Age | Commit message (Collapse) | Author |
|
Issue was caused by bug in mesa #54080 which makes
glXQueryDrawable fail with GLXBadDrawable for any
request with direct context.
Worked around by temporary overriding X error handling
when getting old interval value and disablingintervals
extension if this query fails.
Also added check for glXSwapIntervalEXT which is
apparently NULL here with GLX_EXT_swap_control=1.
|
|
window combinations
|
|
There is some sort of problem with the SSE2 code path, but I couldn't find
the cause, maybe a compiler bug due to the large amount of inlining? For
now I've disabled SSE2 optimizatons in 32 bit GCC builds.
|
|
|
|
text editor.
|
|
other ghost classes.
|
|
|
|
function for getting it public
|
|
check if m_window now public is a problem
|
|
|
|
even if no 3Dmouseware was detected
|
|
Last fallback (XCLIB_XCOUT_FALLBACK_TEXT) was not checked, hence infinitly looping...
|
|
|
|
|
|
|
|
discrete c files embedded, patch by Jake Kauth
|
|
Reported by holy enigma
The previous commit in this area removed bounding box checks, because
they were done against primary monitor. Now do bound checks against
the entire desktop, or rather, the virtual screen. This is the bounding
rectangle of all the monitors.
This should ensure windows are always created within the confines of this
area.
|
|
On Windows the system window will be sized an positioned such that Blender screen area lower left
corner is at the requested location, and with dimension as requested.
Thanks to Alexander N. for reporting and Brecht van Lommel for input.
|
|
also add data types wm and mask to dataname() and unshadow var in ghost/x11
|
|
|
|
This should be (and is) done by the caller instead (windowmanager)
to ensure new windows fit properly on the desktop. Saving
stretched layouts and layouts with window over display
boundaries now becomes possible on Windows too.
|
|
fallback to the window with the active opengl context.
|
|
Was an IRC request to have Ghost application up
and running for investigation purposes.
|
|
use modified patch from Alex Fraser (z0r)
|
|
|
|
and eraser).
Thanks to Ayden Polat for helping to find out the cursor type codes.
|
|
|
|
|
|
|
|
The reason of this is because PATH_MAX is not guaranteed
to be defined on all platforms and Hurd doesn't define it.
So either we need to support arbitrary long file path or
we need to define own maximum path length.
The rule here would be:
- If it's not big trouble to support arbitrary long paths
(i.e. in ghost by using std::string instead of char*)
then arbitrary long path shall be implemented.
- For other cases to use PATH_MAX please include BLI_fileops.h
which takes care of making sure PATH_MAX is defined.
Additional change: get rid of own changes made yesterday
which were supposed to make storage.c work fine in cases
PATH_MAX is not define, but on the second though it lead
to unneeded complication of the code.
Thanks Campbell for review!
|
|
|
|
glew in ghost as well.
|
|
adaptive vsync via UI options in the render properties, or by using the new Python method bge.render.setVsync(). Win32 and X11 support are done via EXT_swap_control. Support for using EXT_swap_control on OS X still needs to be added to Ghost.
|
|
|
|
|
|
|
|
would leak a little bit of memory for every window created.
|
|
switching between an integrated Intel and a dedicated NVidia card, to use the
dedicated card for Blender.
A more portable and general solution would be nice, but it's all I could find:
http://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/OptimusRenderingPolicies.pdf
|
|
|
|
remove MEM_sys_types.h which was a duplicate.
|
|
WM_SIZE is dispatched before full init.
|
|
Removing old resize stuff.
Windows has resize lag, which creates black gap with openGL. Still looking to fix it.
|
|
- Removed grid-snapping for area coordinates on scaling windows.
That caused the areas to shrink or expand, and eventually corrupt screen layouts.
- Added simple but efficient life resize for OSX. I need to know why this is so much
code for Windows... I suggest Windows to just copy same method; dispatch the queue,
and just let the event system draw.
|
|
include conflicts later on.
|
|
looks to be the cause of bug [#35415]
we can make this optional.
|
|
* Also do pressure interpolation for brush size and spacing.
* Do smoothing of pressure when smooth stroke and sample average is enabled.
* Revert the OS X specific pressure change to pressure ^ 2.5, for low pressure
values like 0.05 it makes the pressure 100x lower, which is problematic. If
we need to adjust the pressure curve it should be done for all platforms.
Still weak:
* Pressure of first touch on tablet is difficult to control, usually it's low
which makes the stroke start out small or soft, but other times not. Finer
event capturing at ghost level would help, along with pressure changes without
mouse movement, but this may also need different paint stroke logic.
* Brush radius is rounded to integers, this gives noticeable stepping.
* Brush falloff is not antialiased, gives noticeable aliasing for small brush
sizes which was always a problem, but is more common with size pressure control.
|
|
Another issue with the recent Ghost changes here. For some reason key up events
are not coming through when the command key is pressed. I can't figure out why,
for now just always handle them, still fixes the original bug.
|
|
Fix GetWindowsLon and SetWindowsLong issues with VS2012 and Windows 8.
Remove unneeded #ifdef block for GWL_WNDPROC and GWL_USERDATA
|
|
interact better with system shortcuts.
This is a special shortcut for switching between views and does not get
delivered directly to our view when we pass it through the application key
event handling path. We only have a single OpenGL view, so there's no need to
pass it on to the application, instead just interpret it directly.
|
|
sure to avoid invalid memory access.
|