[Bf-committers] Re: [Bf-blender-cvs] CVS commit: blender/source/blender/blenkernel BKE_image.h blender/source/blender/blenkernel/intern image.c blender/source/blender/blenloader/intern readfile.c blender/source/blender/makesdna DNA_image_types.h DNA_userdef_types.h blender/source/blender/python/api2_2x Draw.c Image.c ...

joeedh joeeagar at prodigy.net
Wed Jul 6 05:49:45 CEST 2005


Martin Poirier wrote:

>theeth (Martin Poirier) 2005/07/06 02:33:42 CEST
>
>  Modified files:
>    blender/source/blender/blenkernel BKE_image.h 
>    blender/source/blender/blenkernel/intern image.c 
>    blender/source/blender/blenloader/intern readfile.c 
>    blender/source/blender/makesdna DNA_image_types.h 
>                                    DNA_userdef_types.h 
>    blender/source/blender/python/api2_2x Draw.c Image.c 
>    blender/source/blender/render/intern/source pixelshading.c 
>                                                texture.c 
>    blender/source/blender/src drawimage.c drawmesh.c drawobject.c 
>                               drawview.c space.c view.c 
>  
>  Log:
>  3D view orbit option: Around Active
>  	This fixes the active object in place when orbiting the view.
>  	Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html
>  
>  Image Memory Grabage Collection
>  	This adds memory handling to the image code. An image is tagged each time it is used.
>  	During a collection cycle (frequency of cycles is user defined), if an image is older
>  	than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers.
>  	Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram.
>  
>  	Notes:
>  		Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image.
>  		I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful.
>  		Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed.
>  		Collecting is called in draw_object, most likely not the best place to do it.
>  		Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened)
>  
>  Userpref DNA changes:
>  	I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy.
>  
>  Info window changes:
>  	I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer.
>  	Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this.
>  
>  
>
cool.  saw the video, can't wait to try it out/

joeedh


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