- use getset rather then getattr
- remove verbose Buffer docstring, better use sphinx docs for this
- replace bge.Buffer with the Buffer class and add a __new__ function to the class so it can be called.
- improve error messages
when using the node on a single white pixel on black background, the output should look like as the bokeh image.
being a round image, but it looked like a donut.
the make_gausstab used dist/rad and bokeh used (dist/rad)*2 - 1
I changed it to reflect the correct bokeh circular image
this will reconnect nodes as if the deleted node is muted.
Operation is added to the space_node node menu and to the keymap as CTRL-X
to test this just add some nodes to the space_node
select one or multiple nodes and press CTRL-X
It should reconnect the nodes as they were muted
limitations:
1. it performs a delete and reconnect per node. It does not evaluate all selected nodes as one whole
2. mute only supports Value, Vector and Color data types, so does this feature
3. not usable for nodes where input and output does not match (like colorToBW)
Where reconnect could not be preformed the links will be removed from the model.
Undo works with this delete with reconnect.
* Objects are now always rotated in the directions of the hair paths
* Secondary fix: particle size wasn't updated for hair particles, so dupliobject size couldn't be change after the hair was edited
* Noise is now considered an animated texture as it changes with every frame
* Converted a few places in particles code to use the particle system's own random table instead of BLI_frand.
It was a regression introduced in rev36301. Average normal calcilation
used to fail due to triangular faces which are too slight.
Do not use triangles with too small area for average normal calculation.
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
Softbody was still using a flag to determine if it should use the final or
deform derivedmesh, but this wans't exposed in the UI. Others systems use the
collision modifier, now softbody uses it also to get vertices and faces, but
with own collision code.
Reported by David Roy
Patch by Brecht van Lommel
UV import code wasn't taking possible stride into account (always assuming stride==2), thus reading UV coords totally wrong.
The information was written in the temp exr files, but was not read back.
After checking I saw that the pass was not merged back in the rendercore.
After adding this it worked. tested with all FSAA settings.