Age | Commit message (Collapse) | Author |
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New priorities for most libs, at least core. This is still for Blender proper, BGE and such still to come.
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* 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
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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.
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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.
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with tiled image textures in the game engine.
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/* 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
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for Nor texture inputs.
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didn't attach to the right materials to the lamp.
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missed unbinding a texture giving extremely slow frontbuffer
drawing.
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and shadeless material.
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poly models.
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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
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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.
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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
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invalid/unnecessary opengl calls on shader errors.
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if it caused any problems.
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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.
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didn't work correct.
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* Fix undo crash related to sound. Sounds still stop working in
the game engine after undo, but seems to be a different issue.
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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.
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