Age | Commit message (Collapse) | Author |
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I'm not quite sure where the codegen bug gets triggered but it's easily
noticeable in the barcelona scene. (extra saturated leafs and illumination
on the right ledge of the pool)
2013 buildbot reference image:
{F320792}
2015 With no updates (compiler version 19.00.23026)
{F320793}
2015 With Update 2 (Compiler version 19.00.23918)
{F320794}
2015 With Update 3 (Compiler version 19.00.24210)
{F320795}
This patch blocks all compiler builds before update 3 in a similar way we
did for msvc 2013 update 4
Reviewers: campbellbarton, brecht, juicyfruit
Reviewed By: juicyfruit
Tags: #bf_blender
Differential Revision: https://developer.blender.org/D2100
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We recently added delay-loading of the openmp dll's so we no longer had to use
the stub loader, we however put these linker flags on the global linker flags
causing any sub projects not using openmp to spit linker warning 4199 while building,
```
Warning LNK4199 /DELAYLOAD:vcomp140.dll ignored; no imports found from vcomp140.dll datatoc k:\BlenderGit\build_windows_2015a\source\blender\datatoc\LINK 1
```
This patch makes the delay-load only apply to the blender project.
Reviewers: sergey
Subscribers: sergey
Tags: #bf_blender
Differential Revision: https://developer.blender.org/D2092
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enable it.
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You can capture and stream video in the BGE using the DeckLink video
cards from Black Magic Design. You need a card and Desktop Video software
version 10.4 or above to use these features in the BGE.
Many thanks to Nuno Estanquiero who tested the patch extensively
on a variety of Decklink products, it wouldn't have been possible without
his help.
You can find a brief summary of the decklink features here: https://wiki.blender.org/index.php/Dev:Source/GameEngine/Decklink
The full API details and samples are in the Python API documentation.
bge.texture.VideoDeckLink(format, capture=0):
Use this object to capture a video stream. the format argument describes
the video and pixel formats and the capture argument the card number.
This object can be used as a source for bge.texture.Texture so that the frame
is sent to the GPU, or by itself using the new refresh method to get the video
frame in a buffer.
The frames are usually not in RGB but in YUV format (8bit or 10bit); they
require a shader to extract the RGB components in the GPU. Details and sample
shaders in the documentation.
3D video capture is supported: the frames are double height with left and right
eyes in top-bottom order. The 'eye' uniform (see setUniformEyef) can be used to
sample the 3D frame when the BGE is also in stereo mode. This allows to composite
a 3D video stream with a 3D scene and render it in stereo.
In Windows, and if you have a nVidia Quadro GPU, you can benefit of an additional
performance boost by using 'GPUDirect': a method to send a video frame to the GPU
without going through the OGL driver. The 'pinned memory' OGL extension is also
supported (only on high-end AMD GPU) with the same effect.
bge.texture.DeckLink(cardIdx=0, format=""):
Use this object to send video frame to a DeckLink card. Only the immediate mode
is supported, the scheduled mode is not implemented.
This object is similar to bge.texture.Texture: you need to attach a image source
and call refresh() to compute and send the frame to the card.
This object is best suited for video keying: a video stream (not captured) flows
through the card and the frame you send to the card are displayed above it (the
card does the compositing automatically based on the alpha channel).
At the time of this commit, 3D video keying is supported in the BGE but not in the
DeckLink card due to a color space issue.
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A new option '-a' can be passed to the blenderplayer. It forces the
framebuffer to have an alpha channel.
This can be used in VideoTexture to return a image with alpha channel
with ImageViewport (provided alpha is set to True on the ImageViewport
object and that the background color alpha channel is 0, which is the
default).
Without the -a option, the frame buffer has no alpha channel and
ImageViewport always returns an opaque image, no matter what.
In Linux, the player window will be rendered transparently over
the desktop.
In Windows, the player window is still rendered opaque because
transparency of the window is only possible using the 'compositing'
functions of Windows. The code is there but not enabled (look for
WIN32_COMPOSITING) because 1) it doesn't work so well 2) it requires
a DLL that is only available on Vista and up.
give precedence to AA over Swap copy:
Certain GPU (intel) will not allow MSAA together with swap copy.
Previously, swap copy had priority over MSAA: fewer AA samples would be
chosen if it was the condition to get swap copy. This patch reverse the
logic: swap copy will be abandonned if another swap method (undefined or
exchange) will provide the number of AA samples requested. If no AA
samples is requested, swap copy still has the priority of course.
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and 2015
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Since version 6 G++ switched to C++11 by default, which breaks some logic
around WITH_CXX11 checks in out CMake files, leading to compilation errors.
This is easy to solve by explicitly enabling older C++ standard when C++11
was not explicitly enabled by CMake options.
However, G++-6 will also use new ABI by default even if older standard was
specified in the compiler options. This is being addressed by a special
define flag.
