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bf-blender / Windows (2004/10/06)

Posted: Thu Oct 07, 2004 12:28 am
by gabio
Long time no see. As there is some new stuff. We can now enjoy an other build. The new features require maxium testing please.
relevant feature:
-added curved lines as connectors, for Oops window
-ATI compatibily solved.
-Cleanup of Rounded Theme;
-Version 1.0 of the new Outliner
-New option "passepartout" for drawing a darkened area around viewborder in Camera view
-New: outliner option "Show same type"

Lots of small changes, all for UI in Blender;

----- Killed UI frontbuffer draw
The interface toolkit was drawing all live updates (while using menus/buttons)
in the frontbuffer. This isn't well supported cross-platform, so time to be
killed once. Now it uses *only* glReadPixels and glCopyPixels for frontbuffer

Live updates or menus now are drawn in backbuffer always, and copied to
front when needed.

NOTE: it was tested, but needs thorough review! On PC systems I suspects
backbuffer selection to screw up (check!). On SGI/SUN workstations it
should work smooth; but I need evidence

----- Smaller fixes;

- AA fonts were garbled on ATI systems. Now the AA fonts are drawn exact
on pixel positions. Needs the new FTGL libb too, patch is on maillist
- Rounded theme uses antialiased outlines
- Pulldown and popup menus have nice softshadow now
- New button type 'PULLDOWN', thats the one that callsup a pulldown menu.
Should be added to themes, as is the full menu/pulldown drawing
- Screendump for 1 window does the full window now, including header
- Empty pulldowns (for example running blender without scripts) give no
drawing error anymore

For review & fun;
- added curved lines as connectors, for Oops window
Test for people which copybuffer method is best.

G.rt==2: uses a glReadPixel and glDrawPixel together

Otherwise it uses glCopyPixel (supposed to be faster :)
Fix for new UI system and vertexpaint/faceselect/weightpaint/texturepaint

If backbuffer is in use for selection codes, the system switches back to
frontbuffer drawing temporally. Is easier solution now.

Next commit; fix for new 'zbuffer clipped selection', which also doesnt
work after using a pulldown or popup menu.
Ack, buttons calling a pop up menu didnt flush!

correct doc error for Curve.getControlPoint()

Cleanup of Rounded Theme;

- pixel aligned clean AntiAliased outlines
- menu decoration integrated

And a fix for not drawing menu menubuttons pressed when clicking

updated FTGL lib with Tons patches.

Version 1.0 of the new Outliner

The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.

After discussions on irc, Matt came with this design proposal;
Which is closely followed for the implementation.

The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.

I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:

- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
extra things:
- activates a scene
- selects/activates the Object
- enters editmode (if clicked on Mesh, Curve, etc)
- shows the appropriate Shading buttons (Lamp, Material, Texture)
- sets the IpoWindow to the current IPO
- activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view

- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
Last fix for previous commit;

New option "passepartout" for drawing a darkened area around viewborder
in Camera view. Provided by Wybren van Keulen.
Added button in F10 buttons, just above "DispView". Would like feedback
if this is a temporal or real feature :)
- Outliner: new items (on first show) come up collapsed now
- Outliner: click on Armature data goes in posemode

And long wanted, and found out is just a threeliner in code:

- Posemode: click-select-drag or grab-gesture switches to 'rotate'
automatic when no bone can be translated.
- Fix: enter/exit posemode used wrong pointer, could crash
- enter/exit posemode now updates outliner view too

- New: outliner option "Show same type". Shows only object types as
current active one. Nice to browse all lamps, mballs, armatures, etc
a new build is available

Posted: Thu Oct 07, 2004 1:07 am
by trogdor
sweet. i cant wait to test this stuff. one thing i noticed right off the bat, tho, is that in the outliner, when i single left click the camera object (default scene), the buttons panel stays in the last settings i was viewing (material, texture, world etc). shouldnt it switch to the 'editing' buttons, where the camera settings are?

Posted: Thu Oct 07, 2004 1:28 am
by thoro
Thanks for the build, gabio.

I'm currently testing/exploring the new features.

The outliner will become a great tool to manage large scenes and I love the new lasso selection.

The backbuffer selection seems to work properly on my Windows XP machine (with ATI Radeon 9800XT) - no glitches so far. But Blender has become significantly slower in Edit Mode compared to version 2.34, I guess this is because of the new features (which are very useful).

The Passepartout option is a nice feature and I like the curved lines in the OOPS schematic.

The posemode grab gesture also works fine, have to get used to that timing :wink:.

Great to see what's going on here - thank you!


Posted: Thu Oct 07, 2004 1:49 am
by gabio
here i can't add armature anymore and whene i try to delete it by selecting it in the OOPS, i got a crash.

also the CTRL F3 hotkey isn't working.

Posted: Thu Oct 07, 2004 2:08 am
by adrian
Thanks for the build,
I checked back to see if you'd compiled the good news about extending oops capability I'd seen in cvs - and was not disapointed. Really like what oops is turning into. Passepartout is cool. I see that the ui is in for a revamp too.

