Age | Commit message (Collapse) | Author |
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- remove redundant NULL checks on old code where it would crash if the result was NULL later on.
- add some missing NULL checks.
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shader = gpu.export_shader(scene,material)
Returns the GLSL shader that blender generates to produce the visual effect
of material in scene for the purpose of reusing the shader in an external engine.
This function is meant to be used in a material exporter so that the GLSL
shader can be exported entirely. The return value is a dictionary containing the
shader source code and all associated data.
The full documentation is under sphinx.
Warning: there has been an API between the patch and this commit:
uniform['lamp'] and uniform['image'] now return python reference to
ID block instead of ID name as before. The X3D exporter that uses this
function must be adapted.
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- use NULL rather than 0 when used as pointers.
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left in.
also on only try build RPM's on linux.
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we cant ensure that a requested buffer can be allocated so report opengl errors when failing to allocate the buffer (rather then printing to console).
this is common enough and generic error isn't too helpful to users.
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& editors.
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- fix mistake with grease pencil UI (&& was intended but & used).
- use (void) rather then () across _all_ blenders code.
- a few minor edits, don't shadow stack variables in roll calculation & avoid running memset() for VBO vertex map.
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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'const char's,.
Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
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- fixed bug in paste material, exposed by stricter warnings.
- removed/renamed various shadowed vars.
- removed BGE lamp.colour, only allow lamp.color attribute.
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although they report the GLEW_ARB_texture_non_power_of_two extension.
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some problems (especially in the freeing function). I will research an alternative solution and submit it to the tracker.
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OpenGL viewport render gave squeezed results in cases.
Reason: some graphics cards only give offscreen buffers in multiples
of 256 or 512 (my case).
Current fix uses the actual size returned by graphics card, which
is also safe for too large renders.
More elaborate cropping or matching is for another time.
(Added printf for feedback on this, might disappear)
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is currently only used in the profiling data of the BGE.
Here is a image of it in action:
http://www.pasteall.org/pic/show.php?id=6351
What it monitors:
* VRAM used by textures created via bf_gpu and BL_Textures
What it does not monitor:
* VRAM used by the Blender ui
* VRAM used by 2d filters
* VRAM allocated by the user via KX_Scene.pre_draw and KX_Scene.pre_draw
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Assertion `boi->space_accounted' failed. [#656100]
reported on launchpad.
calling glClear(GL_COLOR_BUFFER_BIT); was crashing blender,
since this is only used to blank the window before its drawn, disable for opensource ATI drivers.
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- remove MEM_guardedalloc.h from header files (include directly)
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e.g. thousands of colors on OS X, due to use of uninitialized value. Problem
tracked down and patch provided by Shane Ambler, thanks!
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colors setting on Mac, just disabled it in that case.
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not support it.
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Note, this is not like GE ffmpg, but Blender Image Texture
display for GLSL materials. Speed can be disappointing,
use smaller images for realtime edits.
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set the draw method to triple buffer or overlap depending on the
configuration. Ideally I could get all cases working well with triple
buffer but it's hard in practice. At the moment there are two cases
that use overlap instead:
* opensource ATI drives on linux
* windows software renderer
Also added a utility function to check GPU device/os/driver.
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non-power-of-two textures lead to artifacts due to uninitialized
memory if the domain had a non-power-of-two size.
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I tried to make it integrate more with regular render but couldn't
do it well, it still needs a 3D view to take the settings from, and
can't run in a separate thread due to OpenGL.
However, it is now rendering to an offscreen buffer which then gets
displayed in the image window. This requires FBO's to be available, so
a fallback creating a new window is still needed. Currently available
from the Render menu in the top header.
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* Use GL_QUADS and GL_TRIANGLES instead of GL_POLYGON for faster drawing
* Use variable count of slices
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a system crash and other issues on ATI/Apple, due to a buggy driver
(similar issues reported for other OpenGL applications). For now, work
around it by not using non-power-of-two textures on this combination.
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* Less verbose
* More OpenGL error messages (on blender -d)
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* Bugfix for non working 3dview
Credits: Thanks to Wahooney, jesterKing and a big thanks to Matt/broken for hunting this down!
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* Enable cache for high res + new preview
* Bugfix for smoke banding (in cooperation with N_T)
Hint: Work-in-progress regarding collision objects so can be broken, didn't test
Hint2: jahka enabled a general particle panel but
* bake button doesn't work
* step is not supported for cloth
* several other things there ;)
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*introducing unique ID's following brechts hint from ML
Enhancements resulting from this:
* multiple caches per modifier stack position
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*enable non-2^n textrues for all gfx cards which support it.
* try to enhance the visual quality under linux a bit when gfx card doesn't support it (still errors visible)
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*fixing the fix as usual
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* Bugfix for scaling on non-2^n-textures
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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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global, passing along enable/disable mipmap setting through
various functions instead.
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