Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2009-01-262.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r17853:HEAD
2009-01-232.5: multiple small fixesBrecht Van Lommel
- wm draw method is now initialized correct when reading older files, but the SDNA bug causing the problem is still unsolved. is due to // char pad[8]; not being recognized as commented. - triple buffer proxy texture test follows spec better now, was disabling triple buffer unnecessarily on some drivers. - some cmake compile fixes related to sequencer pthread usage and removed bad level calls lib for player. - show outliner header buttons in oops mode as well until that can be switched in the UI. - fix region data free issue for tooltips - warning fixes
2009-01-212.5: WIP commit for WM compositing.Brecht Van Lommel
* Drawing code from wm_event_system.c split into separate wm_draw.c file. Now there's 3 different draw methods implemented, not sure what survives or will be added but is useful for debugging. * Draw All: redraws everything each time, for reference. * Draw Overlap All: what the code did before this commit, only draw regions marked for redraw, and anything that overlaps them. * Triple Buffer: copies/retores all area regions into a texture, and blits that before drawing. Menus, brushes, gestures, etc are redrawn always on top of that. Currently "Draw Overlap All" is set hardcoded to be used still. Triple Buffer code is not complete, it doesn't handle window resize yet. Cards that don't support non power of two textures can need quite large textures as well, this could be split into multiple smaller ones.
2009-01-192.5Ton Roosendaal
View3D has been split now in a local part (RegionView3D) and a per-area part (old View3D). Currently local is: - view transform - camera zoom/offset - gpencil (todo) - custom clipping planes Rest is in Area still, like active camera, draw type, layers, localview, custom centers, around-settings, transform widget, gridlines, and so on (mostly stuff as available in header). To see it work; also added new feature for region split, press SHIFT+ALT+CTRL+S for four-split. The idea is to make a preset 4-split, configured to stick to top/right/front views for three views. Another cool idea to explore is to then box-clip all drawing based on these 3 views. Note about the code: - currently view3d still stores some depricated settings, to convert from older files. Not all settings are copied over though, like custom clip planes or the 'lock view to object'. - since some view3d ops are now on area level, the operators for it should keep track of that. Bugfix in transform: quat initialize in operator-invoke missed one zero. Als brought back GE to compile for missing Ipos and channels.
2009-01-04RNABrecht Van Lommel
* DNA_cloth_types.h, patch by Roelf de Kock. The gravity[3] member is not being parsed correct by makesdna.c and will give issues even when trying to fix it. Worked around it for now in RNA by wrapping it manually, but this should really be fixed in the DNA genetics code, added a comment about it in DNA_cloth_types.h. * Handle vertex groups and uv layers more consistent now. They are all exposed as strings now. Reason is that indices don't really say much, and a direct pointer is not always possible because for example a uv layer in a material can be used for multiple objects and so there is no single pointer. In python it is not too hard to use either since the strings works as a key for lookups. For the user interface we can later think of some method to generate popup menus in a way that works for vertex groups, uv layers, bones etc. * This also fixes the XXX's in rna_modifier.c, I think that can be marked done.
2009-01-042.5Ton Roosendaal
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
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.
2008-12-192.5: globals cleanupBrecht Van Lommel
* G.version removed, use BLENDER_VERSION * G.order removed, ENDIAN_ORDER * G.vd, G.sipo, G.buts, G.sima, .. removed. * G.qual removed * G.simulf removed (was unused in 2.4x) * error() and some other unused stubs removed
2008-10-12Added a -noglsl option to disable GLSL from the command line.Brecht Van Lommel
2008-10-12- Fix for bug #17825: baking SSS is not supported, but it didn't giveBrecht Van Lommel
proper results, should bake as if SSS was disabled. - Fix for GLSL to handle failing shadow buffer creation better. - Fix for sky/atmosphere version patch, was not doing files from 2.46 and newer.
2008-10-12Fix for opengl errors being thrown when creating textures, it wasBrecht Van Lommel
setting the magnification to GL_LINEAR_MIPMAP_NEAREST but that is only valid for minifaction, should be GL_LINEAR instead. OpenGL driver should refuse setting this so should be harmless, but better to fix it anyway.
2008-10-12Actual fix for bug #17819, that doesn't disable the functionality, crash ↵Brecht Van Lommel
with tiled image textures in the game engine.
2008-10-12prevent crash in gpu_draw.c, so tilemode might not have GLSL/GPU featuresErwin Coumans
/* for tiles, copy only part of image into buffer */ if (GTS.tilemode) { return 0; //disabled for now, it causes crashes See tracker issue here: http://projects.blender.org/tracker/index.php?func=detail&aid=17819&group_id=9&atid=125
2008-10-11Fix for bug #17794: GLSL didn't take into account normal mapsBrecht Van Lommel
for Nor texture inputs.
2008-10-11Fix for bug #17809: crash with glsl materials and nodes refresh,Brecht Van Lommel
didn't attach to the right materials to the lamp.
2008-10-05Fix for bug #17684: GLSL bug with shadows and material nodes,Brecht Van Lommel
missed unbinding a texture giving extremely slow frontbuffer drawing.
2008-10-05Fix wrong result for GLSL material node with only diffuse outputBrecht Van Lommel
and shadeless material.
2008-10-03Fix for bug #17722: sun light in the texture viewmode was broken.Brecht Van Lommel
2008-09-23disable magnification filtering when mipmap is off. useful for texture low ↵Campbell Barton
poly models.
2008-09-20Patch #8461, by Rob HausauerTon Roosendaal
This unifies all usage of FTOCHAR, putting it in utildefines.h Submitter did several interesting tests for speed, check it here: http://projects.blender.org/tracker/?func=detail&atid=127&aid=8461&group_id=9
2008-09-19Fix again for the NVidia driver bug. This time I'm just giving upBrecht Van Lommel
using linking together the precompiled library shader code and material code and recompiling it all again for each material even if it gives a performance hit, since the previous workaround only worked on some driver versions still.
2008-09-15Workaround for an Nvidia driver bug on 32 bit linux (maybe windows too).Brecht Van Lommel
I reversed the order of attaching shader objects for linking to solve an issue in the driver before, but now it appears it needs to be the other way around again? I don't know if these are the same cards that now want it different again due to changes in the glsl code, but I found another workaround for the first bug in a forum post (leaving out parameter names in the declarations), so with some luck both cases work? http://developer.nvidia.com/forums/index.php?showtopic=596
2008-09-15Added -d debug option for blenderplayer, and remove someBrecht Van Lommel
invalid/unnecessary opengl calls on shader errors.
2008-09-15Fix glsl vertex shader string that was not 0 terminated, no ideaBrecht Van Lommel
if it caused any problems.
2008-09-12Fixes for game engine runtime on Mac OS X, there were issuesBrecht Van Lommel
working with relative paths. Still doesn't work optimal, since paths are relative to game.blend which is in the app bundle under Contents/Resources, so other files need to be moved there manually at the moment.
2008-09-06Fix Windows compile error. Update MSVC project filesBenoit Bolsee
2008-09-06GLSL: small optimization if Use Alpha is disabled for textures.Brecht Van Lommel
2008-09-05Bugfix for GLSL: no specular/diffuse + only shadow for lampsBrecht Van Lommel
didn't work correct.
2008-09-05* GLSL lamps now respect 3d viewport layers.Brecht Van Lommel
* Fix undo crash related to sound. Sounds still stop working in the game engine after undo, but seems to be a different issue.
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.