osl style cleanup and update man-page.
authorCampbell Barton <ideasman42@gmail.com>
Tue, 4 Dec 2012 03:18:08 +0000 (03:18 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Tue, 4 Dec 2012 03:18:08 +0000 (03:18 +0000)
doc/manpage/blender.1
intern/cycles/kernel/shaders/node_convert_from_color.osl
intern/cycles/kernel/shaders/node_environment_texture.osl
intern/cycles/kernel/shaders/node_image_texture.osl
intern/cycles/kernel/shaders/node_light_falloff.osl
intern/cycles/kernel/shaders/node_normal_map.osl

index e7164fcb96b648ab4ee24174d71bf4450260bc2e..2addb60c5f745692bcbddfc4f4a90c935a16d6ad 100644 (file)
@@ -1,4 +1,4 @@
-.TH "BLENDER" "1" "October 04, 2012" "Blender Blender 2\&.64 (sub 0)"
+.TH "BLENDER" "1" "December 04, 2012" "Blender Blender 2\&.65"
 
 .SH NAME
 blender \- a 3D modelling and rendering package
@@ -15,7 +15,7 @@ Use Blender to create TV commercials, to make technical visualizations, business
 http://www.blender.org
 .SH OPTIONS
 
-Blender 2.64 (sub 0)
+Blender 2.65
 Usage: blender [args ...] [file] [args ...]
 .br
 .SS "Render Options:"
@@ -145,6 +145,10 @@ Playback <file(s)>, only operates this way when not running in background.
 .br
     \-j <frame> Set frame step to <frame>
 .br
+    \-s <frame> Play from <frame>
+.br
+    \-e <frame> Play until <frame>
+.br
 
 .IP
 
@@ -344,6 +348,12 @@ Enable debug messages for python
 Enable debug messages for the event system
 .br
 
+.TP
+.B \-\-debug\-handlers
+.br
+Enable debug messages for event handling
+.br
+
 .TP
 .B \-\-debug\-wm
 .br
index e4982975c20b4215ba7c34a7548df7effbfba69c..ea488c9ce4c5a2a96fcc75772e809659b77c748a 100644 (file)
@@ -28,7 +28,7 @@ shader node_convert_from_color(
        output normal Normal = normal(0.0, 0.0, 0.0))
 {
        Val = Color[0] * 0.2126 + Color[1] * 0.7152 + Color[2] * 0.0722;
-       ValInt = (int)(Color[0]*0.2126 + Color[1]*0.7152 + Color[2]*0.0722);
+       ValInt = (int)(Color[0] * 0.2126 + Color[1] * 0.7152 + Color[2] * 0.0722);
        Vector = vector(Color[0], Color[1], Color[2]);
        Point = point(Color[0], Color[1], Color[2]);
        Normal = normal(Color[0], Color[1], Color[2]);
index c39830499fc8813853538693958293d63b23ec5d..7da336a53f09d0e59c16e316307658ab599cb960 100644 (file)
@@ -35,8 +35,8 @@ vector environment_texture_direction_to_mirrorball(vector dir)
        if (div > 0.0)
                dir /= div;
 
-       float u = 0.5*(dir[0] + 1.0);
-       float v = 0.5*(dir[2] + 1.0);
+       float u = 0.5 * (dir[0] + 1.0);
+       float v = 0.5 * (dir[2] + 1.0);
 
        return vector(u, v, 0.0);
 }
index 53c4aeaeb5f0e125afca2eed52bf0f122c2c6054..99074672a6a0b1a129e092a70fc283c3bfdf21fb 100644 (file)
@@ -68,26 +68,26 @@ shader node_image_texture(
 
                vector weight = vector(0.0, 0.0, 0.0);
                float blend = projection_blend;
-               float limit = 0.5*(1.0 + blend);
+               float limit = 0.5 * (1.0 + blend);
 
