uiBlockBeginAlign(block, 'v'); 'v'= vertical. 'h'=horizontal
..... (button def calls)
uiBlockEndAlign(block);
this will allow new themes to have buttons nicely drawn together.
- added new rounded draw theme, to test & illustrate the above.
- only did parts of button code with align... rest for later
- fixed 'minimal' theme to make it usable (with some decoration)
- put back 'oldskool' theme... but it just looks plain ugly! remove?
Lazy people: http://www.blender.org/bf/rt.jpg
check the top header, or Nkey menu, to see the meaning of 'align'.
This is a temporary fix, but a complete fix will require a rewrite of of some part of the where_is_object function, and that would take too much time before 2.31.
when using linked-duplicated mesh, with subsurf and tfaces (UV texture)
the render crashed.
Found out the renderloop makes a new displaylist for each Mesh, also when
it is linked multiple times. That way pointers to previous created elements
in displaylists become invalid. Crash!
Result now it even renders faster for linked-duplis. :)
- enabled all the Lattice methods in Object.c
- added Lattice types to Types.c
- add Lattice initialization to Blender.c
- updated makefile for new lattice file
- added Lattice.c/Lattice.h
using an identical offset; which is 0.375 and official recommended
by OpenGL.
This to further investigate the AA font errors on some systems
with ATI cards.
- fixed bug in halo rendering combined with spothalo
- fixed bug in no antialiasing with sky with spothalo
- cleaned some weird usage of gamma for spothalo and sky
(when rendering sky + spothalo, sky got gamma corrected
- removed old test code and #ifdefs for code readability
On test scenes here unified render looks much better. still some minor
issues with antialiasing... cant pin that down yet.
Still one little problem: It draws the line even where there is not constraint target. Guess I'll have to wip a function to check for that if there isn't one already.
Note to Ton: You just need to add the color link to theme
render opengl 3d window at this location gave unpredictable results, and
crashes occasionally. Moved it back to header as icon for now... the
view pulldown menu in 3d header is too full.
Wire rendering gave errors with parts.
This due to the fact the lines are clipped exactly at the pixel
centers of the image edge. For polys (triangles) that works fine, but
in wireframe you see the lines ending at the edge.
Solved by adjusting clipping routine for wires just a tinsy bit.
removed some code of someone in NaN who tried to fix
prototypes... just solved by introducing a correct cmat[3][3] instead
of using weird new matrix code.
from NaN period, someone just commented out a piece of code... this to
prevent the curve itself being converted (as edges) next to the 3d filled
faces. but for 3D curves there are no filled faces.
previously rendered image. it was just screwing up memory in some cases.
for it to work quite more elaborate coding is needed.
- when selecting border in camera view (SHIFT+B) the associated render
option is set automatic
- fixed some mallocs to become callocs in renderloop, to prevent garbish
when border rendering
- also enables closing bug #179
rendering uses data as set in active 3d window again. meaning it renders
localview or 'unlocked layers' correctly again.
in background render it uses the scene layers by default.
was disabled in 2.24 in NaN period... can't find the reason for it.
is meant, a ctrl+click will invoke image selector still.
- this as discussed a while ago at meeting; the image selector is highly
unstable, and causes bug reports for each release we do.
- removed reference to 'save runtime' from file menu.
- added icons to fileselect buttons in f10 menu
browsing new texture for lamp in texturebuttons (f6) only gave 'add new'
option.
- saving images in texturepaint mode saves in same format only. this is
far from an easy fix to use the scene settings, so it indicates with
saving clearly its in the same type now
- Fixed uninitialized NMFace.mode var in NMesh.c
- Incref'ed a couple Py_None's in Object.c
- Minor update in the docs, changed required version to 2.30
brightness... it had one multiplication too many...
- found 3 month old error: the fix i committed for ESC during render
was undone partially by a commit from guignot one week later. I already
*thought* ESC reacted so slow... but i had fixed it, not!? :-)
Now its still fast and instantly reacts to ESC again.