bf-Blender / Windows (2005/01/08)

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gabio
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Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
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bf-Blender / Windows (2005/01/08)

Post by gabio »

Hi, There we are again. Developement of the upcomming 2.37 release is going very well. Though a lot of activity is going on in the tuhopuu tree, some coders still commit to bf-blender. :)
Ton made a cool change to a draw function. So now material preview don't disappear and background draw ok. Please test it a lot we need to know if it's ok for all cards.
the patch from Campbell Barton is finally in. Very cool tool for the mesurement.
Build with MSVC 7 using scons.
-----------------------------------------
Relevant feature:
-Made NMESH_SUBDIV_MIN 0 instead of 1 (python)
-bugfixes (2094, 2095, 2093, 2101, 2107, 2098, 2104, 2048, 2100, 2113,
-added some items to the MetaBall menu in view3d header
-In the Nkey panel for strips you can set or disable Premul, filter, mul.(postprocess tools!)
-3d window background image displays correctly onto the edges when zoomed in extreme
-same for UV image window and sequence preview
-preview render now doesnt disappear when left part is outside window
-The "teac" (measurement info) patch from Campbell Barton <--- (very cool)

Commit:
-sirdude
Log:
Requested by Stephane SOPPERA,

Made NMESH_SUBDIV_MIN 0 instead of 1 so NMesh is like the gui...

Kent

-jiri
Log:
- small changes of buttons in MetaBall and MetaBall tool panels

-phase
Log:
Bugfix #2094

Modified language code for Polish translation.
Corrected by Piotr Kiec, the polish translator. Thanks!

-ton
Log:
Bugfix #2095

When loading a file with linked external scene, and that external scene
didnt exist anymore, and that scene was active in the file -> crash!

Render code; changed to use local 'puno' flag for threaded render.

-sirdude
Log:
Had to add a circular dependancy fix for debugging version of blenderplayer
on linux:
I added this after the yafray library.
COMLIB += $(OCGDIR)/blender/blenlib/$(DEBUG_DIR)libblenlib.a

Kent

-jiri
Log:
- added some items to the MetaBall menu in view3d header

- Snap menu
- Transform menu
- Transform Properties

- correction of some typo in drawview.c

-stiv
Log:
bugfix: #2093 Ipo.addCurve() adds curves of undefined type

added some error checking and did a little cleanup.
still more to be done.

-ton
Log:
Another round of cleanups for render code;

- removed ugly pointerhack from OSA render (negative indices denoted
pointers). this should solve memory errors when using >1.5 gig mem
- cleaned up usage of zbuffer values. These are signed in Blender, and
treated as unsigned all over, giving confusing code
- fixed incorrect gamma-adding for halos (caused in after xmas commit)

And bugfix #2101; wire render didn't give correct rendering for mist.
This caused by fact wires are 2D pixel lines, and not correctly filled
in faces. Retrieving the 3d coordinate while render cannot use a face-
equation then. Solved by retrieving 3D coordinate based on zbuffer value.

Still todo here: calculating correct texture coordinates for wire-edges
that are no faces.

Log:
Bug fix 2107: RGB and brightness/contrast for preview render image texture
didnt work (commented out line, current WIP)

Log:
Fix for 2098

The directory where the last file was saved (in .Blog) wasnt added to the
history menu in the FileWindow when using CTRL+O for example. For
convenience, it now alwyas adds this directory to the end of default
history menu, so you can always jump back while browsing in filewindow.

Log:
Fixed signed/unsigned conversion for zbuffer (note; zbuf is signed int!)

Log:
Bug fix #2104

When using Sequencer for Alpha-Over images, it was assuming "Key" alpha by
default, and converting images to "Premul" (= multiplying RGB with alpha).
This isn't very nice, also because alpha generated by MBlur in Blender
always is of type Premul already.

Solution; make this an option. In the Nkey panel for strips you can set
or disable Premul now. As extra also added the "Filter" and "Mul" options,
as already there for Movie strips. Can easily be extended to more options
for various postprocess effects.

Log:
Bugfix #2048

Object "time" ipo was evaluated before it applied offset for field and
motion blur. Should be after! (ancient one)

in buttons_editing.c: removed sound include file

Log:
Should have done ages ago!

