Campbell Barton [Thu, 24 Jan 2013 21:57:13 +0000 (21:57 +0000)]
header cleanup, include BLI before BKE, also use bool for ntreeShaderExecTree
Sv. Lockal [Thu, 24 Jan 2013 20:54:12 +0000 (20:54 +0000)]
Do not redefine math functions for floats if compiler complies with C99 or POSIX.1-2001
This is useful for gcc which does not define sqrtf/powf/... functions with preprocessor and therefore always used sqrt/pow/...
Float functions are generally 20-50% faster than their equivalents for double type.
Ton Roosendaal [Thu, 24 Jan 2013 19:31:44 +0000 (19:31 +0000)]
Disabled commit that was rendering Blender Internal for Cycles nodes.
Apparently Material nodes allow a mix of Cycles and BI Materials. Nifty!
I should read more docs, like this cool tutorial:
http://urchn.org/post/combining-blender-internal-and-cycles-in-one-render
Ton Roosendaal [Thu, 24 Jan 2013 18:56:04 +0000 (18:56 +0000)]
Logic mistake in previous commit, broke node materials for Internal render.
Stupid!
Ton Roosendaal [Thu, 24 Jan 2013 17:57:38 +0000 (17:57 +0000)]
Put back minimum window sizes on 320x240.
This didnt work well with making blender areas into windows.
Real fix: check such minimums based on what's in the window itself... or just
make scaling work flawless.
Sergey Sharybin [Thu, 24 Jan 2013 17:21:22 +0000 (17:21 +0000)]
Fix #33953: blender crash after few steps with .exr image in compositor
Issue was caused by FILE multilayer ImBuf sharing buffers with render
result, and SEQUENCE multilayer ImBufs duplicating buffers. Which is
nice by it's own. But, changing image source wouldn't remove any loaded
image buffers, meaning if you've got loaded FILE multilayers they'll
likely became invalid.
That behavior of handling multilayers on changing source was done as
a fix for #24976, which is now actually not needed (removing check
for multilayer doesn't change behavior at all).
Just to be sure added check to RNA, so signal wouldn't be fired if
source wasn't actually changed form a menu.
Brecht Van Lommel [Thu, 24 Jan 2013 16:20:43 +0000 (16:20 +0000)]
Fix/workaround for cycles crash when enabling it for preview renders.
Problem is that preview render database is being used, but the new datablock
function still uses G.main, and the mesh was being added to one database but
(attempted to be) removed from another. The proper fix would get rid of the
globals here, will look into that later.
Ton Roosendaal [Thu, 24 Jan 2013 16:11:07 +0000 (16:11 +0000)]
Usability
- Cycles materials now render in Blender Internal too, skipping the nodes.
Not very useful, but at least things then show up on renders and in
previews.
- Node editor: if wrong shader nodes are in a tree, they draw with thene
color RED ALERT headers now. (Switching render engine will show it).
Campbell Barton [Thu, 24 Jan 2013 14:48:08 +0000 (14:48 +0000)]
use bool for new code.
Campbell Barton [Thu, 24 Jan 2013 14:36:02 +0000 (14:36 +0000)]
fix for mesh-cache modifier deform-integration used with axis-flipping would fail.
Sergey Sharybin [Thu, 24 Jan 2013 13:55:04 +0000 (13:55 +0000)]
Tiles highlight shall work fine with border render now
Before it was some offset from actual tile pixels.
Sergey Sharybin [Thu, 24 Jan 2013 13:43:37 +0000 (13:43 +0000)]
Fixed for strict compiler flags
Ton Roosendaal [Thu, 24 Jan 2013 13:02:00 +0000 (13:02 +0000)]
New 'X' icon in search buttons sometimes overlapped text, needs extra space.
Campbell Barton [Thu, 24 Jan 2013 11:54:11 +0000 (11:54 +0000)]
fix for setting RegionView3D.view_matrix
Bastien Montagne [Thu, 24 Jan 2013 11:38:17 +0000 (11:38 +0000)]
Final memory fix for bpy.app.translations (not really a leak, but unfreed memory at end of program - I thought addons were unregistered at quit time...).
Campbell Barton [Thu, 24 Jan 2013 11:28:26 +0000 (11:28 +0000)]
use inline functions for subsurf MVert,MEdge mesh array functions, also some include cleanup for scons/cmake.
Ton Roosendaal [Thu, 24 Jan 2013 11:21:40 +0000 (11:21 +0000)]
Armature rigging:
Added more clear warning print for cases when a Proxy cannot be resolved.
