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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 * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.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!
2008-01-19Fixing makefiles for binreloc I made it use flags like otherKent Mein
things default on for linux. ideasman helped me get scons working. Cmake still needs some love... Kent
2006-11-22Makefile support for bullet2 ... please testChris Want
2006-08-20Huge commit: VERSEJiri Hnidek
- All code is in #ifdef ... #endif - Only make build system is supported and you have to add: export WITH_VERSE=true to user-def.mk file - Blender can share only mesh objects and bitmaps now - More informations can be found at wiki: http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlender http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlenderUserDoc I hope, that I didn't forget at anything
2006-06-25== FFMPEG ==Peter Schlaile
Merge conflict indicators left... arghh.
2006-06-25== FFMPEG ==Peter Schlaile
Added Cygwin / mingw default location also
2006-06-25== FFMPEG ==Peter Schlaile
Added extern/ffmpeg. Gets only build on WITH_FFMPEG=true and NAN_FFMPEG = LCGDIR/ffmpeg.
2006-06-23When I made solid and qhull not build when not needed I switched theirKent Mein
order around. solid depends on qhull headers so this fixes it. (you would only notice if you did not have the qhull headers in blender/../lib) Kent
2006-06-21small fix to make it so solid and qhull are not build if not needed.Kent Mein
Got the go ahead on #blendercoders, Erwin if you need my address to hunt me down I'll email it to you. ;) Kent
2005-10-23updated SConstruct and Makefile so that if you compile the gameengine, is ↵Erwin Coumans
always enables bullet, independent of sumo/ode. So for the 2.4 release, both bullet AND sumo will be enabled. You can choose in the world buttons which physics engine is active for a scene. sorry if this breaks your builds!
2005-08-18Support for 'Bullet' in the Makefiles. Enable with:Chris Want
export NAN_USE_BULLET=true in environment, or in user-def.mk
2005-02-18I updated the FREETYPE2 checks so it didn't build freetype stuffKent Mein
if WITH_FREETYPE2 was set to false. Also added/cleaned up source/nan_compile.mk NAN_NOKETSJI stuff a hair. Kent
2005-01-21Added bFTGL to extern and updated the Makefiles. I'm guessing there willKent Mein
need to be tweaks but it seems to work on my linux box. I haven't touched any of the other build systems so those will need to be done. We probably don't need all of this stuff but I figured better to add a little too much then to little. Kent
2004-08-21Make sure directory $(OCGDIR)/extern is created before building externChris Want
stuff.
2004-07-17One more cleanup for MSVC - need separation for debug/release because MSVC ↵Kester Maddock
can't handle debug and optimisation flags at the same time.
2004-07-17Remove all the autoconf stuff for QHull & SOLID and use the Makefiles.Kester Maddock
This should make building Solid & Qhull much more reliable.
2004-05-15extend clean target for qhull and solidHans Lambermont
2004-05-05Enable doubles internally in Solid for the Makefile build system.Kester Maddock
2004-05-04Build blender with solid-based gameengine on irix using pre-compiledChris Want
libs. I turned off the automatic building of solid in extern/ for irix since the vendor supplied build system does not work well. Note to JW: this can be built with either mipspro 7.3 or 7.4 (I needed to archive solid with "CC -ar ..." for this to work with 7.3).
2004-05-03- build qhull and solid (next to ode)Hans Lambermont
2003-01-20reshuffle the 'install' target :Hans Lambermont
- 'all' in extern/ first builds every subdir, then also 'install's the header files and the library. This way a top-level Makefile only needs to call 'all' for extern/ and have it build and install. - 'clean' still works as it should
2003-01-12Enable automated build and install runs on FreeBSD for ODE.Hans Lambermont
ODE does not build on FreeBSD out of the box, so an automated patchfile is included as well. The 'clean' target reverses the patches that were done by 'all'.
2003-01-11Build and install ode in lib/<platform>Hans Lambermont
Only enabled for Linux now, and not even tested yet :-P (what do you mean 'in a hurry' ;-)