Age | Commit message (Collapse) | Author |
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svn merge -r16142:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender
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* More refactoring related to opengl lights, material state switching.
Also moved init_gl_stuff into the gpu module and removed the copy in
the game engine code.
* Fixed some issues with alpha drawing of GLSL materials in the 3d
viewport, and fix a bug with alpha + xray drawing in the same scene,
it should first do alpha, then xray, otherwise alpha doesn't blend
correct with solid.
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* Refactoring in the texture and material drawing code, moving
code into the gpu module, removing the duplicated versions
in the game engine.
* Made game engine text drawing work with GLSL. It works based
on filling in the default uv layer, so it requires a texture
with the text image and mapped as uv's to work.
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* Made in game switching of GLSL options work. There is still
a one frame flicker that needs to be fixed.
* Added access to the estimated average framerate in the game
engine: GameLogic.getAverageFrameRate().
* Added acces to the blender build info from python:
Blender.Get("buildinfo")
* Various GLSL optimizations to allow more constant folding in
the glsl compiler, use glsl shadow functions to do shadow,
instead of own code, and fix an issue with opengl texture
color range.
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* Added options to disable lights, shaders, shadows, ramps,
nodes and textures other than col/alpha for GLSL, in the
Game menu.
* These have python access too to switch them in game, but
it doesn't work correct yet with display lists enabled.
* Fix issue with light lagging behind, debug stats drawing in
wrong color, and a number of other small fixes.
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ATI fixes:
* Fix crash in glBitmap when rendering shadow buffers, it doesn't
seem to like using that function with only a depth buffer.
* Workaround either a bug in the driver or Blender, but I couldn't
find anything wrong, glVertexAttribPointerARB doesn't seem to
work inside display lists, so now it uses immediate mode to
create the list.
* Making deformable object for the game engine didn't check properly
if there was actually a vertex group, causing some static objects
to not use display lists.
* Also some cleanup in the game engine drawing code, replacing magic
numbers with an enum.
The apricot demo seems to runs slightly faster on a ATI HD3750 than
NVidia 8800 GTS.
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* Some optimizations in the glsl shader code to avoid some
matrix multiplications, and other floating point ops.
* Optimized game engine mesh deforming code a bit, and
removed a bunch of unneeded/duplicated code.
* Fix for bugs #17289 and #17295, glsl compile errors.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender/
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were set to posemode in their scene.
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* Added initial support for shadow buffers, works in the 3d view and the
game engine, but has known issues still:
* Shadow buffers are made again for each 3d viewport unnecessarily.
* No filtering.
* There was a bug with some shaders going black, but can't reproduce
it anymore?
* Added support for layer lamps, though they're still always computed
in the shader, this needs to be optimized.
* Added support for animating lamp position/rotation in the game engine.
* Fix issue with lamps giving negative light on the backside.
* Fix issue with specular + orthographic camera.
* Fix square spotlights.
* Potential workaround for a bug in the nvidia drivers with shader linking.
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Some optimizations to decrease game engine startup time:
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
* Share GLSL shaders with the game engine so they don't have to be
recompiled. This required changes to the rasterization in the game
engine to add an option to use attributes instead of texture
coordinates.
* Some small optimizations in bullet BVH building, though could be
improved more, since it takes about 50% of startup time still in
my test .blend.
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* Added support for lamps and shaders. All material diffuse and
specular shaders are supported, for lamps especially area light
support is not there yet.
* Added support for these GLSL shaders in the game engine, though
it is incomplete and somewhat of a hack. Specifically all the
variables are completely static, which means moving lights, or
animating material properties will not work.
* Enabling GLSL shaders is now different. They work in textured
drawmode, and can be enabled in the Game menu with the option
"Blender GLSL Materials"
Known issues:
* The GLSL shaders don't always update correct on light changes.
* The game player appears to crash with these GLSL shaders, while
regular blender works fine.
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other fast way to do this.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender/
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-Ugh.. sorry about that.. damn default cube with it's default material!