Campbell Barton [Thu, 24 Jan 2013 09:36:22 +0000 (09:36 +0000)]
fix for missing initialization of vert data in ccgDM_copyFinalVertArray
Campbell Barton [Thu, 24 Jan 2013 08:59:48 +0000 (08:59 +0000)]
patch [#33969] fix for [#33968] Blenders Custom Project File Generator for QtCreator fails
from Philipp Oeser (lichtwerk)
Sergey Sharybin [Thu, 24 Jan 2013 08:49:48 +0000 (08:49 +0000)]
Fix #33975: Crash when reloading texture
Two issues in texture_changed:
- Missing NULL check for material (slot could be empty)
- Materials could be linked to object, added special check for this
Campbell Barton [Thu, 24 Jan 2013 08:49:40 +0000 (08:49 +0000)]
fix for G,G causing vertex slide in UV/Image window, also comment unused defines/enums.
Sergey Sharybin [Thu, 24 Jan 2013 08:14:20 +0000 (08:14 +0000)]
Fix threading issues of viewport rendering when using movies/generated images
Issue was caused by the fact that guarded allocator is not thread-safe and
generated images/movies could allocate memory when loading pixels to Cycles.
Currently solved by switching memory allocator to using mutex lock (the same
as sued for jobs) when viewport rendering is used.
Nicer solution would be to make guarded allocator thread-safe by using atomic
operations and lock-free lists, but that's more serious change.
Sergey Sharybin [Thu, 24 Jan 2013 08:14:05 +0000 (08:14 +0000)]
Added some code which helps troubleshooting issues caused by
non-threadsafe usage of guarded allocator.
Also added small chunk of code to check consistency of begin/end
threaded malloc.
All this additional checks are commented and wouldn't affect on
builds, however found them helpful to troubleshoot issues so
decided to commit it to SVN.
Campbell Barton [Thu, 24 Jan 2013 05:54:17 +0000 (05:54 +0000)]
code cleanup: minor edits to mesh-cache formatting.
Nicholas Bishop [Thu, 24 Jan 2013 04:33:29 +0000 (04:33 +0000)]
Remove dynamic-topology flag from mesh when entering sculpt mode
This will be enabled if the file was saved with dynamic topology on,
but we don't automatically re-enter dynamic-topology mode when loading
a file so remove the flag.
Fixes bug [#33956]
projects.blender.org/tracker/?func=detail&aid=33956&group_id=9&atid=498
Campbell Barton [Thu, 24 Jan 2013 04:02:30 +0000 (04:02 +0000)]
add 'deform - integrate' option to mesh-cache,
This means the deformation on the input to the modifier can be re-applied ontop of the mesh cache.
In practice this is most useful for using corrective shape-keys with mesh-cache.
Sergej Reich [Thu, 24 Jan 2013 03:49:30 +0000 (03:49 +0000)]
rigidbody: Fix [#33971] Bullet Physics crash + patch
BKE_rigidbody_aftertrans_update() can be called before rigid body is
validated so check before updating physics_object.
Thanks to Antony Riakiotakis (psy-fi) for the initial patch.
Joshua Leung [Thu, 24 Jan 2013 02:52:03 +0000 (02:52 +0000)]
Bugfix [#33974] Bone roll flips 180 degrees when extruding bones vertically
For example, if you're making a chain of bones (e.g. for a spine) by extruding
the tip joint of an initial bone, the bone rolls would be: 0 (for the initial
bone), 180, -180, 180, -180, etc. This has the undesirable effect of causing
B-Bones to twist to match the roll values at the other end of the bone.
The fix here seems to improve the situation in this case: bone roll values don't
flip or change anymore (in fact, the bone axes stay perfectly aligned now, as
they should). It also doesn't seem to cause any problems in other common cases I
checked.
Campbell Barton [Thu, 24 Jan 2013 02:14:39 +0000 (02:14 +0000)]
add bullet define & include for scons makesrna, also move meshcache utils into own file.
Campbell Barton [Thu, 24 Jan 2013 00:46:51 +0000 (00:46 +0000)]
replace calloc + memcpy with recalloc.
Campbell Barton [Wed, 23 Jan 2013 23:42:18 +0000 (23:42 +0000)]
style cleanup
Campbell Barton [Wed, 23 Jan 2013 23:28:22 +0000 (23:28 +0000)]
style cleanup: bake
Brecht Van Lommel [Wed, 23 Jan 2013 21:55:11 +0000 (21:55 +0000)]
Fix #31338: python enum properties can now specify icons for items, in the following
order: (identifier, name, description, icon, unique number)
This also works without the icon still, for compatibility.
