Ton pointed out a big flaw in my method. The G.totface and G.totvert counters I used to size the vert and face lists, really only show the faces and verts in the current 3D window. If you have some other window active and try to render, this will probably crash.
/me hangs head
Det. Thorn
Search found 31 matches
- Wed Sep 03, 2003 11:51 pm
- Forum: Rendering
- Topic: Patch to remove Hard Vert and Face limit
- Replies: 3
- Views: 3838
- Wed Sep 03, 2003 2:44 pm
- Forum: Rendering
- Topic: Patch to remove Hard Vert and Face limit
- Replies: 3
- Views: 3838
- Wed Sep 03, 2003 5:07 am
- Forum: Rendering
- Topic: Patch to remove Hard Vert and Face limit
- Replies: 3
- Views: 3838
Patch to remove Hard Vert and Face limit
Anyone interested in testing this out, please do. http://www.soylent-green.com/MaxVert.patch I based the size of the vert and face render data tables on G.totvert and G.totface (after some work to make sure it's the right number....). Let me know how it works on your biggest nightmare scenes.... EDI...
- Mon Sep 01, 2003 8:42 am
- Forum: Rendering
- Topic: Patch for OSA problems !!!
- Replies: 5
- Views: 4647
but blender is not the real world, why should I care about inaccuracies it has? Cause it looks terrible???? You like jagged edges? Feel free to turn OSA off. (though the blending should be bounded before the blending, if that is the problem) so: don't change my material settings, try to fix the pro...
- Fri Aug 29, 2003 5:09 am
- Forum: Rendering
- Topic: Patch for OSA problems !!!
- Replies: 5
- Views: 4647
- Wed Aug 27, 2003 6:40 pm
- Forum: Rendering
- Topic: Patch for OSA problems !!!
- Replies: 5
- Views: 4647
BTW: Heres a file that shows what I mean:
http://www.soylent-green.com/AA.blend
Play with the spec and ref settings of the "white" material.
TTFN
http://www.soylent-green.com/AA.blend
Play with the spec and ref settings of the "white" material.
TTFN
- Wed Aug 27, 2003 4:39 pm
- Forum: Rendering
- Topic: Patch for OSA problems !!!
- Replies: 5
- Views: 4647
Patch for OSA problems !!!
I discovered that the OSA problems Blender experiences are only apparent when the (spec+ref) settings of a background object total more than 1.00. This kind of makes sense. Since spec and ref are supposed to be the % of light reflected specularly, and diffusely, They should never total more than 1.0...
- Thu Feb 06, 2003 2:32 am
- Forum: Coding Blender
- Topic: Why don't use the rederman iterface api?
- Replies: 1
- Views: 6406
- Thu Feb 06, 2003 2:23 am
- Forum: Coding Blender
- Topic: Using Blender for rocket science
- Replies: 1
- Views: 7201
- Wed Feb 05, 2003 4:22 am
- Forum: Rendering
- Topic: Dynamics in Movie Rendering?
- Replies: 8
- Views: 9633
So particle animations have to be completely reworked if you render once in PAL and once in NTSC. No! the framerate shouldnt affect the amount of frames! It merely takes less time, such as any part of any animation. Also there is a script on the elysuin forums that supporst windows (i use it at the...
- Wed Feb 05, 2003 4:02 am
- Forum: Rendering
- Topic: Blender has still crappy AA (OSA) ! ! !
- Replies: 8
- Views: 8545
- Wed Feb 05, 2003 3:52 am
- Forum: Coding Blender
- Topic: Anyone have info on editsound.c???
- Replies: 0
- Views: 5782
Anyone have info on editsound.c???
I've been trying to extend sgefant's work on "sound in the sequence editor" by drawing the sequence box with the waveform drawn on it for cueing. However, the routines in editsound.c are giving me fits. I can't seem to find a reliable way to determine if the bSample associated with any particular bS...
- Thu Jan 23, 2003 3:07 pm
- Forum: Interface & Tools
- Topic: Halo IPO bug?
- Replies: 0
- Views: 4814
Halo IPO bug?
Has anyone seen this:

The sliders move with the IPO, but it doesn't seem to update teh value for rendering. The Alpha IPO has the same issue with halos.
If nobody knows what's up, I guess I'll start hunting...
Bob (AKA Det. Thorn)

The sliders move with the IPO, but it doesn't seem to update teh value for rendering. The Alpha IPO has the same issue with halos.
If nobody knows what's up, I guess I'll start hunting...
Bob (AKA Det. Thorn)
- Wed Jan 08, 2003 3:01 am
- Forum: Python
- Topic: Bug?: Mesh.update() messes up material user count.
- Replies: 0
- Views: 5040
Bug?: Mesh.update() messes up material user count.
Has anyone else seen this (2.25)? I load up the Mesh data of an object, then manipualte the verts, and call update() Everytime I run the script, the mesh's material user count goes down by 1. When it goes negative, Blender can no longer deal with it, and when I save/reload, the material is deleted. ...
- Wed Jan 01, 2003 4:54 pm
- Forum: Interface & Tools
- Topic: Proposed feature for editmode
- Replies: 10
- Views: 5146
I already have the switch planned. There's still one little issue to work out with my code. Blender doesn't sort the mesh in any particular way. If a rear edge is drawn last, it can occlude a forward edge, hiding the forward edge behind a rear one. I need to come up with a way to zsort the mesh data...