This tricks made it possible to use new G++-6 without need to recompile
any of pre-compiled libraries.
However, this might break compilation with existing system libraries, which
might already be using new ABI. We can't address this automatically, so
now we simply default WITH_C11 and WITH_CXX11 options to whatever defaults
of the current compiler are. This means, for G++-6 we'll set WITH_CXX11 to
truth. This should make linking with system libraries working just fine,
but to make pre-compiled libraries we still might need to disable CXX11.
This should work fine work for a new environments with G++-6 and install_deps
script run from scratch there, because C++ standard will be the same for
both Blender dependencies and Blender itself.
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We don’t require the 3Dconnexion driver framework at build time.
No special link flags or include paths needed.
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Also remove outdated comment
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Caused error on OSX
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(MSVC2013) compiling again
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Using SSE2 intrinsics when available for this kind of conversions.
It's not totally accurate, but accurate enough for the purposes where
we're using direct colorspace conversion by-passing OCIO.
Partially based on code from Cycles, partially based on other online
articles:
https://stackoverflow.com/questions/6475373/optimizations-for-pow-with-const-non-integer-exponent
Makes projection painting on hi-res float textures smoother.
This commit also enables global SSE2 in Blender. It shouldn't
bring any regressions in supported hardware (we require SSE2 since
2.64 now), but should keep an eye on because compilers might have
some bugs with that (unlikely, but possible).
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Reviewed By: campbellbarton, brecht
Differential Revision: https://developer.blender.org/D1942
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debug dll
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variable before it is loaded
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CMake's PYTHON_EXECUTABLE wasn't set.
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This seems quite useful for the development, so you don't need to wait
all the kernels to be re-compiled when working on a new feature, which
speeds up re-iteration.
Marked as an advanced option, so if it doesn't work so well in practice
it's safe to revert anyway.
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Follow convention cmake uses.
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This is a bit tricky, find_package(Git) was only used to check if git is installed
and actual git command was assumed to be in the PATH (while ideally it should have
been GIT_COMMAND variable).
This commit makes re-compile output cleaner, especially when using Ninja.
Adding proper GIT_COMMAND to buildinfo.cmake is also possible via argument.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1847
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This assumed the OSX SDK version matched the OSX version, which isn't always true.
Also problematic for maintenance and would make building older Blender versions on OSX fail.
Passing in pre-defined OSX_SYSTEM is also supported,
if you have multiple and want to select one.
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It'll be nice to eventually go C11/C++11 by default, but for until
then it's kinda handy to be able to build locally with C11 support,
Reviewers: mont29, campbellbarton
Reviewed By: mont29, campbellbarton
Differential Revision: https://developer.blender.org/D1752
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Previously CMake would show many messages about missing libs before checking for a missing LIBDIR.
Now show the error immediately and exit.
Also allow for custom LIBDIR on OSX.
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Needed since older versions are unsupported (giving cryptic errors).
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OpenVDB is compiled with Blosc support, meaning we should pass Blosc to
a linker now.
Unfortunately, the Blosc has compiled-in crt and pthread library, which
still screws up linking.
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even if WITH_OPENVDB_BLOSC is off openvdb still contains 1 reference to snappy so we link with it always
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Reviewers: kevindietrich, sergey
Differential Revision: https://developer.blender.org/D1773
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D1751, remove this library since its quite a specific - only supports an older version of this codec.
Also ffmpeg has added support for recent versions of the codec.
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It is in the archive actually and being installed nicely by the looks of it.
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Seems i was the only one who was really up to using it and
i do have gcc-5 finally backported and installed here so
such a fine-tune flags are no longer needed.
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Makes sense to keep support of top-range cards "out of the box".
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We used to require the 3Dconnexion driver installed at build-time so
this was turned off.
I reworked the code last year to remove the driver dependency so
there’s no reason not to enable this.
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Were some missing dependencies in the checks.
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Now when doing full build is real easy on all platforms, we can
only keep it enabled for the blender_full configuration.
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simulations.
This commits implements OpenVDB as an extra cache format in the Point
Cache system for smoke simulations. Compilation with the library is
turned off by default for now, and shall be enabled when the library is
present.
A documentation of its doings is available here: http://
wiki.blender.org/index.php/User:Kevindietrich/OpenVDBSmokeExport.
A guide to compile OpenVDB can be found here (Linux): http://
wiki.blender.org/index.php?title=Dev:Doc/Building_Blender/Linux/
Dependencies_From_Source#OpenVDB
Reviewers: sergey, lukastoenne, brecht, campbellbarton
Reviewed By: brecht, campbellbarton
Subscribers: galenb, Blendify, robocyte, Lapineige, bliblubli,
jtheninja, lukasstockner97, dingto, brecht
Differential Revision: https://developer.blender.org/D1721
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