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Blender SVN Statistics -> Committers -> eeshlo

Alfredo de Greef (eeshlo)

Total commits : 87
Trunk commits : 64
Branch commits : 23
First Commit : January 18, 2004
Latest Commit : November 4, 2007

Commits by date

DateNumber of Commits
November, 20074
October, 200728
September, 20070
August, 20070
July, 20070
June, 20070
May, 20073
April, 20071
March, 20071
February, 20071
January, 20071
December, 20060
November, 20060
October, 20060
September, 20061
August, 20060
July, 20060
June, 20069
May, 20061
April, 20060
March, 20060
February, 20060
January, 20060
December, 20050
November, 20050
October, 20052
September, 20050
August, 20050
July, 20050
June, 20051
May, 20057
April, 20051
March, 20050
February, 20050
January, 20050
December, 20043
November, 20047
October, 20041
September, 20041
August, 20042
July, 20046
June, 20040
May, 20040
April, 20040
March, 20040
February, 20040
January, 20046

Commit Distribution

PathNumber of Commits
Trunk64
qdune23

Favourite Trunk Files

FilenameTotal Edits
export_File.cpp41
export_Plugin.cpp37
yafray_Render.cpp15
convertBlenderScene.c13
buttons_scene.c8
export_Plugin.h8
DNA_scene_types.h6
yafray_Render.h6
initrender.c6
buttons_shading.c5

Trunk File Changes

ActionTotal Count
Added193
Deleted2
Modified238

Latest commits

Revision 12472 by Alfredo de Greef (/branches/qdune)
November 4, 2007, 9:06 pm (+0200)
Changed order of functions, apparently caused a problem for some
compiler(s?).

Revision 12467 by Alfredo de Greef (/branches/qdune)
November 4, 2007, 6:17 am (+0200)
Added a toggle button that sets a default filtersize for the
currently selected filter. It is on by default.
Bugfix: RiOption() referenced a blender short value, but RiOption()
expects an integer. This might possibly explain some reported crashes on PPC.

Revision 12465 by Alfredo de Greef (/branches/qdune)
November 4, 2007, 2:53 am (+0200)
Orco coords on subd.meshes finally work correctly.
They still do not *look* the same as in Blender though,
because QD still only linearly interpolates values.
Changed test of normal/displace flag again, since normals
were still being calculated if the displacement texture
was also used for other purposes. Now bumpnormals are only
calculated if bumpmapping is in fact enabled ('nor' button).
This will still cause severe artifacts in some cases.
If you use displacement, do not enable the same channel
for bumpmapping as well.
Also a fixed a bug that could cause segfaults because
of using a NULL pointer.

Revision 12455 by Alfredo de Greef (/branches/qdune)
November 2, 2007, 10:42 am (+0200)
Added support for subsurf orco coords, but still doesn't work properly
yet. Some problem in Blender, qdune itself seems to work correctly
with vertex/varying (but still only linear interpolation though).
Multi UV textures now work correctly on subsurf too.

Revision 12423 by Alfredo de Greef (/branches/qdune)
October 29, 2007, 4:37 am (+0200)
Forgot yet again to undo some testcode...


Revision 12422 by Alfredo de Greef (/branches/qdune)
October 29, 2007, 4:26 am (+0200)
Support for creases in the subdivsion mesh code has been activated.
While already coded more than a year ago, it was never used.
Fortunately it actually works...
Also added support for semi-sharp creases, which is another quick
inspired hack, but sofar it seems to work reasonably well.
It probably needs some tweaking to make it produce results similar
to Blender though, so it probably will be recoded at some point.
This is not yet usable from Blender, but for the standalone version
of QDune I added another example ribfile, see 'creasetest.rib' in
the ribs/ directory.

Revision 12416 by Alfredo de Greef (/branches/qdune)
October 28, 2007, 3:40 am (+0200)
Forgot some temporary code.

Revision 12415 by Alfredo de Greef (/branches/qdune)
October 28, 2007, 3:22 am (+0200)
Preliminary support for 'Arbitrary Output Variables'.
Hopefully this will be useful to implement render passes
and maybe also renderlayers somehow.
This is very early code, and it is not quite complete yet,
but at least it won't break anything (I hope...)
For the standalone version of QD there is an example rib
file 'blsuz_AOV.rib' as a simple demonstration of AOV usage.
The shadercompiler should also now be able to handle shader outputs.
(it already did, but was not handled in the compiled code yet)

Revision 12394 by Alfredo de Greef (/branches/qdune)
October 25, 2007, 10:25 pm (+0300)
Minor modification to avoid valgrind 'uninitialized value' error again.

Revision 12393 by Alfredo de Greef (/branches/qdune)
October 25, 2007, 9:19 pm (+0300)
Minor code modification to still allow the standalone version of QD to
compile without including the blender specific code.


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Tehnyt: Miika HämäläinenViimeksi päivitetty: 21.05.2012 17:55MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2012