Sivu saatavilla vain englanninkielisenä.Blender SVN Statistics -> Branches -> orange
"Orange" branch
Repository: https://svn.blender.org/svnroot/bf-blender/branches/orange/
Total commits : 220
Total committers : 14
Commits by date
| Date | Number of Commits | |
|---|---|---|
| January, 2006 | 104 | |
| December, 2005 | 111 | |
| November, 2005 | 5 | |
Committers
Latest commits 
Revision 6567 by Chris Want January 28, 2006, 7:25 pm (+0200) |
The extern/bullet from HEAD is needed to compile the gameengine in orange |
Revision 6566 by Ton Roosendaal January 28, 2006, 7:19 pm (+0200) |
Orange: missing sync for game engine in orange, compiles now again! |
Revision 6565 by Ton Roosendaal January 28, 2006, 6:43 pm (+0200) |
Orange: replaced obsolete IMB_rectop() with IMB_rectcpy() in game engine. |
Revision 6564 by Chris Want January 28, 2006, 6:35 pm (+0200) |
Final merge of HEAD (bf-blender) into the orange branch. Here are my notes on things to look out for as potential problem spots: source/blender/blenkernel/intern/displist.c: + is initfastshade(void) supposed to be empty? I had to make it empty to get the merged tree to compile. source/blender/python/api2_2x/Armature.c: + went with the version that had Armature_getLayers() source/blender/python/api2_2x/Object.c + went with the version of Object_getPose() from bf-blender. (#ifdef 0-ed the other version) source/blender/python/api2_2x/Pose.[ch] + had problems linking due to no Pose_Init() ... copied these two files straight from bf-blender. source/blender/src/drawview.c: + view3d_panel_properties() had things shifted a few things shifted a few pixels, otherwise, things were painless source/blender/src/splash.jpg.c: + went with bf-blender version (orange is dead) source/gameengine: + went with bf-blender version -- does not compile due to IMB_rect* stuff, Ton should look into this. |
Revision 6562 by Ton Roosendaal January 28, 2006, 5:21 pm (+0200) |
Orange: made Compositing more interactive. It now has an event based system tracking changes in nodes, making sure only these nodes and the ones that depend, are executed. Further the 'time cursor' now counts down to indicate which node is being done. Also: you now can disable the "use nodes" button in the header, edit all changes, and when you press that button again it nicely executes the changes. Still on the todo: - make compositing threaded - find a way to nicely exit compositing on input events... so the UI keeps being responsive - idea; a 'percentage' menu in header to enforce calculations on smaller images temporally |
Revision 6561 by Ton Roosendaal January 28, 2006, 12:30 pm (+0200) |
Orange: fix for threaded rendering. Discovered that for some reason the threads didn't seem to free allocated memory... while rendering an long sequence, the 'virtual memory' size grew with about 20 meg per frame. This appeared to be not related to using malloc in threads (works properly), but just because threads were not closed properly. I assumed that the call to SDL_CreateThread() also closes the thread when finished... but that seems to be not the case. By using a call to SDL_WaitThread() after the thread was finished the memory heap is stable again. This is something I've seen not documented anywhere... the SDL man pages are horrible sparse; Take for example the official page: http://manuals.thexdershome.com/SDL-1.2.5/html/sdlcreatethread.html |
Revision 6560 by Ton Roosendaal January 28, 2006, 10:27 am (+0200) |
Orange: previous commit for render-layers didn't update the case for 3d window preview-render. |
January 27, 2006, 12:47 am (+0200) |
This commit was manufactured by cvs2svn to create branch 'orange'. |
Revision 6554 by Ton Roosendaal January 27, 2006, 12:18 am (+0200) |
Orange; more render & compo stuff! -> Rendering in RenderLayers It's important to distinguish a 'render layer' from a 'pass'. The first is control over the main pipeline itself, to indicate what geometry is being is rendered. The 'pass' (not in this commit!) is related to internal shading code, like shadow/spec/AO/normals/etc. Options for RenderLayers now are: - Indicate which 3d 'view layers' have to be included (so you can render front and back separately) - "Solid", all solid faces, includes sky at the moment too - "ZTransp", all transparent faces - "Halo", the halos - "Strand", the particle strands (not coded yet...) Currently only 2 'passes' are exported for render, which is the "Combined" buffer and the "Z. The latter now works, and can be turned on/off. Note that all layers are still fully kept in memory now, saving the tiles and layers to disk (in exr) is also todo. -> New Blur options The existing Blur Node (compositor) now has an optional input image. This has to be a 'value buffer', which can be a Zbuffer, or any mask you can think of. The input values have to be in the 0-1 range, so another new node was added too "Map Value". The value input can also be used to tweak blur size with the (todo) Time Node. Temporal screenies: http://www.blender.org/bf/rt.jpg http://www.blender.org/bf/rt1.jpg http://www.blender.org/bf/rt2.jpg BTW: The compositor is very slow still, it recalulates all nodes on each change still. Persistant memory and dependency checks is coming! |
Revision 6553 by Jens Ole Wund January 27, 2006, 12:05 am (+0200) |
doing MSCV6 project woodoo ( preparing orange --> bf migration ) NOTE to Ton and Hos PLEASE do not try to merge any ot the MSVC6 project files (*.dsw ,*dsp) I have a plan to get it done with a minimum of pain thanks ole |
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