Houdini Main Changelogs

6.2.28

add to group enabled when dragging channels into the group sheet on top of another group

火. 10月 28, 2003
6.2.28

add to group enabled when dragging channels into the group sheet on top of another group

火. 10月 28, 2003
6.2.28

add to group enabled when dragging channels into the group sheet on top of another group

火. 10月 28, 2003
6.2.28

Fixed bug in the PreTransform CHOP that was incorrectly taking its input chop's TY values instead of TZ.

火. 10月 28, 2003
6.2.28

Fixed bug in the PreTransform CHOP that was incorrectly taking its input chop's TY values instead of TZ.

火. 10月 28, 2003
6.2.28

Fixed bug in the PreTransform CHOP that was incorrectly taking its input chop's TY values instead of TZ.

火. 10月 28, 2003
6.2.28

Fixed bug in the PreTransform CHOP that was incorrectly taking its input chop's TY values instead of TZ.

火. 10月 28, 2003
6.2.28

Fixed bug in the PreTransform CHOP that was incorrectly taking its input chop's TY values instead of TZ.

火. 10月 28, 2003
6.2.28

Fixed bug in the PreTransform CHOP that was incorrectly taking its input chop's TY values instead of TZ.

火. 10月 28, 2003
6.2.28

Fixed crash when creating bones in the Bones tool with pre-existing bones in the scene. This problem existed between builds 6.2.22 and 6.2.27 inclusively.

火. 10月 28, 2003
6.2.28

Fixed crash when creating bones in the Bones tool with pre-existing bones in the scene. This problem existed between builds 6.2.22 and 6.2.27 inclusively.

火. 10月 28, 2003
6.2.28

Fixed crash when creating bones in the Bones tool with pre-existing bones in the scene. This problem existed between builds 6.2.22 and 6.2.27 inclusively.

火. 10月 28, 2003
6.2.28

Fixed crash when creating bones in the Bones tool with pre-existing bones in the scene. This problem existed between builds 6.2.22 and 6.2.27 inclusively.

火. 10月 28, 2003
6.2.28

Fixed crash when creating bones in the Bones tool with pre-existing bones in the scene. This problem existed between builds 6.2.22 and 6.2.27 inclusively.

火. 10月 28, 2003
6.2.28

Fixed crash when creating bones in the Bones tool with pre-existing bones in the scene. This problem existed between builds 6.2.22 and 6.2.27 inclusively.

火. 10月 28, 2003
6.2.28

When using projected textures, we now use multitexturing extensions to OpenGL if the hardware supports them when a light has both a projection map and a cone map. This is more efficient because it eliminates one pass in for each such light, and more importantly, causes the two textures to be effectively multiplied, rather than added. This is initially only implemented for non-windows platforms.

火. 10月 28, 2003
6.2.28

When using projected textures, we now use multitexturing extensions to OpenGL if the hardware supports them when a light has both a projection map and a cone map. This is more efficient because it eliminates one pass in for each such light, and more importantly, causes the two textures to be effectively multiplied, rather than added. This is initially only implemented for non-windows platforms.

火. 10月 28, 2003
6.2.28

When using projected textures, we now use multitexturing extensions to OpenGL if the hardware supports them when a light has both a projection map and a cone map. This is more efficient because it eliminates one pass in for each such light, and more importantly, causes the two textures to be effectively multiplied, rather than added. This is initially only implemented for non-windows platforms.

火. 10月 28, 2003
6.2.28

When using projected textures, we now use multitexturing extensions to OpenGL if the hardware supports them when a light has both a projection map and a cone map. This is more efficient because it eliminates one pass in for each such light, and more importantly, causes the two textures to be effectively multiplied, rather than added. This is initially only implemented for non-windows platforms.

火. 10月 28, 2003
6.2.28

When using projected textures, we now use multitexturing extensions to OpenGL if the hardware supports them when a light has both a projection map and a cone map. This is more efficient because it eliminates one pass in for each such light, and more importantly, causes the two textures to be effectively multiplied, rather than added. This is initially only implemented for non-windows platforms.

火. 10月 28, 2003
6.2.28

When using projected textures, we now use multitexturing extensions to OpenGL if the hardware supports them when a light has both a projection map and a cone map. This is more efficient because it eliminates one pass in for each such light, and more importantly, causes the two textures to be effectively multiplied, rather than added. This is initially only implemented for non-windows platforms.

火. 10月 28, 2003
6.2.28

various channel editor speedups:

  • hiding the side panel with tab is mad fast
  • moving a key and undoing, even with many channels and many channelgroups, should be very fast (if it is not, see bug notes for some ideas)
火. 10月 28, 2003
6.2.28

various channel editor speedups:

  • hiding the side panel with tab is mad fast
  • moving a key and undoing, even with many channels and many channelgroups, should be very fast (if it is not, see bug notes for some ideas)
火. 10月 28, 2003
6.2.28

various channel editor speedups:

  • hiding the side panel with tab is mad fast
  • moving a key and undoing, even with many channels and many channelgroups, should be very fast (if it is not, see bug notes for some ideas)
火. 10月 28, 2003
6.2.28

various channel editor speedups:

  • hiding the side panel with tab is mad fast
  • moving a key and undoing, even with many channels and many channelgroups, should be very fast (if it is not, see bug notes for some ideas)
火. 10月 28, 2003