Search found 45 matches

by eric.m.forsythe
Tue May 23, 2006 11:31 pm
Forum: Rendering
Topic: Feature Request: Raytracing Radiosity?!
Replies: 8
Views: 6769

That's what I thought you were saying... The first thing is that light doesn't generally reflect off a surface in that "beam-like" manner. It scatters the incoming light in all directions of the upper hemisphere. For example, some light coming in along the surface's normal might be reflected at an a...
by eric.m.forsythe
Tue May 23, 2006 5:44 pm
Forum: Rendering
Topic: Feature Request: Raytracing Radiosity?!
Replies: 8
Views: 6769

I am not 100% sure that I understand what you mean, but it sounds like you are talking about a Monte Carlo (Photon Mapping, Bidirectional Path Tracing, etc) renderer. A surface doesn't reflect a "beam" light, but rather distributes the incident light according to a function called the Bidirectional ...
by eric.m.forsythe
Mon May 22, 2006 8:06 pm
Forum: Coding Blender
Topic: Project proposal: library of C++ components.
Replies: 9
Views: 6097

Just my 2 cents... IMO, the choice comes down to whether or not you want to use an OO paradigm. I agree that STL and templates are going to cause numerous portability issues (and, for that reason, Blender should not use them), but you don't have to use them if you write code in C++. Most who learn C...
by eric.m.forsythe
Fri May 19, 2006 12:33 am
Forum: Animation
Topic: Weird rotations
Replies: 2
Views: 2802

I don't know how Blender interpolates rotations, but improperly interpolating quaternion rotations is usually the cause of this... The rotation needs to be interpolated along the shortest arc between the two keys.
by eric.m.forsythe
Fri May 19, 2006 12:01 am
Forum: Coding Blender
Topic: Project proposal: library of C++ components.
Replies: 9
Views: 6097

est77, I would like to get in on this type of development as well. Let me know if you want help with anything...

There is a ton of work to do in this area. Anybody else interested? Maybe we can get a small "refactoring" team started.
by eric.m.forsythe
Mon May 15, 2006 11:59 pm
Forum: Coding Blender
Topic: Modifier code
Replies: 4
Views: 2520

I have never done this before so I can't say how to do this "properly", but you can look at ./blender/source/blender/src/buttons_editing.c to get started. There is a whole section of code for the Modifier UI (search for MODIFIERS). From here you can probably figure out everything else that you need ...
by eric.m.forsythe
Wed Mar 15, 2006 1:12 am
Forum: Interface & Tools
Topic: Collada 1.4.0 - Lamp
Replies: 2
Views: 1617

I took a quick spin around the net and I saw where Collada specifies a "constant" attenuation (I don't like the terminology). I only saw one example where it was used and it's value was set to 1.0. So, I guess, in Blender it would be: Intensity = Energy * CconAtt * (Dist / ( Dist + Quad1 * r) ) * (D...
by eric.m.forsythe
Wed Mar 15, 2006 12:47 am
Forum: Interface & Tools
Topic: Collada 1.4.0 - Lamp
Replies: 2
Views: 1617

Okay, lets take this one step at a time... First off, CconAtt? Constant attenuation is linear attenuation. I assume that you mean subtract a constant amount of energy from the light. Are you sure that you want to do that? This is not attenuation. It is simply adjusting the energy value. The lighting...
by eric.m.forsythe
Tue Nov 08, 2005 7:24 pm
Forum: Coding Blender
Topic: Build fails on MSVC 6
Replies: 3
Views: 3517

Do you have a built elbeem.lib? If so, you just need to add its directory to your library search path. It's on the the link tab under the Project Settings, I think. If not, then you probably need to the built the intern libs. The project can be found at: {BLENDER HOME}/intern/make/msvc_6_0 Good luck!
by eric.m.forsythe
Tue Nov 01, 2005 4:27 pm
Forum: Interface & Tools
Topic: How Does Current Half-Edge Development Relate to N-Gons?
Replies: 17
Views: 7570

The Blender community is so full of buzz-words . . . like "half-edge" mesh editing. Great communication tools for developers, but they leave the rest of us in the dust. It's good that you speak up and ask questions. Here's my two cents, but not a complete explanation... A half-edge data structure i...
by eric.m.forsythe
Mon Oct 31, 2005 10:55 pm
Forum: Interface & Tools
Topic: Z-shading in edit mode
Replies: 50
Views: 18082

Yeah, I think this might be a good feature. Unfortunately, I don’t think that it's a small change. It can be a little difficult to get a new drawing feature working correctly with all the current drawing features. Maybe, that portion of code needs some restructuring? I don't remember if the vertices...
by eric.m.forsythe
Mon Oct 31, 2005 4:31 pm
Forum: Interface & Tools
Topic: Z-shading in edit mode
Replies: 50
Views: 18082

For anyone who might be using this patch, I fixed the two problems found by zanqdo and blazer003 (see Patch Tracker). The new patch can be found there or at the usual webpage. Let me know if there are any more problems.

http://www.ericmforsythe.com/Blender/De ... Shade.html
by eric.m.forsythe
Thu Sep 29, 2005 5:31 pm
Forum: Interface & Tools
Topic: Z-shading in edit mode
Replies: 50
Views: 18082

If you haven't joined the committers list it might take awhile for approval, not sure how fast (or if!) people check the que, It was good that you mention this... I am a subscriber to the mail list, but I sent the email from a different address. I sent another email to the mailing list last night f...
by eric.m.forsythe
Tue Sep 27, 2005 9:47 pm
Forum: Interface & Tools
Topic: Z-shading in edit mode
Replies: 50
Views: 18082

Thanks for the heads up!

Okay, I submitted the patch into the Patch Tracker and sent an email to the 'bf-committers@blender.org' mailing list.
by eric.m.forsythe
Tue Sep 27, 2005 4:03 pm
Forum: Interface & Tools
Topic: Z-shading in edit mode
Replies: 50
Views: 18082

Okay, I finally got around to finishing this patch. :D There was a couple of drawing problems with the last patch that have been fixed. I am not aware of any bugs in the current patch. As usual, the latest info and patch can be found here... http://www.ericmforsythe.com/Blender/Development/WireShade...