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2015-04-09Fix T31546 fragment program gets created every frameAntony Riakiotakis
That was really crappy indeed. Now we have a separate API for low level OpenGL programs, plus a nice interface for GPU, also removes some GL calls from main code as a plus :) The source for the programs is also moved to nice external .glsl files (not sure which extension convention GPU assemply uses)
2015-03-20Fix indentation in last commit, tab slipped inJens Verwiebe
2015-03-20Really fix scons with new glsl shadersJens Verwiebe
2015-02-17Fix crash when rendering to offscreen OpenGL, fix scons buildAntony Riakiotakis
2015-02-12Viewport compositing - first codeAntony Riakiotakis
This commit introduces a few ready made effects for the 3D viewport and OpenGL rendering. Included effects are Depth of Field, accessible from camera view and screen space ambient occlusion. Those effects can be turned on and tweaked from the shading panel in the 3D viewport. Off screen rendering will use the settings of the current camera. WIP documentation can be found here: http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
2014-11-26World background working on cycle nodes.Antony Riakiotakis
This is added in the spirit of the general cycles GLSL system which is pretty much WIP still. This will only work on cycles at the moment but generating for blender internal is possible too of course though it will be done in a separate commit. This hasn't been tested with all and every node in cycles, but environment and regular textures with texture coordinates work. There is some difference between the way cycles treats some coordinates, which is in world space and the way GLSL treats them, which is in view space. We might want to explore and improve this further in the future. ...also </drumroll>
2014-10-08Ghost Context RefactorJason Wilkins
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-04-09View3D: disable LOD when game engine is disabled or ifdef'dCampbell Barton
2013-05-28move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)Campbell Barton
remove MEM_sys_types.h which was a duplicate.
2013-05-20code cleanup: split scons includes onto multiple lines, reduce chance of ↵Campbell Barton
include conflicts later on.
2013-03-15use bool for knife, also scons tab/space mix.Campbell Barton
2013-03-10OpenGL: more work on fixed function lighting implementation as GLSL.Brecht Van Lommel
* Rename functions and move to own header. * Add wrapper functions for glLight. * Auto detect if we can use faster code for solid lighting. * Various fixes for textured draw mode.
2013-02-26OpenGL: implemenation of fixed function lighting as per pixel GLSL shaders. TheBrecht Van Lommel
code is still unused, but the intention is to use this to solve the double sided lighting problem on NVidia, and to make the materials work on OpenGL ES 2.0 eventually. The code works and matches the fixed function lighting pretty much exactly, but still needs optimizations. The actual integration in object draw will be committed later when more fixing & testing, there's lots of different combinations and unclear OpenGL state here.
2012-12-30Add GPU_buffers support for drawing dynamic topology nodesNicholas Bishop
The GPU interface for PBVH drawing gets a new pair of build/update buffers functions for drawing BMFaces and BMVerts. TODO: the diffuse color is hardcoded to 0.8 gray rather than using material color. TODO: only VBO drawing is implemented, no immediate mode.
2012-12-17Added GPL header to sconscripts!Bastien Montagne
Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
2012-11-14buildsystem cleanup: remove duplicate source & includes for scons,Campbell Barton
add a check for duplicates in BlenderLib()m, if 0'd now.
2012-08-11generate glsl shaders c files at build time.Campbell Barton
2012-06-30Finally committing support for compressed textures on the GPU (DDS+DXT). ↵Mitchell Stokes
This patch started out as a patch by me, then cleaned up by Kupoman during his work on Cucumber. One important thing to keep in mind when using this feature is that you'll need to flip your textures vertically (both the GIMP and Photoshop DDS tools I've seen have support for this on export). This is a quirk in using a texture format originally made for DirectX/DirectDraw, and flipping the compressed data is a real headache. Another quick fix for this issue is to change the Y value for the Size in the Mapping panel in the Texture properties to -1 (default is 1).
2012-05-01Merging phase 1 of the BGE Harmony branch:Daniel Stokes
* Shadow color now usable in the BGE * Simplified the shadow panel while "Blender Game" renderer is active * Added variance shadow maps for the BGE * Buffered shadows on sun lamps in the BGE (orthographic) * Light textures in the BGE
2012-04-24Add libMV and Scons support for MinGW-w64, patches by Caleb Joseph with ↵Antony Riakiotakis
slight modifications. Thanks!
2012-04-15Scons ToDo:Thomas Dinges
* Made Smoke building optional, added WITH_BF_SMOKE. * Enabled per default in btools.py
2011-11-20Muting node patch: second part. Also fix [#27636] Muting shading nodes is ↵Bastien Montagne
ignored Now, compositing, shading and texture nodes have a consistent muting system, with default behaving as previous (for compo), and which can be optionaly customized by each node. Shader nodes are also GLSL muted. However, Cycles is currently unaware of muted nodes, will try to address this…
2011-09-06Merged the particles-2010 branch with node improvements into trunk.Lukas Toenne
This branch adds mostly organizational improvements to the node system by renaming the node folders and files. A couple of internal features have been added too. Detailed information can be found on the wiki page: http://wiki.blender.org/index.php/User:Phonybone/Particles2010
2011-07-13cmake option to build without smoke sim: WITH_MOD_SMOKECampbell Barton
2011-02-21I swear, it was just an innocence change in guardedalloc!Nathan Letwory
The butterfly wing flap, causing a nice storm in the rest of blender. Now all dependencies should point ok again. CMakers, do double-test.
2010-04-14Fixing Scons compile on Windows:Thomas Dinges
*Missed PTHREAD declaration.
2009-11-21patch [#19796] GLEW update by Mitchell Stokes (Moguri)Dalai Felinto
GLEW update to version 1.5.1 [11-03-08] this opens room for Geometry Shader support. * - Brecht, Campbell told me you did some local changes in order to make it right in Linux. I get to you in order to know what those changes are (or feel free to commit them directly)
2009-09-092.5:Thomas Dinges
* Scons compile fix for recent smoke commit.
2009-09-05== SCons ==Nathan Letwory
* bring back 'player' libtype, after investigation with ideasman. scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
2009-09-04== SCons ==Nathan Letwory
* further cleaning of 'player' stuff. Now only 3 libs are remaining, of which ideally the stubs lib will be fixed at some point, fading away into the dark history of not-so-nice code. The current blenderplayer part is still a little bit hackish, I'll see if I can find a better alternative, for now it works good enough.
2009-09-04== SCons ==Nathan Letwory
* first working changes to get blenderplayer linking * blenderplayer/ moved into source/ (CMakeLists.txt changed for that too) * added externs for bprogname to gp_ghost, so that it links properly
2008-12-242.5 / SConsNathan Letwory
New priorities for most libs, at least core. This is still for Blender proper, BGE and such still to come.
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.