Brecht Van Lommel [Wed, 23 Jan 2013 19:40:52 +0000 (19:40 +0000)]
Fix #33896: particle add brush with radius 1 would give duplicated and NaN hairs.
Stuart Broadfoot [Wed, 23 Jan 2013 17:15:45 +0000 (17:15 +0000)]
Cycles Hair: Multiple vertex colours and UV coordinates
Added export of multiple UV coordinates and vertex colour attributes.
A debugging option to export the strands without using the cache has also been removed.
Thomas Dinges [Wed, 23 Jan 2013 16:57:43 +0000 (16:57 +0000)]
Mesh Cache UI:
* Modifier was not in alphabetical order
* No Icon was displayed in the Add Modifier menu.
Note: Mesh Cache uses Mesh Deform Icon at the moment, needs a unique one.
Brecht Van Lommel [Wed, 23 Jan 2013 16:56:02 +0000 (16:56 +0000)]
Fix #33915: tweak self intersection epsilon for motion blur a bit further, still
had some cases where there were artifacts. Also fix rendering error with shutter
time set to 0.
Antony Riakiotakis [Wed, 23 Jan 2013 16:38:09 +0000 (16:38 +0000)]
fix blenderplayer scons after bullet merge
Ton Roosendaal [Wed, 23 Jan 2013 16:01:35 +0000 (16:01 +0000)]
UI todo:
Added "Panel Title" style to Theme settings.
Allows to make these nice larger or draw differently.
Also tried to put hinting in Style, but this needs to be a per-font
setting. uiFont data is still not being saved (also not allowing
to set own font files for UI). That's a todo for 267 then.
Sv. Lockal [Wed, 23 Jan 2013 15:01:33 +0000 (15:01 +0000)]
Fix compilation with WITH_X11_XINPUT=OFF
Lukas Toenne [Wed, 23 Jan 2013 14:55:41 +0000 (14:55 +0000)]
Fix for missing function stub when WITH_BULLET is disabled.
Brecht Van Lommel [Wed, 23 Jan 2013 14:37:12 +0000 (14:37 +0000)]
Fix normalize_m4_m4 not working correct by not copying the entire matrix,
caused issue in blender internal with recent fix.
Thomas Dinges [Wed, 23 Jan 2013 14:19:01 +0000 (14:19 +0000)]
Fix for [#33959] laplacian smooth gui buggy
* Made the property UI range do bigger steps.
* Increased default values a bit. If people need extreme small values (0.00001) they can enter that manually.
Brecht Van Lommel [Wed, 23 Jan 2013 14:05:08 +0000 (14:05 +0000)]
Fix #33556: overlapping regions draw over render info at the top of 3d view and
image editor. Also fix it not scaling properly with DPI.
Sergej Reich [Wed, 23 Jan 2013 13:45:52 +0000 (13:45 +0000)]
rigidbody: Fix constraint buttons only showing for mesh objects
Was silly indentation mistake.
Brecht Van Lommel [Wed, 23 Jan 2013 13:13:20 +0000 (13:13 +0000)]
Fix #33905: cycles crash with bsdf node plugged twice into add shader.
Brecht Van Lommel [Wed, 23 Jan 2013 13:13:16 +0000 (13:13 +0000)]
Code cleanup: move render baking code into own file.
Brecht Van Lommel [Wed, 23 Jan 2013 13:13:10 +0000 (13:13 +0000)]
Fix small issue found in vertex color bake bug that caused the result to be
different each time, due to float precision issues. The camera matrix itself
should not be modified in render, just its copy.
Ton Roosendaal [Wed, 23 Jan 2013 12:08:23 +0000 (12:08 +0000)]
File Menu, "Save startup file" no asks for save-over confirm.
Being a destructive action (and there are no versions saved as backup) it's an
OK convention to prevent accidents.
Sergej Reich [Wed, 23 Jan 2013 12:06:18 +0000 (12:06 +0000)]
rigidbody: Make rigid bodies kinematic during transformation
This allows moving rigid bodies on frame > startframe.
Also rigid bodies can now be picked up and trown around while the
simulation is running.
Note: There is a small glitch with cancelling tansform during simulation
but it's tricky to get rid of.
TODO: Avoid static-static collision warnings
Thomas Dinges [Wed, 23 Jan 2013 11:40:35 +0000 (11:40 +0000)]
UI / Layout scripts:
* Code cleanup for new Rigid Body panels.
