Age | Commit message (Collapse) | Author |
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- for cmake only apply this to source/blender, will apply globally later.
- ./extern/ ./source/blender/makesrna/intern/ ignore this.
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initial ptex integration
* added the ptex C++ library to extern
* wrote a small C api for the library; just the functions I've used so
far are in the C api, but easy to add more
* added a new CustomData type (face data), stored as struct MPtex
* added RNA for CD_MPTEX
* each MPtex stores:
** the U- and V-resolution (always a power of two)
** the number of color channels (e.g. RGB or RGBA)
** the data type (can be bytes, shorts, or floats)
** the number of subfaces (for triangles now, will work also for ngons)
* for drawing ptex, one power of two texture is assigned to each face
** for quads, the texture is mapped normally across the full face
** for triangles, the face is split into four quads for drawing, and each
subface gets an equal-sized portion of the texture
** the texture is created with the same internal format as the ptex layer
* added an operator for loading ptex files
* added an operator for creating ptex layers; takes data type, number of
channels, and texel density as inputs. has some hackish code to allocate
texels based on a faces catmull-clark limit surface area
* added a simple ptex UI, shows ptex layers in the mesh data panel
* modified vpaint to paint on ptex instead of mcols
partial todo list:
* VBO drawing (make sure to turn VBO off before testing ptex for now)
* ptex saving
* better texel allocation
* upsampling/downsampling faces
* UI for setting individual faces' resolutions
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- updated cmake, make & scons.
- renamed CMake build options WITH_TIFF -> WITH_IMAGE_TIFF, same for DDS, OPENJPEG etc.
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pointcache.c also needed to have checks for these defines.
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Was annoying to use a different editor for cmake only.
theeth says this should be ok with gsoc and merges from branches.
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* cache for low res (deactivating high res for now)
* new way of view3d rendering of smoke (no longer 3 axes) -using 3dtexture now (introduced into gpu/intern)
* introducing LZO and LZMA libs into extern (makefiles missing for now)
* reducing memory usage after simulating for the frame ended (freeing temporary buffers)
* splitting smoke into 2 modifier for the cache-sake (it cannot handle more than 1 cache on the same modifier-index)
* no color on gui anymore
* fixing non-power-of-2 resolutions (hopefully)
* fixing select-deselect of domain drawing bug
* fixing drawobject.c coding style (making Ton happy) ;-)
HINT #1: If scons doesn't work -> cmakefiles are up-to-date, couldn't test scons (but i tried to mantain them, too)
CODERS HINT #1: we really need a way to disable adding all modifiers through "Add Modifiers" dropdown!
WARNING #1: before applying this commit, deactivate your SMOKE DOMAIN in your old files and save them then. You can open them then savely after that.
WARNING #2: File and cache format of smoke can be changed, this is not final!
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* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
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Kent
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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
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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.
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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during sim, disables collisions when no bullet there
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things default on for linux. ideasman helped me get scons working.
Cmake still needs some love...
Kent
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different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on.
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