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)
SeamBleed in perspective mode mostly working (some small artifacts but generally looks ok)
Added BarycentricWeightsPersp2f and BarycentricWeightsSimplePersp2f for getting weights from verts with perspective matrix applied.
* initializing a bucket only initializes pixels from that bucket (was initializing all pixels in intersecting faces before which made large faces slow to paint onto)
* removed scanline functions, they are not as useful when initializing small areas.
* UV seam checking also sets the seam flag on the adjacent face to avoid double lookups.
TODO - uv seam bleed doesn't work in perspective mode.
Modified to work in linux too, on my system subprocess.Popen(appstring) only works when appstring is a list.
Blenders __import__ didnt support keywords like pythons causing the subprocess module to fail for me.
added keywords to blenders c/api import to match pythons.
You can specify a image name (starting with 'IM') instead of a material
name in VideoTexture.materialID() and return the material ID matching
this texture.
The advantage of this method is that is works with blender material
and UV texture. In case of UV texture, it grabs the internal material
corresponding to the faces that are assigned to this texture. In case
of blender material, it grabs the material that has an image texture
matching the name as first texture channel.
In both cases, the texture id used in VideoTexture.Texture() should be 0.
Ex:
matID = VideoTexture.materialID(obj,'IMvideo.png')
GameLogic.video = VideoTexture.Texture(obj, matID, 0)
The problem is that the audio_fill_seq function try to load the hd file
if the sequence don't have it, but it join the two string (directory path +
file path) without the / (Linux... \ Windows), so the result is a wrong path.
I change the the strncpy and strncat function for a BLI_join_dirfile (like
the reload_sequence_new_file) and all work fine now.
Also note that the "them go" that Luca report is (or what happen here) the
ctrl+z function, and now both case work fine here.
(interesting.. date from Feb 05.. 2006 ;)
The FFmpeg library allows to load image files. Although it is possible
to load images using the VideoFFmpeg class, it is not very efficient.
The new class VideoTexture.ImageFFmpeg is dedicated to image management.
Constructor:
-----------
VideoTexture.ImageFFmpeg('image_file_name')
Opens the file but does not load the texture yet.
The file name can also be a network address. It can also be a video
file name; in that case only the first image is loaded.
Methods:
-------
refresh(True)
Loads the image to texture.
You just need to call it once, the file is automatically closed after
that and calling refresh() again will have no effect.
reload('new_file_name')
Reloads the image (if new_file_name is omitted) or loads a new image.
The file is opened but the texture is not updated yet, you need
to call refresh() once to load the texture.
Attributes:
----------
status
returns the image status:
2 : file opened, texture not loaded
3 : file closed, texture loaded
image
returns the image data as a string of RGBA pixel
size
returns the image size [x,y]
scale
get/set the scale flag.
If the scale flag is False, the image is rescale to texture format
using gluScaleImage() function, slow but good quality.
If the scale flag is True, the image is rescaled using a fast but
less accurate algorithm.
flip
get/set Y-flip flag.
Set to True by default as FFmpeg always provides the image upside down
filter
get/set filter(s) on the image.
Example:
somehow scripts line endings change is messing things up, these changes wont be included
error is:
svn: File 'release/scripts/scripttemplate_metaball_create.py' has inconsistent newlines
svn: Inconsistent line ending style
svn: Error reading spooled REPORT request response
todo...
* pixel interpolation.
* clone option can currently only be set from the image paint panel.
* only initialize clone pixels under the mouse.
* overlap between source/target while painting could cause problems. need to look into this.
also fixed some cashes in painting normally.
1 issue was caused by detecting 2d horizontal line intersections for lines that had points equal to the horizontal Y value - solved by detecting point on line cases.
Another was because the 2D bounding box for painting could have faces edges running along it - solved by adding a small margin to the bounding box.
* add support for building redcode on win32/msvc, but disabled for now, as there are linking problems
- I cleaned the redcode sconscript - the copying of headers within the source tree is not a clean solution
This needs to be fixed later on. For now, lets use redcode from extern/ until a better way is found.