* Removed some unneeded split() calls.
* Remove redundant check for "ob.rigid_body_constraint" in the draw() function of the "Rigid Body Constraint" panel. The check is already made in the poll.
Joshua Leung [Wed, 23 Jan 2013 11:24:48 +0000 (11:24 +0000)]
Code cleanup
* Removed unused block of code
* matrice -> matrix
Thomas Dinges [Wed, 23 Jan 2013 11:02:28 +0000 (11:02 +0000)]
Cycles:
* Small code cleanup of panel registering after Bullet merge.
Thomas Dinges [Wed, 23 Jan 2013 11:00:57 +0000 (11:00 +0000)]
Blender 2.66 Release Cycles:
* We enter BCon3 now, ongoing module work, stabilization of new features and fixes.
Campbell Barton [Wed, 23 Jan 2013 10:32:09 +0000 (10:32 +0000)]
fix for blender quitting in X11 if you start blender with a tablet, unplug it, then open a new window.
Campbell Barton [Wed, 23 Jan 2013 08:07:39 +0000 (08:07 +0000)]
scene panel for rigid body - remove operator isnt greyed out when rigidbody is disabled
Bastien Montagne [Wed, 23 Jan 2013 07:59:07 +0000 (07:59 +0000)]
Fix own stupid memory leak in new py i18n code (forgot to free temp keys when searching messages in GHash cache!).
Thanks to PerfectionCat for finding this.
Campbell Barton [Wed, 23 Jan 2013 07:52:31 +0000 (07:52 +0000)]
code cleanup: dont use 'bpy.context' when 'context' is available
Campbell Barton [Wed, 23 Jan 2013 07:42:28 +0000 (07:42 +0000)]
move rigidbody toggle into the header for scene and objects.
Campbell Barton [Wed, 23 Jan 2013 07:26:39 +0000 (07:26 +0000)]
make bullet optional again
Campbell Barton [Wed, 23 Jan 2013 06:09:53 +0000 (06:09 +0000)]
fix [#29950] Linked proxy armature object properties can't be edited
Sergej Reich [Wed, 23 Jan 2013 05:57:01 +0000 (05:57 +0000)]
rigidbody: Add generic spring constraint
Behaves like the generic constraint but has optional spring on each axis.
TODO: Add option to set rest length.
Patch by Markus Kasten (markus111), thanks!
Sergej Reich [Wed, 23 Jan 2013 05:56:56 +0000 (05:56 +0000)]
rigidbody: Add rigid body constraints
Constraints connect two rigid bodies.
Depending on which constraint is used different degrees of freedom
are limited, e.g. a hinge constraint only allows the objects to rotate
around a common axis.
Constraints are implemented as individual objects and bahave similar to
rigid bodies in terms of adding/removing/validating.
The position and orientation of the constraint object is the pivot point
of the constraint.
Constraints have their own group in the rigid body world.
To make connecting rigid bodies easier, there is a "Connect" operator that
creates an empty objects with a rigid body constraint connecting the selected
objects to active.
Currently the following constraints are implemented:
* Fixed
* Point
* Hinge
* Slider
* Piston
* Generic
Note: constraint limits aren't animatable yet).
Sergej Reich [Wed, 23 Jan 2013 05:56:49 +0000 (05:56 +0000)]
rigidbody: Add "Copy Rigid Body Settings" and "Bake To Keyframes" operators
Based on a script by liero, thanks!
Sergej Reich [Wed, 23 Jan 2013 05:56:44 +0000 (05:56 +0000)]
rigidbody: Add rigid body simulation
Add operators to add/remove rigid body world and objects.
Add UI scripts.
The rigid body simulation works on scene level and overrides the
position/orientation of rigid bodies when active.
It does not deform meshes or generate data so there is no modifier.
Usage:
* Add rigid body world in the scene tab
* Create a group
* Add objects to the group
* Assign group to the rigid body world
* Play animation
For convenience the rigid body tools operators in the tools panel of the 3d view
will add a world, group and add objects to the group automatically so you only have
to press one button to add/remove rigid bodies to the simulation.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
Sergej Reich [Wed, 23 Jan 2013 05:56:34 +0000 (05:56 +0000)]
rigidbody: Add point cache support
Add read/write/interpolate functions.
In order to get rigid body point cache id from object it's now required to pass the
scene to BKE_ptcache_ids_from_object().
Rigid body cache is drawn in the orange color of the bullet logo.