                /* first test for corners with single texture */
-               if (Nob[0] > limit*(Nob[0] + Nob[1]) && Nob[0] > limit*(Nob[0] + Nob[2])) {
+               if (Nob[0] > limit * (Nob[0] + Nob[1]) && Nob[0] > limit * (Nob[0] + Nob[2])) {
                        weight[0] = 1.0;
                }
-               else if (Nob[1] > limit*(Nob[0] + Nob[1]) && Nob[1] > limit*(Nob[1] + Nob[2])) {
+               else if (Nob[1] > limit * (Nob[0] + Nob[1]) && Nob[1] > limit * (Nob[1] + Nob[2])) {
                        weight[1] = 1.0;
                }
-               else if (Nob[2] > limit*(Nob[0] + Nob[2]) && Nob[2] > limit*(Nob[1] + Nob[2])) {
+               else if (Nob[2] > limit * (Nob[0] + Nob[2]) && Nob[2] > limit * (Nob[1] + Nob[2])) {
                        weight[2] = 1.0;
                }
                else if (blend > 0.0) {
                        /* in case of blending, test for mixes between two textures */
-                       if (Nob[2] < (1.0 - limit)*(Nob[1] + Nob[0])) {
+                       if (Nob[2] < (1.0 - limit) * (Nob[1] + Nob[0])) {
                                weight[0] = Nob[0] / (Nob[0] + Nob[1]);
                                weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
                                weight[1] = 1.0 - weight[0];
                        }
-                       else if (Nob[0] < (1.0 - limit)*(Nob[1] + Nob[2])) {
+                       else if (Nob[0] < (1.0 - limit) * (Nob[1] + Nob[2])) {
                                weight[1] = Nob[1] / (Nob[1] + Nob[2]);
                                weight[1] = clamp((weight[1] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
                                weight[2] = 1.0 - weight[1];
@@ -111,16 +111,16 @@ shader node_image_texture(
                float tmp_alpha;
 
                if (weight[0] > 0.0) {
-                       Color += weight[0]*image_texture_lookup(filename, color_space, p[1], p[2], tmp_alpha);
-                       Alpha += weight[0]*tmp_alpha;
+                       Color += weight[0] * image_texture_lookup(filename, color_space, p[1], p[2], tmp_alpha);
+                       Alpha += weight[0] * tmp_alpha;
                }
                if (weight[1] > 0.0) {
-                       Color += weight[1]*image_texture_lookup(filename, color_space, p[0], p[2], tmp_alpha);
-                       Alpha += weight[1]*tmp_alpha;
+                       Color += weight[1] * image_texture_lookup(filename, color_space, p[0], p[2], tmp_alpha);
+                       Alpha += weight[1] * tmp_alpha;
                }
                if (weight[2] > 0.0) {
-                       Color += weight[2]*image_texture_lookup(filename, color_space, p[1], p[0], tmp_alpha);
-                       Alpha += weight[2]*tmp_alpha;
+                       Color += weight[2] * image_texture_lookup(filename, color_space, p[1], p[0], tmp_alpha);
+                       Alpha += weight[2] * tmp_alpha;
                }
        }
 }
index 7ffa6fe0ffb4273193090e330ea384c76efe4a9b..a9d41604361e569647949522f695173f2ed3283d 100644 (file)
@@ -30,7 +30,7 @@ shader node_light_falloff(
        getattribute("path:ray_length", ray_length);
 
        if (Smooth > 0.0) {
-               float squared = ray_length*ray_length;
+               float squared = ray_length * ray_length;
                strength *= squared / (Smooth + squared);
        }
 
@@ -38,9 +38,9 @@ shader node_light_falloff(
        Quadratic = strength;
        
        /* Linear */
-       Linear = (strength*ray_length);
+       Linear = (strength * ray_length);
 
        /* Constant */
-       Constant = (strength*ray_length*ray_length);
+       Constant = (strength * ray_length * ray_length);
 }
 
index d101ee870b7d00466dbc60140d6269c5d7524985..dc25eb8539f604cb6bc1e9a0f2965ea857da5c51 100644 (file)
@@ -27,7 +27,7 @@ shader node_normal_map(
        string attr_sign_name = "geom:tangent_sign",
        output normal Normal = NormalIn)
 {
-       color mcolor = 2.0*color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
+       color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
 
        if (space == "Tangent") {
                vector tangent;
@@ -47,6 +47,6 @@ shader node_normal_map(
                Normal = normalize(vector(mcolor));
        
        if (Strength != 1.0)
-               Normal = normalize(NormalIn + (Normal - NormalIn)*max(Strength, 0.0));
+               Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
 }