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correctly with Mat IPOs
-the feature simply was not coded
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Instead of making it an exception compared to other objects which
don't draw z-buffered either, it now draws without lighting in the
wire color like it did before.
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Wind effects would modify the center vector, so the limit sphere was drawn from the position of the last "wind ring"
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added back zr's depth buffer wire stuff, but only when wire is being drawn over solid mode. normal wire objects will still display correctly.
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reverse wire draworder logic from r4059, wire-only meshes were not using a depth buffer which meant they would not be visible at
all, if they were after an overlapping solid object in the scene (had this problem for peach too).
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svn merge -r 14688:14706
Also, use vertex arrays for drawing points, and a temporary hack to
reduce the number of points.
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work well, now it draws those type of objects from sets also
at the end.
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could cause crashes.
Fix related to bug #10198: particle mode didn't respect undo steps
set to 0.
Also made the memory statistics print (ctrl+alt+shift+q) use the
more human readable form to give an overview, instead of printing
out a python script.
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svn merge -r 14561:14567
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also removed quat, dquat, and sumohandle from the Object struct since they aren't used anywhere.
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GLSL materials:
- Added the beginning of texture stack evaluation, only a few options
are supported.
- Added a few lines of code to display non-node materials, with solid
mode lighting to at least see something.
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- Currently only supports node-based materials, with some nodes,
main purpose of this commit is to get the infrastructure in
place, more material options will be added in the following weeks.
- Supported shader nodes: camera, curves, geometry (everything
except global and front/back), curves (partially), huesatval,
invert, mapping, math, mix/add/mult/sub/div, math, vector math,
normal, output, rgb, separate/combine rgb, squeeze, basic image
textures, value and output.
- Lights and shaders are still missing, but since the SoC project
had these working quite far it should be possible to reuse that
code.
- Enable using "GL Shaded Mode" in the user preferences. It will
replace regular shaded mode with glsl shaders.
- If the material is not node based or has an error in it, it will
revert to solid shading. Need to do this kind of error handling
better and make it posssible to still run even with some
functionality not supported.
- Integration with texture loading in textured mode is very poor,
needs to be revised.
- Only added support for Scons and Makefiles.
- Added GLEW in extern/. There were some conflicts with the game
engine opengl extensions but managed to solve them. Still, it
would be good to use single mechanism for opengl extensions.
- Added a "gpu" module in source/blender. It has quite a lot of
code with much of it uncommented as well, some of that will
become used and some it will be removed later.
- OpenGL shader code is currently converted to a C file with
datatoc (which now 0-terminates the arrays), but this has to
be done manually still, need to figure out a better way or
integrate it into the build systems.
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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have been.
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selected if none is active, made the uv calculation aspect correction use the active faces image rather then the last used image viewports.
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(Also: removed the ugly arbitrary 2 x rgb color hack that tried to make
shadeless color "useful" in opengl solid mode. Without overflowing
color it at least now shows the color you created.)
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(without options that required an active face)
active face drawing didnt always work since it used the last selected element for drawing.
moved stipple into glutil.c rather then using 128 bytes in the stack for each stipple draw.
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Edit mode stats draw, option "global stats", did not calculate correct
angles.
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create vertex colors from shaded mode anymore. Instead there is
function in vertex paint mode to create them.
Also some fixes for previous commits.
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object on top of everything anymore. It can be useful to see objects
that are in front too, and if you don't want to see them you can
just go into local viewmode. It's also more consistent with editmode
which doesn't draw on top either.
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The following is a commit of Levi Schooley's bevel code and
the bmesh library it depends on. The current editmode bevel has
been replaced with a new per edge bevel function. Vertex beveling is
also availible.
To set weights for the modifier to use, use the ctrl-shift-e shortcut on either edges
or vertices.
Recursive beveling is turned of for the time being.
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particles were drawn.
Added an annoying message when people press the F key to say FaceSel mode was removed.
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material colour, but no material (null pointer).
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