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authorCampbell Barton <ideasman42@gmail.com>2011-10-10 06:56:26 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-10-10 06:56:26 +0400
commitf0cd9f987de21ce7f32c6ccdf47d0e91fe73c39e (patch)
treeaa09c2783dd772c602c59d21875e7fd16607da19 /source
parentbdd7c2d3f439c3b71f17e46eccf78b0dcf6eb9c0 (diff)
- for some reason navmesh wasnt drawing when VBO was enabled.
- fix navmesh crash (may well have been from own changes) - changing VBO's now redraws all windows - useful for checking if VBO draws differently.
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c8
-rw-r--r--source/blender/makesrna/intern/rna_object.c4
-rw-r--r--source/blender/makesrna/intern/rna_userdef.c4
-rw-r--r--source/gameengine/Converter/KX_IpoConvert.cpp2
4 files changed, 10 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index e46ea1bbe38..53973608cd6 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -3001,7 +3001,7 @@ static void navmesh_drawColored(DerivedMesh *dm)
glEnable(GL_LIGHTING);*/
glDisable(GL_LIGHTING);
- if(GPU_buffer_legacy(dm) ) {
+ /* if(GPU_buffer_legacy(dm) ) */ { /* TODO - VBO draw code, not high priority - campbell */
DEBUG_VBO( "Using legacy code. drawNavMeshColored\n" );
//glShadeModel(GL_SMOOTH);
glBegin(glmode = GL_QUADS);
@@ -3062,8 +3062,10 @@ static DerivedMesh *navmesh_dm_createNavMeshForVisualization(DerivedMesh *dm)
result = CDDM_copy(dm);
if (!CustomData_has_layer(&result->faceData, CD_RECAST)) {
int *sourceRecastData = (int*)CustomData_get_layer(&dm->faceData, CD_RECAST);
- CustomData_add_layer_named(&result->faceData, CD_RECAST, CD_DUPLICATE,
- sourceRecastData, maxFaces, "recastData");
+ if (sourceRecastData) {
+ CustomData_add_layer_named(&result->faceData, CD_RECAST, CD_DUPLICATE,
+ sourceRecastData, maxFaces, "recastData");
+ }
}
recastData = (int*)CustomData_get_layer(&result->faceData, CD_RECAST);
diff --git a/source/blender/makesrna/intern/rna_object.c b/source/blender/makesrna/intern/rna_object.c
index 96ffa6b2ed4..428599af977 100644
--- a/source/blender/makesrna/intern/rna_object.c
+++ b/source/blender/makesrna/intern/rna_object.c
@@ -946,6 +946,7 @@ static void rna_GameObjectSettings_physics_type_set(PointerRNA *ptr, int value)
if (was_navmesh != (ob->gameflag & OB_NAVMESH)) {
if (ob->type == OB_MESH) {
+ /* this is needed to refresh the derived meshes draw func */
DAG_id_tag_update(ptr->id.data, OB_RECALC_DATA);
WM_main_add_notifier(NC_OBJECT|ND_DRAW, ptr->id.data);
}
@@ -1424,8 +1425,7 @@ static void rna_def_object_game_settings(BlenderRNA *brna)
prop= RNA_def_property(srna, "physics_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "body_type");
RNA_def_property_enum_items(prop, body_type_items);
- RNA_def_property_enum_funcs(prop, "rna_GameObjectSettings_physics_type_get",
- "rna_GameObjectSettings_physics_type_set", NULL);
+ RNA_def_property_enum_funcs(prop, "rna_GameObjectSettings_physics_type_get", "rna_GameObjectSettings_physics_type_set", NULL);
RNA_def_property_ui_text(prop, "Physics Type", "Selects the type of physical representation");
RNA_def_property_update(prop, NC_LOGIC, NULL);
diff --git a/source/blender/makesrna/intern/rna_userdef.c b/source/blender/makesrna/intern/rna_userdef.c
index 5d2f24e8324..e7f534a3528 100644
--- a/source/blender/makesrna/intern/rna_userdef.c
+++ b/source/blender/makesrna/intern/rna_userdef.c
@@ -2661,8 +2661,8 @@ static void rna_def_userdef_system(BlenderRNA *brna)
prop= RNA_def_property(srna, "use_vertex_buffer_objects", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "gameflags", USER_DISABLE_VBO);
- RNA_def_property_ui_text(prop, "VBOs",
- "Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering");
+ RNA_def_property_ui_text(prop, "VBOs", "Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering");
+ RNA_def_property_update(prop, NC_WINDOW, NULL); /* this isnt essential but nice to check if VBO draws any differently */
prop= RNA_def_property(srna, "use_antialiasing", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "gameflags", USER_DISABLE_AA);
diff --git a/source/gameengine/Converter/KX_IpoConvert.cpp b/source/gameengine/Converter/KX_IpoConvert.cpp
index b13dbe324f5..4ea77e4349d 100644
--- a/source/gameengine/Converter/KX_IpoConvert.cpp
+++ b/source/gameengine/Converter/KX_IpoConvert.cpp
@@ -102,7 +102,7 @@ SG_Controller *BL_CreateIPO(struct bAction *action, KX_GameObject* gameobj, KX_B
rotmode = "rotation_axis_angle";
drotmode = "delta_rotation_axis_angle";
break;
- case ROT_MODE_QUAT:
+ case ROT_MODE_QUAT: /* XXX, this isnt working, currently only eulers are supported [#28853] */
rotmode = "rotation_quaternion";
drotmode = "delta_rotation_quaternion";
break;