Looks like the previous commit here is really correct and fixes cases of
distortion that were in mirror-subsurf combination since blender 2.5.
This may cause some changed files in which case we will be adding an
option, but it is expected this will only happen with low res models,
and hand painted textures, and the better distortion here compensates
for that enough to consider not adding a compatibility option yet.
Leaving the facemap winding argument as is just in case we do consider
to add the option.
I have added an optional named "index" argument for methode get/setUV, I have also modified the and set to deprecated methodes setUV2 and getUV2 : the doc was wrong and the methode can't be called anyway because it declared as VARARG in the .h and convert directly the args value to a vector in the .cpp.
Reviewers: sybren, lordloki, hg1
Reviewed By: lordloki, hg1
Subscribers: agoose77
Differential Revision: https://developer.blender.org/D1240
file, since we need the updated times and frames.
This was lost during stamp code refactoring. The refactoring moved the
stamp when render is initialized so we would be guaranteed to have
correct cameras even when saving render stills at a later time (and even
if cameras were changed). For regular render this would work since
render init takes care of stamp, but for openGL rendering we need to do
this manually.
Still not 100% correct, does not apply multiview cameras to metadata
It fix some mistakes in b5e96530353ef22d184a60cd2b59a5e451ee211f and made a more safety behavior for collision callbacks used in compound controllers during adding and removing.
Replace EnableCcdPhysicsController by AddCcdPhysicsController and DisableCcdPhysicsController by RemoveCcdPhysicsController.
Tested with compound shapes and collision sensors.
Reviewers:agoose77, ideasman42
Now we calculate color in range 800..12000 using an approximation a/x+bx+c for R and G and ((at + b)t + c)t + d) for B.
Max absolute error for RGB for non-lut function is less than 0.0001, which is enough to get the same 8 bit/channel color as for OSL with a noticeable performance difference.
However there is a slight visible difference between previous non-OSL implementation because of lookup table interpolation and offset-by-one mistake.
The previous implementation gave black color outside of soft range (t > 12000), now it gives the same color as for 12000.
Also blackbody node without input connected is being converted to value input at shader compile time.
Reviewers: dingto, sergey
Reviewed By: dingto
Subscribers: nutel, brecht, juicyfruit
Differential Revision: https://developer.blender.org/D1280
Can now rip from multiple fans (mixed single faces or larger regions)
Also add BM_vert_is_manifold_region which only checks if a vert has disconnected fans.
This reverts commit 5a8629c0d7da6cfb4b696f1787111c9492e03aba.
It does not really work that well since objects can draw in front of
selection circles now.