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2009-08-19cmake cleanup (remove unused includes, make some within IF checks)Campbell Barton
2009-08-18compile time option to override C++'s new/delete to use guardedalloc, useful ↵Campbell Barton
for debugging. shows memory leaks very quickly. currently cmake only - WITH_CXX_GUARDEDALLOC
2009-08-102.5 audio cleanup:Joerg Mueller
* Removed CD Actuator * Removed bSample and bSoundListener * Removed SoundSystem * Removed -noaudio parameter
2009-07-26svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20937:21899Campbell Barton
missing commits from peter 20942, 21165, 21170, 21174, 21597 these files still need manual merging source/blender/makesdna/DNA_sequence_types.h source/blender/src/sequence.c source/blender/src/seqeffects.c source/blender/src/editseq.c source/blender/include/BSE_sequence.h
2009-07-19binreloc wasnt working with cmake.Campbell Barton
2009-07-16Don't link gameplayer against the decimation code (CMake).Chris Want
2009-05-06Big, big commit!!Diego Borghetti
1) Remove WITH_FREETYPE2 from code, so now blender always need freetype2 2) Remove the old bmfont 3) Remove ftfont and bFTGL library 4) Implement a new BLF_draw_default function for place that still need/use the old BMF api. I try to update both, scons and cmake, but I only can test with make, so hope all work fine. MSVC is broken, but I don't have Windows, things to search and fix are any reference to WITH_FREETYPE2, FTGL and BMFONT (take in care that blenkernel also have a BKE_bmfont.h, this don't have anything to do with bmfont). Always have to link/include the freetype2 library Remove any reference to libbmfont Remove any reference to libftfont Remove any reference to libbftgl (or libbFTGL)
2009-03-06Addes jpeg2000 support to cmake.Kent Mein
I also did some small tweaks. removed ifdef's for pluginapi didn't need them there. Fixed it so the filesel shows jp2 as image files. (I'm going to do makefiles next) Kent
2008-10-28Fixes blenderplayer for dds stuffKent Mein
Kent
2008-09-14Fix for bug #5758 and #17585: armatures with IK constraint did notBrecht Van Lommel
work in the game player, now the IK lib is linked into the player. Makefiles/Scons/CMake buildsystems have been updated. Fix materials nodes to work in the game player.
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
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.
2008-06-17Merge of apricot branch game engine changes into trunk, excluding GLSL.Brecht Van Lommel
GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-11Make blenderplayer link to binreloc on linux.Chris Want
2007-04-09CMake: Fix build after nodes changes (including GE linking)Jacques Beuarain
2007-02-18CMake: Think this is the reason linking python statically causes problems on ↵Jacques Beuarain
some platforms (linking order)
2006-12-07CMake: Move genrated dna.c and cmake_blender_libs.txt to binary directories ↵Jacques Beuarain
to keep source dir pristine. Also flag removed libraries as status and not "error" messages.
2006-12-06CMake: Proper bundle for blender binary for Mac OS X and just keep ↵Jacques Beuarain
blenderplayer as regular binary as with download from blender3d.org
2006-11-26CMake: Quicktime library was not linked on Unix platforms because it was ↵Jacques Beuarain
missing from sorted static library lists.
2006-11-17CMake lists initial submission. Documentationand further verification for ↵Jacques Beuarain
different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on.