Sergej Reich [Wed, 23 Jan 2013 05:56:27 +0000 (05:56 +0000)]
rigidbody: Add force field support
Force fields work with rigid bodies just like they do with other simulations.
Increase min and max strength of force fields so they can influence heavy rigid
bodies.
TODO: Adjust force field strength based on the time step taken.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
Sergej Reich [Wed, 23 Jan 2013 05:56:22 +0000 (05:56 +0000)]
rigidbody: Add DNA/RNA/BKE infrastructure for the rigid body sim
This is just the basic structure, the simulation isn't hooked up yet.
Scenes get a pointer to a rigid body world that holds rigid body objects.
Objects get a pointer to a rigdid body object.
Both rigid body world and objects aren't used directly in the simulation
and only hold information to create the actual physics objects.
Physics objects are created when rigid body objects are validated.
In order to keep blender and bullet objects in sync care has to be taken
to either call appropriate set functions or flag objects for validation.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
Sergej Reich [Wed, 23 Jan 2013 05:56:13 +0000 (05:56 +0000)]
rigidbody: Add rigidbody module
It's mostly a C API for bullet that interfaces nicely with blender.
It could act as a generic interface for rigid body simulations but right
now it's very specific to bullet.
TODO: Fix building without bullet.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
Sergej Reich [Wed, 23 Jan 2013 05:56:05 +0000 (05:56 +0000)]
math: Add functions to decompose transformation matrices
mat4_decompose() is similar to mat4_to_loc_rot_size() but returns
rotation as quaternion.
mat4_to_loc_quat() just returns location and rotation without size.
Campbell Barton [Wed, 23 Jan 2013 05:42:45 +0000 (05:42 +0000)]
workaround [#32866] Crash by cyclic use of Boolean Modifier
officially - modifiers shouldn't calc other objects derived mesh, but in some cases its needed at the moment for certain scenes, so just disallow booleans depending on booleans.
Campbell Barton [Wed, 23 Jan 2013 04:55:34 +0000 (04:55 +0000)]
fix for own regression since 2.4x, non-linear number button range was too insensitive for int buttons.
Campbell Barton [Wed, 23 Jan 2013 04:22:02 +0000 (04:22 +0000)]
fix for glitch with vertex bake:
- the mesh would be tagged to update, then updated before bake finished.
- also increase self-shadow offset, in some cases the offset wasn't enough.
Campbell Barton [Wed, 23 Jan 2013 03:01:43 +0000 (03:01 +0000)]
fix [#33729] Shadows produce artefacts in vertex colour baking
Campbell Barton [Tue, 22 Jan 2013 21:54:44 +0000 (21:54 +0000)]
tweak to recent commit to clamp vertex range so new empty vgroups are in fact empty.
- don't clamp if no empty groups are created
- no need to call ED_vgroup_data_create, this was very old code for weight paint r1596 - weight paint works without adding 'dvert'array.
Monique Dewanchand [Tue, 22 Jan 2013 21:35:33 +0000 (21:35 +0000)]
Displaying labelname with reroute nodes.
It uses the default text color.
Sergej Reich [Tue, 22 Jan 2013 20:47:03 +0000 (20:47 +0000)]
sim: Remove "continue physics" code
This was left over from 2.4x days and is not used anymore.
Now simulations are always interactive.
Ton Roosendaal [Tue, 22 Jan 2013 19:06:51 +0000 (19:06 +0000)]
OSX 10.6 error - hiding code behind a respondsToSelector.
Dalai Felinto [Tue, 22 Jan 2013 18:42:16 +0000 (18:42 +0000)]
Game Engine UI: Image Sampling Texture Panel cleanup
removing non-GE supported features.
The idea of splitting the draw() function comes from Campbell Barton.
Review from him as well.
The main reason for not implement this in properties_games.py is to make sure the
panel is in the same order for both BI and BGE engines.
Ton Roosendaal [Tue, 22 Jan 2013 18:36:11 +0000 (18:36 +0000)]
Matcap fix: on enabling it, and when no matcap was selected before,
it sets first matcap icon.
Antony Riakiotakis [Tue, 22 Jan 2013 18:13:22 +0000 (18:13 +0000)]
make sure config directory is initialized or python complains
Ton Roosendaal [Tue, 22 Jan 2013 18:07:17 +0000 (18:07 +0000)]
Bug fix #33911
When you open a Blender window larger than a screen, Macs clip it to match the height,
but they allow the width to be more.
Problem is that this clipping happens after all window opening code. That causes
check for HiDPI mode to fail.
