header prints on the 3d view header to be the same color as the menu text.
This ensures that you can read the text against the color of the header
just as long as the theme color for the menu text is also readable against
the header color. This should make dark themes much better.
from 0 - 1, instead of -1 to 1. Thats fixed.
The error made tests i did with alpha make nice though, apparently hairs
are nicer when rendered with alpha range 0.0 to 0.5.
memory. Poses should be relinked right after duplicating, not during a
redraw (when more objects use same armature).
Added in readfile a patch to make sure files saved with this duplicate
error can still be used.
temporary fix (duplicating code again), the *real* fix would be to once
make one central function to create and init a text object for all
places...
I also tried to introduce compatibility code to be able to load old files
with broken text objects (cu->tb == NULL due to missing init code).
Hope it works :)
This means the diffuse and specular shaders don't use the normal
for hair (which is actually undefined, a hair is micro cylinder) but
it uses the tangent vector (vector in direction of hair).
For Diffuse, it computes a fake normal now, representing the optimal
hair normal pointing towards the light. All current builtin shaders
work with this, including ramps.
For Specular, it uses another formula to remap dot products for all
lines that now use the tangent vector instead of the normal:
dot = vector * tangent
dot = sqrt(1.0 - dot*dot)
Gives better results than using the 'fake' normal for diffuse. Officially
(according the papers) this could be used for diffuse too, but then hair
becomes very flat. Now you can control the flatness easily with ramps or
using Oren-Nayer for example.
Example image (disappears in some weeks)
http://www.blender.org/bf/rt9.jpg
- Added new texture channel "Strand" to apply textures on hairs over the
length of hair (1 dimensional). Orco now gives 1 fixed coordinate for
the entire hair, based on where it starts.
Note; UV doesn't work yet. Nor vertexcolor.
http://www.blender.org/bf/rt10.jpg
- debug output now controlled globally by elbeem debug level
(BLENDER_ELBEEMDEBUG environment var), also for fluidsimBake
and read/writeBobj
- debug output is written to file for WIN32
- added "for" and "vector" etc. defines for MSVC6
(I couldnt get hold of the compiler itself, so not tested yet)
- buttons "Show" and "Key" didn't set the active constraint, causing
confusement in display for the IpoWindow
Also made the backdrop for constraints and modifiers to use the Panel
theme color, making it better integrated.
unpredictable one!
This is what it did; if two or more Constraints are of the same type, it
accumulates the Target positions/rotations for the constraints, averages
them, and then only applies the last Constraint in the row. It seems to
be a trick to blend IK Constraints or so... in all other cases I cannot
find a good use for it (nor did Bassam).
For example; add three Empties, and make one Empty to have 2 location
constraints to the other two. This just didn't work, unless you insert
an "Empty" constraint inbetween.
I will post in the blender.org animation forum feedback for it too. :)
Its quite easy to make it an option, but I first like to grasp fully what
the actual use of such an option is.
for some configs. This was an old hack for sgi's, so I've put it behind an
ifdef for sgi and suns now.
Test if blender still works by switching screens, and check for the borders
between the blender area windows. These should draw all nice empty/black.
directory... so the slowdown was still evident!
Maintenance commit;
- *Giant* speedup for LMB frame-dragging in ipo/action/nla windows. It was
calling a routine that accessed frontbuffer drawing.... a very old patch
for SGIs even! :)
- Prepared code for support of unlimited Shape keys
- Curve objects didnt draw correct for selection-outline option
Thanks to testing in studio orange (thnx andy, matt!) I've found the
simple way to code it.
Static particle systems, when not set to wire or halo, now render 1 pixel
wide 'strands', which are actually just faces with vertexnormals and
proper orco texture. Check for quick fun;
http://www.blender.org/bf/rt5.jpg
(and rt6, rt7, rt8)
- should allow users to render a filename.extension to the render path
Example:
import Blender
s = Blender.Scene.GetCurrent()
r = s.getRenderingContext()
r.setRenderPath('C:\\')
r.render()
r.saveRenderedImage('myRender.jpg')
Blender.Scene.Render.CloseRenderWindow()
- *Giant* speedup for LMB frame-dragging in ipo/action/nla windows. It was
calling a routine that accessed frontbuffer drawing.... a very old patch
for SGIs even! :)
- Prepared code for support of unlimited Shape keys
- Curve objects didnt draw correct for selection-outline option