Age | Commit message (Collapse) | Author |
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Doing image comparison revealed, that Kb = Kr = 0.0 for redcode :)
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Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
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GLEW
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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
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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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This makes it work for Mac OS X. Thanks to Jean-Luc Peuriere for the patch.
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compile with non-standard paths.
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This adds redcode (the file format of RED one, R3D) support to blender.
Seems to work fine with the footage I found on the web, but keep in
mind, that because of the unoptimized nature of libopenjpeg, frame
decoding isn't that fast.
It is also a rather challenging task, to make 4k-float-footage realtime :)
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with -O2
Merged from Verse SVN (r4524). See Verse bug tracker for bug report.
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in verse svn.
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Added libmp3lame to extern. (Ton that was the last one for this release,
promised :) )
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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Added XVid to trunk. Again: only works with scons.
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Added H264-encoding support using libx264.
Beware: it currently only works with scons and it needs nasm or yasm as
an additional dependency!
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Because libblenkernel_blc, which depends on binreloc, has priority
225.
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- added missing files from cloth sim
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stack. BUT everytime the vertices count change, they will free themselves and internal build new (they rely on vertex count). Should be no problem anymore with e.g. subsurf modifier before collision modifier (tested). Fix: applied a patch from schlaile to get my bullet additions compiled with gcc 3.3
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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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the Play button doesn't work depending on how blender is started.
This uses binreloc - http://autopackage.org/docs/binreloc/
it should also solve the problem of python scripts not being found.
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Kent
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[#7660] Solaris 10 x86 support (Makefiles)
Hopefully it will not mess up anything for anyone else. I removed
some hardcoded static libs and made NAN_*_LIB definitions so they could be
overridden, to allow greater flexability.
Let me know if there are any problems/questions.
Kent
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Kent
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External ffmpeg would have linked against both internal and external
libs.
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Scons support for internal ffmpeg
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little nicer for everyone.
Patch provied by gsrb3d
bug tracker #7061
Kent
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- updated bullet files with btConeTwistConstraint.h and btConeTwistConstraint.cpp
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btHingeConstraint::btHingeConstraint(btRigidBody& rbA,const btVector3& pivotInA,btVector3& axisInA);
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(useful for ragdolls etc)
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typedef it as an int.
Kent
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https://projects.blender.org/tracker/index.php?func=detail&aid=6856&group_id=9&atid=125
I basically fixed some warnings about imcompatable types on 64bit linux
and the crashing stopped.
Kent
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- bullet update to version 2.53 cleanup
- added file sculptmode-stroke.c
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(was using $(CC) while the rest of blender is using $(CCC)
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exotic or less exotic platforms
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- reset randseed, which should make simulations more predictable
- re-activate substeps (for more accurate simulations)
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- fix for 3DPlugin compile
- cleanup of bullet path
- removed PHY_ODE project from 3D plugin too, not used anymore
Now all configurations should build again, let me know of any problems!
Not been able to test if the 3DPlugin is actually working,is job for another day ;)
Also the 3DPlugin is compiled without OpenExr, this needs to be looked into once too.
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either PPC or Intel architectures under OSX. These options should be
inherited properly from the rest of the OSX SCons build system.
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safe to do, since verse is not
enabled in release).
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island activation issue
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- small bullet maintenance for added btAlignedAllocator
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Please make sure to have extern/bullet/src/LinearMath/btAlignedAllocator.cpp in your build, if you add the files by name, instead of wildcard *.cpp
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in the lib dir).
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