Now it checks it again on event GHOST_kEventWindowUpdate, which is only on startup.
Antony Riakiotakis [Tue, 22 Jan 2013 17:09:10 +0000 (17:09 +0000)]
Scons, linux: If we are to keep WITH_INTERNATIONAL on by default, also turn on boost by default because it locale libraries are needed
Antony Riakiotakis [Tue, 22 Jan 2013 16:40:40 +0000 (16:40 +0000)]
a better fix for scons finding pyconfig.h in ubuntu 12.10
Sergey Sharybin [Tue, 22 Jan 2013 16:06:09 +0000 (16:06 +0000)]
Fix/workaround for GLSL textured and matcap modes for dyntopo
Currently used special checks in DM draw code, perhaps better would be
simply to flush changes from PBVH to DM.
Anyway, now things seems to be working OK, will check on better solution
from code point of view later.
Ton Roosendaal [Tue, 22 Jan 2013 15:30:29 +0000 (15:30 +0000)]
Bugfix #33945
OSX: in HiDPI mode, the brush circle doubled on every use.
Was caused by new code storing and setting brush sizes.
Bastien Montagne [Tue, 22 Jan 2013 15:22:46 +0000 (15:22 +0000)]
Fix [#33962] Grease Pencil crashing blender
Own fault from grease pencil to curve enhacement. Fixed the bug itself, and made poll of convert operator more strict (no only active when there is something to convert, i.e. at least one stroke!).
Bastien Montagne [Tue, 22 Jan 2013 14:55:34 +0000 (14:55 +0000)]
Fix for build with scons whithout i18n support.
This should not be needed, I really see no reason for this linking error, but I'd rather use this hack than wasting more time over this issue. When will we get rid of this "two build systems to maintain" time-wasting situation?
Thomas Dinges [Tue, 22 Jan 2013 14:49:52 +0000 (14:49 +0000)]
Cycles:
* Disable Lamp MIS on sm_20. Still enabled for CPU and sm_21 and above.
Antony Riakiotakis [Tue, 22 Jan 2013 14:25:20 +0000 (14:25 +0000)]
revert scons fix, it is necessary after all
Antony Riakiotakis [Tue, 22 Jan 2013 14:14:30 +0000 (14:14 +0000)]
ubuntu 12.10 does not have pyconfig.h in include directory causing scons to fail. Omitting since it looks like cmake only uses Python.h too
Campbell Barton [Tue, 22 Jan 2013 13:47:44 +0000 (13:47 +0000)]
add path for particle brush
Campbell Barton [Tue, 22 Jan 2013 13:35:02 +0000 (13:35 +0000)]
style cleanup
Ton Roosendaal [Tue, 22 Jan 2013 12:36:06 +0000 (12:36 +0000)]
Matcap fix:
Setting Cycles as render engine skipped matcap drawing.
Logic for checking drawing types needed a shuffle.
Antony Riakiotakis [Tue, 22 Jan 2013 12:32:07 +0000 (12:32 +0000)]
Good rule of thumb. If blenderplayer gets broken after stubs.c leaves my "recently opened" menu on my editor, something is really wrong :)
Joshua Leung [Tue, 22 Jan 2013 11:37:12 +0000 (11:37 +0000)]
scons compile fix for Ton's matcaps work
Ton Roosendaal [Tue, 22 Jan 2013 11:29:29 +0000 (11:29 +0000)]
Confirming GPL license and thanks to the people who provided the matcaps:
Knt Trammell and Aidy Burrows and John Herreno.
Campbell Barton [Tue, 22 Jan 2013 11:27:22 +0000 (11:27 +0000)]
add missing includes
Campbell Barton [Tue, 22 Jan 2013 11:23:05 +0000 (11:23 +0000)]
comments for RNA_def_property_ui_range() and clamp some out-of-range values.
Ton Roosendaal [Tue, 22 Jan 2013 11:18:41 +0000 (11:18 +0000)]
Matcap support in 3D Viewport.
Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport
Implementation notes:
- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
(It's mostly intended to aid modeling/sculpt)
- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
won't affect rendering or materials.
- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender.
It doesn't take memory or cpu time, until you use it.
- Brush Icons and Matcaps use same code now, and only get generated/allocated on
actually using it (instead of on startup).
- The current set might get new or different images still, based on user feedback.
- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get
freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.
- Loading own matcap image files will be added later. That needs design and code work
to get it stable and memory-friendly.
- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
Material previews, which has its limits... especially for textured previews the
normal-mapped matcap won't look good.