This is a revision of the old NeoGeo raytracer, dusted off, improved quite
a lot, and nicely integrated in the rest of rendering pipeline.
Enable it with F10-"Ray", and set either a 'ray-shadow' lamp or give the
Material a "RayMirror" value.
It has been added for 2 reasons:
- get feedback on validity... I need artists to play around with it if it's
actually useful. It still *is* raytracing, meaning complex scenes will
easily become slow.
- for educational purposes. All raytracing happens in ray.c, which can be
quite easily adjusted for other effects.
When too many disasters pop up with this, I'll make it a compile #ifdef.
But so far, it seems to do a decent job.
Demo files: http://www.blender.org/docs/ray_test.tgz
An article (tech) about how it works, and about the new octree invention
will be posted soon. :)
Note: it doesn't work with unified render yet.
When joining 2 unconnected control points in Curve/Surface (FKEY) Blender
crashed.
Was just assuming in this code that a knots vector array was there...
simple fix!
BTW: I think Theeth discovered here the oldest Blender ever, I could
track it back to old Traces code from 1992. :)
- MetaBalls/MetaElems with too small stiffness are not polygonized, but still can influence others MetaBalls/MetaElems
- better behavior of negative MetaBalls/MetaElems
Code from Peter O'Gorman <ogorman@users.sourceforge.net which has
been credited in the source.
Basically the dlopen() and dlerror() calls have been recreated wrapping
the standard OSX methods.
Names used are osxdlopen() and osxdlerror(). So no naming conflict will
occur.
Sick of waiting for make to traverse all of those directories
when you only modified one little file? Well, enough of that nonsense!
Doing "make quicky=dir" (e.g. "make quicky=source/blender/src")
goes to that directory, compiles the stuff in there (and the
subdirectories), then instantly links blender afterwards.
Also has support for more than one directory using quotes, e.g.,
1 dir: make quicky=source/blender/src
2 dirs: make quicky="source/blender/src source/blender/blenkernel"
he got from Nicolas Zinovieff, to solve the struct ID conflict with
AIFF. By including a #define __AIFF__ in the top of the files, the
blender includes won't get frustrated by an already defined struct ID.
should still be tested for 10.3 and other OSX installs!
* Big code cleanup and re-organisation, cleaner drawing
* Button alignment now enabled for default theme
* Sliders tweaked and improved
* Tooltip shadow cleaned up
Todo: Alignment looks pretty, but at this stage, what it *means* is not clear or consistent. Need to work out some UI guidelines for when to and when not to use the alignment code.
This is a direct copy from the CD-ROM contents except for the generated
libraries for the Windows platform. If needed, I can add those later on.
(Those take up over 800 kb).
All files, including license files, documentation, examples and sources are
committed.
Summary: standardized imageformat functions(make function names similar, and
parameters in same order where relavant), small code cleanups, and
added a description of how to add an image format to blender.
Kent
Specifics:
merged png_decode.c and png_encode.c to png.c and cleaned function calls.
fixed some spacing in IMB_imbuf_types.h
casting cleanups:
intern/amiga.c
intern/ham.c
intern/iris.c
Modified switch statements to have a default type to insure values are set:
intern/antialias.c
Initalization of some vars and make types similar.
intern/bitplanes.c
cleaned function calls, and changed if else to if's with return:
intern/jpeg.c
added {}'s in multidemensional arrays.
intern/matrix.h
Made a little cleaner to read, and matched above changes.
intern/readimage.c
intern/writeimage.c
somehow this was mixed up, or forgotten to fix when endian issues were
solved in the past (1998)...
To check: red color should be 30% grey, blue 10%. This was switched,
making B&W images look unnatural.
error... Jesterking report helped me finding the mistake! We found out
that pressing F12 while rendering is in progress, crashes...
Hi Yamyam,
I beg you to forgive me! Totally misread the report... the error was only
in pressing F12 *during* rendering, it even restarts a render then. This
happens always, no matter what is being rendered.
I found the code for renderwindow doesn't use queues to store events, like
in the rest of Blender, but immediately executes incoming events. This
means you can even press ZKEY (zoom) or F11 (hide) while rendering.
In CVS I've committed a patch that checks if Blender renders, before
allowing to execute the F12 event. Also now blocked is F3 (!) during render.
The other options (zoom, push window) still work.
-Ton-
option "Area" in paint buttons set.
Apparently reevan forgot to check on some old vertexpaint globals
hanging around, preventing the routine from sampling the backbuffer.
Now weightpaint works identical to vertexpaint for 'area' or 'no area'.
previous fix for Transform Panel...
the convention that 3d window has to leave in 2d ortho mode also applies
on backbuffer now, which left painting routine confused.
A single call to persp(PERSP_VIEW) fixes this.
There's a bug left with local axis constraints, but it's only a minor annoyance and fixing it would take more time that I can give (finals at the U you know...)
Also deleted some vestige of an old feature that was disabled.
VertexPaint or FaceSelect mode on.
The error was caused by not resetting to 2d buttons matrix after drawing
the color codes for selection in backbuffer.
have been fixed now we know it.
pressing CTRL+1,2,3,4 was meant to set subdivision levels, but it read
the active pointer without it checking for NULL... tsk!
when removing header from buttons window, the previewrender didnt show
or crashes.
was caused by relying to an evil global pointer 'lockpoin' which was only
set in headerbuttons...