memarena_use_malloc() - BLI_memarena_use_calloc alredy existed but there was no way to switch back to malloc.
also added texnodes to cmake
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!
I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node
A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual
On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
(as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
should not show. NodeTree should ignore other nodetrees to keep things sane
for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
superior antialising of checkers/bricks.
General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I
rather wait for a solid and very well thought out design proposal for this,
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
This commit adds an exception for rotations (standard rotation and tracball) to still work on children of transformed objects and bones in an expected fashion. That is, you can select a chain of finger bones and rotate to flex them all at once.
Notes:
[1] This could be expended to other transformations if needed.
[2] Center of transformation is determined using the same principle as hinge bones (transformed children aren't taken into account)