control how the intensity channel affects displacement. Nor
slider still controls how Nor channel affects displacement.
- Scaled Nor displacement to make Nor slider more usable.
- Removed Data scale from displacement routines. Made
sliders unusable for objects scaled in editmode. Displacement
now relative to unit sized object. Displace still tracks
with object scale, so scale out of editmode if you want a
large object with deep displacement.
-- this finishes the heavier part (not counting tweaks and possible bugs) of
letting scripts be accessed from Blender menus. Will explain more in emails
to bf and bpython lists, but just check
source/blender/python/BPY_menus.[hc] and
source/blender/src/header_info.c and header_script.c for details.
Scripts need a small update (registering info, basically a header) to be used.
Scripts dir (user pref file paths: Python) must be set.
(1 lamp, shadow). The 'coherence' check gets reset now for each new
pixel rendered, which remains efficient for oversampling.
- small cleanups in code, prototype added, less globals.
it is related to the fix for 2.31, wich disabled hackish feature of
inserting the previous render outside border. i forgot the unified has
this code entirely duplicated, something to get rid of one day...
rendered itself. this happened when transparent shadow ray hit a face
with same material as where ray started.
is this understandable? i guess not! :P
the actual fix is just a few lines, to store material locally before
going to trace transp shadow.
Hard to describe other than by saying:
* Updates, re-thought organisation, etc based on testing
and feedback from 2.30 -> 2.31
* A *lot* of missing entries added
* Toolbox expanded, tidied and more consistent with
pulldown menus
* A lot of functionality hidden behind secondary pupmenu()s is now exposed through arguments, so that
they can be more easily explored from the pulldowns and
toolbox.
This is the reason for the many changed files in this
commit - had to clean up editing functions. Mixing
interface code in the middle of editing functionality is not
good for menus and toolboxes. Please don't do it!
At this stage, the menu and toolbox system (at least for most window spaces) should be just about 'stable' and 'complete'. It's now up to people to keep them up to date :)
It is just too hard to describe, just that it didnt check for changing
arrays well enough, causing contents of array textfield[] to be copied in
array text[]....
Anyhoo, this fixes the grey text, as showed up in brokens commit of
saturday. Thanks Matt! :)
currently only for preview render and displaylist. It then uses the
provided texture coordinate itself...
Solution is not perfect... disadvantage of not having globals! then
you have to fix all mess! :)
Marble, wood, clouds. Instead of the retarded (but faster :) old method
it now derives the normal based on displacement of a 'nabla' vector;
sampling the texture additionally with three little offsets in x, y and z.
Code provided by Eeshlo, and gratefully accepted!
The padding is slightly messed up, so it produces somewhat trunkcated images
however it works. I'll try and fix it later but I have to go home now.
Its atleast usable at this stage.
I moved bmp_decode.c to bmp.c and cleaned it up a little bit.
Kent