Posted: Thu Oct 07, 2004 2:38 am
by thoro
...hmm, I can add armatures, but I get a crash after selecting an object from OOPS window and try to delete it.

Posted: Thu Oct 07, 2004 4:07 am
by gabio
bha.. i can now. don't remeber what i did.

also the lasso select don't select bone in editmesh.i'm sure ton know it. just to point it out

Posted: Thu Oct 07, 2004 9:35 am
by Monkeyboi
What a shock I got this morning! This new outliner has amazing potential. Especially after reading the full proposal I can hardly wait to try the final version with linking etc. It has a nice graphical look to it as well, and the horisontal iTunes style lines make it very clear. Huge thumbs up!

But why is only available as an option hidden inside the OOPS window? I hope this new view gets it's own window space, or is displayed more clearly in the OOPS window at least - maybe as a toggle or radiobutton in the header. The menus are for options and settings, not for activating whole new window spaces IMO. That is what the Window Display Type dropdown is for anyway.

Posted: Thu Oct 07, 2004 10:15 am
by gaiamuse
Testing the Outliner

Quote from trogdor: "one thing i noticed right off the bat, tho, is that in the outliner, when i single left click the camera object (default scene), the buttons panel stays in the last settings i was viewing (material, texture, world etc). shouldnt it switch to the 'editing' buttons, where the camera settings are?"

Yes I get this too on Windows 2000. Yes I too expect it to switch to the editing buttons for camera.

Slide bar for Outliner: Left clicking on it does nothing. Middle mouse button moves it. Shouldn't it be consistent with the text editor which uses the left mouse button?

Passepartout: Really like this! Possible future development could include another color for the inside and outside dot lines which would be very useful for video work.

Animation buttons/panel: Is anyone working on this? It's a common feature in most 2d/3d packages. Just curious.

Again thanks for these amazing new features!


Posted: Thu Oct 07, 2004 10:38 am
by Kenden
This 2.35 will be amazing... :shock:

A few things:

* The Outliner looks very promising!

* Wouldn't the "Passepartout" (weird name, BTW) option be better in the "Object (F7) > Draw Panel"? Or in the User Preferences > View & Controls Window?
It has not much to do in the Render Buttons Window (F10).

* Thanks for the ATI cleanup, the menus are much more responsive now, and no more graphical bugs!
But there are still bugs with ATI and full screen mode:
- I Start Blender in window mode, it works fine,
- I toggle to full screen, I get plenty of graphical problems, like before.
(Note: no problems if starting Blender directly in full screen mode).

* International fonts with ATI now work perfectly, thanks!
Also I still get plenty of:
"Failed to open font \.bfont.ttf
Failed to open font /.bfont.ttf"
in the console.

* The ctrl-MMB zoom doesn't work anymore in "normal" OOPS.

Posted: Thu Oct 07, 2004 10:44 am
by Monkeyboi
Kenden wrote:* Wouldn't the "Passepartout" (weird name, BTW) option be better in the "Object (F7) > Draw Panel"? Or in the User Preferences > View & Controls Window?
It has not much to do in the Render Buttons Window (F10).
Good call. I'd say the User Prefs would be a good place, since this isn't something you are likely to switch on or off rapidly.

Posted: Thu Oct 07, 2004 12:10 pm
by poutsa
all the new features are GREAT!!(Outliner-passepartout and so.....)
for the Passepartout feature i would like if you can Change the Intensity value with a Slider from White Transparent to Totally Black so you can see only what the Camera Vieport can see for Rendering...! and Colours Choise if this is not in the Themes!



Posted: Thu Oct 07, 2004 12:29 pm
by malefico
I just love the passpartout feature ! Its name keeps the Blender tradition ! ("you will never figure out what the heck this button does by yourself")
The outliner is great, no doubt. Hope to see more features on it !

Small bugs:

When addind an armature and setting the bones, window headers flick terribly.
In Outliner when collapsing panel meu, the little arrow is not erased, so they are overlapping each other. Things remain the same for updating objects parented to faces... sigh...
Outliner gets really slow when surfing more than one scene.

Posted: Thu Oct 07, 2004 12:56 pm
by ElBarto
All great but there color problems, it seems there is a need for setting text colors for the outliner seperate. Example: I got white window background, black text and white highlighted text. At normal OOPs no problem anything fine, at the Outliner can't see selected entries (white text at white ground).

And if work on OOPs is an continueing:
"...When using the OOPS window and moving a object numeric input does not work too. Holding 'Ctrl' for step adjustment, holding 'Shift' for fine adjustment when scaling or moving is not implemented..."

Uniform transform action

PS: It seems there is a problem with the rounded theme, i used the default shaded one but highlighting for menus is rouned.

Great work at all!


Blender Feature Proposal:

Posted: Thu Oct 07, 2004 2:04 pm
by dotblend
--outliner --uberfeature!!!!

in the outliner, when you change the lamp type, it does not update!
and it would be cool to be able to change the color of the wireframe, corresponding to the color of the object in the outliner!
and it should have it's own button

the passepartout button should be at the camera settings --superfeature!


2d polylines export in dxf
cause when i export to autocad there's nothing in the file

digitizer support