d996f4e0b7
does not use any opengl for calculations (2.5 friendly!) and free from screen pixel artifacts. raytracing is used for occlusion. Details * Uses a 2D screenspace bucket grid that store intersecting faces and a list of UV pixels to optimize lookups between the brush rectangle UV pixels * Buckets and faces are initialized when a brush first touches them. * on initializing all the faces used have their UV pixels are converted into screenspace and copied into the buckets for painting (if the pixel is not occluded by a ray cast). still a lot to do - blend modes, float buffer, image wrapping, image texture filtering. Add feature requests here http://wiki.blender.org/index.php/Wahooney_re/Paint_Branch_Proposals |
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.. | ||
blender | ||
creator | ||
darwin | ||
gameengine | ||
icons | ||
kernel | ||
CMakeLists.txt | ||
Makefile | ||
nan_compile.mk | ||
nan_definitions.mk | ||
nan_link.mk | ||
nan_subdirs.mk | ||
nan_warn.mk | ||
SConscript |