* add some ENV = os.environ's here and there (help those who have msvc toolkit installed)
Note for OSX users: check from your config.opts the correct info for the precompiled ftgl lib is used.
1) fix evil use of internal scons interfaces that breaks latest scons version.
2) a hack to turn on new CCGSUBSURF stuff by adding -DUSE_CCGSUBSURFLIB
to extra_flags. This is currently the default for all platforms except
win32 (due solely to my ignorance of win32 compiler flags).
not affect anyone.
Changed:
if user_openexr == 'false':
defines += ['WITH_OPENEXR']
To what it was suppose to be:
user_openexr = 'false':
if user_openexr == 'true':
defines += ['WITH_OPENEXR']
This was messed up on most platforms, somewhere when adding them all
I switched to the bad version and continued with that...
I'm on irc if anyone else has any commits to clean this up. I'm going
through things and trying to make sure its working for everyone.
Sorry,
Kent
To enable it you will need to download OpenEXR and install it.
For the Makefiles you will need to set WITH_OPENEXR=true
and set NAN_OPENEXR to point to where OpenEXR is installed.
For scons you'll need to remove config.opts to get the new options
so you can enable OpenEXR, I was not able to get blender to link
with scons so the scons stuff may need to be tweaked a little but
I think it should work.
For other platform managers The OpenEXR stuff is similar to QUICKTIME
you need to define WITH_OPENEXR and setup the library stuff and
as you'll notice in this commit there are two extra files.
Kent
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
* LarstiQ patched SConstruct to have it name tarballs and zips better for 'scons release'
* bump version numbers to 234
* added splash.jpg and datatoc'ed version
* add release notes
People can now do still some final tests. Can you feel the heat?
- Enabled the NDEBUG define (to disable assertions) on all platforms in scons.
This is already the default in Makefiles.
- Free MEdge data after decimating, it is not valid anymore.
* added 'scons wininst'. This will create a NSIS installer for blender.
This will need the NSIS tool in your path (makensis.exe).
The needed scriptfile will be committed seperately, so remember
to 'cvs update -d'
* tested on windows and linux, so other platform maintainers, please
check that the build process is not broken.
- after building blender and blenderplayer an archive is created in bin/ containing all necessary files
- you'll need now python2.3 or newer for SConstruct to go through correctly. This is not a problem,
since Blender requires python2.3 now anyway.
- the release target has been done for linux, win32 and os x, other platforms get a
warning message after blender has been built, just no package. See warning message for instructions
- for linux, osx and win32 the blenderplayer target has been enabled for default
- the build is logged to build.log for all platforms except win32. If you want it, you'll need tee.exe from
http://unxutils.sf.net in your path (I put it in C:\\windows) and change the first if check in the
SConstruct accordingly
http://crd.lbl.gov/~xiaoye/SuperLU/
This is a library to solve sparse matrix systems (type A*x=B). It is able
to solve large systems very FAST. Only the necessary parts of the library
are included to limit file size and compilation time. This means the example
files, fortran interface, test files, matlab interface, cblas library,
complex number part and build system have been left out. All (gcc) warnings
have been fixed too.
This library will be used for LSCM UV unwrapping. With this library, LSCM
unwrapping can be calculated in a split second, making the unwrapping proces
much more interactive.
Added OpenNL (Open Numerical Libary):
http://www.loria.fr/~levy/OpenNL/
OpenNL is a library to easily construct and solve sparse linear systems. We
use a stripped down version, as an interface to SuperLU.
This library was kindly given to use by Bruno Levy.