sharing the same set of vertices.
Modified the CDDM_merge_verts function (currently only used by the Mirror
modifier) to skip faces using all merged vertices.
- IntValue's GetNumber() was convert int -> float -> double.
- BL_Shader was using STR_String rather then char*, where most callers had a char*, use a char* to avoid STR_String conversion-and-alloc on shader access.
Originally issue was discovered when using stabilization and movie distortion
nodes, but in fact issue was caused by render layer node always doing nearest
interpolation. Now made it so this node will respect sampler passed to it's
executePixel function and do an interpolation.
Added two new functions to do bilinear/bicubic interpolation in float buffer
with variable number of components per element, so it could interpolate 1, 3
and 4 component vectors. This functions currently mostly duplicates the same
functions from imageprocess.c and it should actually be de-duplicated. Think
it's ok to leave a bit of time with such duplication, since functions should
be generalized one more time to support byte buffers, which could backfire on
readability.
Also removed mark as complex from stabilization node, which isn't needed sine
int fact this node is not complex.
Code to support it was lying around for long already, but not controlled by UI nicely.
Now you have in user preferences "System" tab an option to set it.
NOTE:
- it only works saving as User startup.blend, and restart Blender.
- your system should support it, no check for it is visible in UI
- tested only on iMac OSX 10.7
Screenshot:
http://www.blender.org/bf/chinchilla.blend.png
compute_device_list is using static vector of device information which
had pointers (identifier and name) to values from device information
structures. That structures are also stored in static vector and being
refreshed every 5 seconds.
The issue is, as soon as device information is being updated, pointers
in vector from compute_device_list became incorrect.
Seems it was the reason of issues with sudden switching from CUDA to
OpenCL on my desktop and from CUDA to CPU on my laptop, It was also
seems to be making persistent images behaves instable.
Made it so device identifier and name are copied from device info
to structures used by RNA (CCLDeviceInfo).
Alternative could be avoid cacheing CCLDeviceInfo and always use actual
list of device information by RNA. It shouldn't be so much slow.
- Somehow this node was using nearest interpolation which seems have been
passed from compositor node. It was using b-spline interpolation with
old compositor implementation. Now forced this node to use bilinear
interpolation, which should be close enough.
- Operation should be marked as complex it seems, otherwise area of
interest wouldn't make any affect on it's behavior.
was added for cycles.
This fixes the case where the option is disabled. I moved the option now to
Blender itself and made it keep the engine around only when it's enabled. Also
fixes case where there could be issues when switching to another renderer.
Sequencer recursion was never actually supported and only gives lots of
issues. Disabled it now, so users are not getting confused by semi-working
stuff.
Also made a correction to rendered sequencer preview, so now using scene
strip in it's own sequencer will work properly (it produced black frames
before).
This required killing compositor jobs since they could be using the same
render result as renderer called from sequencer uses.
Small improvements could be:
- Add slight delay before compositor job starts handling nodes so killing
this job would be fast
- Tag compositor to be updated after preview was fully rendered.
some of these were only returning a boolean, others returned a count even though only a boolean was needed.
split some of the functions in two as well where check/count are both needed.
Intel graphics cards now use Triple Buffer when you set it to "Auto".
Recent tests proved that this is now working... and better test this
now well than a week before a release!
User Preference setting for Color Picker type only affected the popup
version. Now it uses it for all color pickers in Panels too.
Note for UI Py team: col.template_color_wheel() function follows
the userpref - might be a need for rename here? Dunno how to handle
this. Comment noted in template code.
This option enables keeping loaded images in the memory in-between
of rendering.
Implemented by keeping render engine alive for until Render structure
is being freed.
Cycles will free all data when render finishes, optionally keeping
image manager untouched. All shaders, meshes, objects will be
re-allocated next time rendering happens.
Cycles cession and scene will be re-created from scratch if render/
scene parameters were changed.
This will also allow to keep compiled OSL shaders in memory without
need to re-compile them again.
P.S. Performance panel could be cleaned up a bit, not so much happy
with it's vertical alignment currently but not sure how to make
it look better.
P.P.S. Currently the only way to free images from the device is to
disable Persistent Images option and start rendering.
- Don't crash if there's any fcurves created for sequencer but no sequencer itself
- Don't copy sequencer's fcurves when copy new scene with linking data/objects method
This commit allows you to set the RGB <-> XYZ axis colours used for things like
the mini axis indicator, grid axis indicators, manipulators, transform
constraint indicators, F-Curves (when using XYZ to RGB colouring option), and
perhaps something else I've missed. Previously, these places all used hardcoded
defines (220 * i/j/k), but the readability of these colours was often quite
poor, especially when used with certain themes.
The settings for these colours can be found under the "User Interface" section
of the themes (i.e. same set of colours is used across editors). I could have
made these per editor, but since it's unlikely that these will need to be too
different across editors in practice (+ being easier to version patch), they are
stored under the UI section.
edit mode. I've made it follow blender internal now, but this system should
really be improved once, metaballs that are in linked dupligroups will never
show up.
This rewinds the fix for revision 50483.
- the removed code there (as comment said) closes menus on hoovering over another
button in panels. Is unfinished feature to allow quick inspecting menus
by mouse-hold going over menu popup buttons.
- It added yet another check for closing menus - should be done with ->saferct
- The actual bug was simple; the block flag with UI_BLOCK_MOVEMOUSE_QUIT was
accidentally cleared for colorpickers.