Commit Graph

17 Commits

Author SHA1 Message Date
Ton Roosendaal
692aa18b76 Additional fix in glsl shaders: "Darken" was using different formula as render.
"Divide" still differs too for division by zero - cannot find this yet...
2012-12-21 18:10:01 +00:00
Ton Roosendaal
eb219852a8 Bug fix #33639
Material Texture blend modes Screen, Overlay and Multiply didn't respect
the alpha for textures... an error I could trace back to 2004 even.

Obviously the fix should be done, but it might change the appearance of
renders somewhat. Will keep an eye open if this is worth ugly 
version-patching.

Now: image textures with alpha, will only apply the blend modes
respecting the alpha values.
2012-12-21 10:15:12 +00:00
Mitchell Stokes
89f4566930 BGE: Committing a patch from HG1 to fix [#30262] "bgl.glClipPlane don't work on Nvidia cards," which was also reported by HG1. 2012-11-24 00:58:57 +00:00
Brecht Van Lommel
64467e3ffa Fixes related to #33087:
* Fix GLSL memory leak in the (vector) math node.
* Fix GLSL math node pow behavior for negative values, same as was done for C.
2012-11-06 19:58:48 +00:00
Brecht Van Lommel
2ba840652d Cycles: improve Anisotropic BSDF node, changing the Roughness U/V inputs to
Roughness, Anisotropy and Rotation. Also a fix for automatic tangents and
OSL attribute handling.

Meaning of new sockets explained in the documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Anisotropic
2012-11-04 22:31:32 +00:00
Campbell Barton
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
Brecht Van Lommel
f7a584b841 Fix #32903: bring cycles glsl up to date with latest changes. 2012-10-18 12:37:51 +00:00
Brecht Van Lommel
adea12cb01 Cycles: merge of changes from tomato branch.
Regular rendering now works tiled, and supports save buffers to save memory
during render and cache render results.

Brick texture node by Thomas.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture

Image texture Blended Box Mapping.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture
http://mango.blender.org/production/blended_box/

Various bug fixes by Sergey and Campbell.
* Fix for reading freed memory in some node setups.
* Fix incorrect memory read when synchronizing mesh motion.
* Fix crash appearing when direct light usage is different on different layers.
* Fix for vector pass gives wrong result in some circumstances.
* Fix for wrong resolution used for rendering Render Layer node.
* Option to cancel rendering when doing initial synchronization.
* No more texture limit when using CPU render.
* Many fixes for new tiled rendering.
2012-09-04 13:29:07 +00:00
Campbell Barton
b96c622015 style cleanup 2012-08-11 22:12:32 +00:00
Campbell Barton
81272e28a0 generate glsl shaders c files at build time. 2012-08-11 13:01:44 +00:00
Campbell Barton
d5032657ed style cleanup 2012-06-06 22:38:39 +00:00
Campbell Barton
cb0b3558af style cleanup 2012-06-05 22:12:17 +00:00
Brecht Van Lommel
c3e1fce775 Cycles: add Object Info node, with outputs object location, object/material
pass index, and a random number unique to the instance of the object.

This can be useful to give some variation to a single material assigned to
multiple instances, either manually controlled through the object index, based
on the object location, or randomized for each instance. 

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
2012-05-21 12:52:28 +00:00
Brecht Van Lommel
578864180b Fix related to #31446: cycles glsl error with empty image texture node. 2012-05-18 13:30:34 +00:00
Sergey Sharybin
a2ed2b36f3 Fix for recent changes in glsl
smooth seems to be a keyword in glsl and using it as a name for function property caused issues.
2012-05-09 10:14:01 +00:00
Brecht Van Lommel
e6a84eb1b5 Cycles: add light falloff node, with quadratic/linear/constant falloff and a
smoothing factor to reduce high values near the light.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff

Note that this was already possible to do manually with the Ray Length, but
this adds a convenient node for it. This commit also makes the mapping node
min/max option work, fixing #31348.
2012-05-07 20:24:38 +00:00
Daniel Stokes
ae4fda82b0 Merging phase 1 of the BGE Harmony branch:
* Shadow color now usable in the BGE
 * Simplified the shadow panel while "Blender Game" renderer is active
 * Added variance shadow maps for the BGE
 * Buffered shadows on sun lamps in the BGE (orthographic)
 * Light textures in the BGE
2012-05-01 02:50:17 +00:00