This commit replaces the glDrawPixels and rectwrite_part with the very
nice (thanks zr!) glaDrawPixelsSafe() call. Result is:
- 3d window background image displays correctly onto the edges when
zoomed in extreme
- same for UV image window and sequence preview
- preview render now doesnt disappear when left part is outside window
(zr also deserves kick in butt for not doing this himself in NaN days!)

Especially from preview drawing quite some old hacks were deleted. It is
even quite some faster.
Please notify me when it doesnt work on your card... this now is just 100%
according opengl guidelines though :)

Also fixes bug #2100

Log:
Added push/pop matrix for 3d window + new agl draw pixels

Log:
- Added warning print and return in glaDrawPixelsSafe when zoom level
exceeds window (glScissor) size. Apparently zooming in on one single
pixels larger than a window isn't well supported.
- Moved drawing of editmode objects to 2nd loop in drawview.c, this
makes sure draw-extra wire is always visible correctly

Log:
Bug fix #2113

A series of hide/reveil in editmode didn't result in identical selection
always, except in face mode. current method works in all modes, including
mixed (face+edge for example)

Log:
Fix for commit of yesterday, where wire render + mist was solved.

Had moved normalizing the view vector just a couple of lines to much...
causing OSA vectors to be calculated wrong, and image texture to show
much to filtered (nearly invisible)

Log:
Star halos still used old fashioned byte colors, instead of nice floats :)
Reason for them to show wrong.

Log:
Eew... forgot to save one file for previous commit, accidentally committed
commented out lines.

Log:
The "teac" (measurement info) patch from Campbell Barton

Cleaned code somewhat (half the size!) and applied some changes:
- made it compatible with selection flags for new mesh editing (edge/face)
- renamed 'face angles' to 'edge angles' and made it display angles for
2 selected edges too
- removed the confusing convention that always drawed the info if one
of the vertices of edge/face/angle was selected. now it only displays on
minimum of 1 full edge or face selected.
- made it react to "zbuf occluded selection" option (for zbuffered text)
- made it also colorize text for white theme color (TH_TEXT)

On larger meshes this info still draws very confusing. The idea of displaying
the info on 1 vertex selected was probably to show values while grabbing,
although that didnt really work for angles. One idea could be, for transform,
that it draws all lenghts/angles/areas that get changed during transform

All in all, still useful addition tho!

-jiri
Log:
- correct position of "Edge Angles" and "Face Area" in button window
------------------------------------------------------------
a new build is available
Last edited by gabio on Fri Jan 14, 2005 1:42 am, edited 1 time in total.

KDR_11k
Posts: 2
Joined: Tue Feb 10, 2004 8:06 pm

Post by KDR_11k »

When will we see a proper implementation of Normalmaps? I.e. either tangent space or Z range from 1 to -1 instead of 1 to 0?

jms
Posts: 33
Joined: Sat Oct 19, 2002 3:04 pm

Re: bf-Blender / Windows (2005/01/08)

Post by jms »

gabio wrote: -----------------------------------------
-The "teac" (measurement info) patch from Campbell Barton <--- (very cool)
Curious result for angle :
Image
Zoo-3D.Blender, Ze French-Speaking Community SKB My french book about Blender.

-efbie-
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Joined: Wed Oct 27, 2004 9:47 pm

Post by -efbie- »

I have this problem too, the results seems to be always wrong.

jms
Posts: 33
Joined: Sat Oct 19, 2002 3:04 pm

Post by jms »

The angle problem seems to be corrected in the current cvs.
Zoo-3D.Blender, Ze French-Speaking Community SKB My french book about Blender.

malCanDo
Posts: 1
Joined: Mon Oct 21, 2002 1:44 pm
Location: Ireland
Contact:

Post by malCanDo »

A degrees character would make reading that info a lot easier, especially if a number of different values ( angles, lengths of lines ) was to be displayed at the same time.

Mal

halibut
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Post by halibut »

Being able to edit the values (change lengt of side, angle etc) could prove very interesting!

jms
Posts: 33
Joined: Sat Oct 19, 2002 3:04 pm

Post by jms »

halibut wrote:Being able to edit the values (change lengt of side, angle etc) could prove very interesting!
Very nice idea : with the API python !!
Zoo-3D.Blender, Ze French-Speaking Community SKB My french book about Blender.

_styken
Posts: 0
Joined: Sun Jul 13, 2003 10:32 pm
Location: Stockholm, Sweden

Post by _styken »

what about a scale window where we can put a scale factor that multiplies with the displayed value?

//styken

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