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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
commitcb89decfdcf5e6b2f26376d416633f4ccf0c532d (patch)
treea299a5c8729dd0cb4359d57501fd9e6970141e5d /source/blender/blenkernel/BKE_global.h
parent2167e5c341f656b2f664b1052d181e8aa32fe698 (diff)
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
Diffstat (limited to 'source/blender/blenkernel/BKE_global.h')
-rw-r--r--source/blender/blenkernel/BKE_global.h9
1 files changed, 8 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_global.h b/source/blender/blenkernel/BKE_global.h
index 8c9634cba06..1cc336db69e 100644
--- a/source/blender/blenkernel/BKE_global.h
+++ b/source/blender/blenkernel/BKE_global.h
@@ -218,8 +218,15 @@ typedef struct Global {
#define G_FILE_NO_UI (1 << 10)
#define G_FILE_GAME_TO_IPO (1 << 11)
#define G_FILE_GAME_MAT (1 << 12)
-#define G_FILE_DIAPLAY_LISTS (1 << 13)
+#define G_FILE_DISPLAY_LISTS (1 << 13)
#define G_FILE_SHOW_PHYSICS (1 << 14)
+#define G_FILE_GAME_MAT_GLSL (1 << 15)
+#define G_FILE_GLSL_NO_LIGHTS (1 << 16)
+#define G_FILE_GLSL_NO_SHADERS (1 << 17)
+#define G_FILE_GLSL_NO_SHADOWS (1 << 18)
+#define G_FILE_GLSL_NO_RAMPS (1 << 19)
+#define G_FILE_GLSL_NO_NODES (1 << 20)
+#define G_FILE_GLSL_NO_EXTRA_TEX (1 << 21)
/* G.windowstate */
#define G_WINDOWSTATE_USERDEF 0