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2008-08-18Apricot BranchBrecht Van Lommel
============== svn merge -r16142:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-07-21Apricot BranchBrecht Van Lommel
============== * 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.
2008-07-21Apricot BranchBrecht Van Lommel
============== * 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.
2008-07-20svn merge -r15643:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2008-07-16Apricot BranchBrecht Van Lommel
============== * 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.
2008-07-15Apricot: GLSLBrecht Van Lommel
============= * 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.
2008-07-09Apricot Branch: GLSLBrecht Van Lommel
==================== 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.
2008-07-09Apricot Branch: GLSLBrecht Van Lommel
==================== * 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.
2008-07-08svn merge -r15478:HEAD ↵Campbell Barton
https://svn.blender.org/svnroot/bf-blender/trunk/blender/
2008-07-08scenes set pose objects would draw in posemode while weight painting if they ↵Campbell Barton
were set to posemode in their scene.
2008-06-21Apricot Branch: GLSLBrecht Van Lommel
==================== * 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.
2008-06-15Apricot Branch:Brecht Van Lommel
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.
2008-06-14Apricot Branch: GLSLBrecht Van Lommel
==================== * 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.
2008-06-08evil tri-count stats, game people want, counts tri's while drawing, but no ↵Campbell Barton
other fast way to do this.
2008-05-30svn merge -r14995:HEAD ↵Campbell Barton
https://svn.blender.org/svnroot/bf-blender/trunk/blender/
2008-05-29Apricot Branch: basic material texture alpha support.Brecht Van Lommel
2008-05-29Bug fix: [#13268] Crash when creating a new particle systemJanne Karhu
-Ugh.. sorry about that.. damn default cube with it's default material!
2008-05-28Fix for bug: [#11680] "Col" option for particle systems does not work ↵Janne Karhu
correctly with Mat IPOs -the feature simply was not coded
2008-05-27Fix for bug #12463: hair didn't draw z-buffered in wireframe mode.Brecht Van Lommel
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.
2008-05-22Apricot Branch: svn merge -r 14899:HEADBrecht Van Lommel
2008-05-21[#12103] Force field moves when strength changesMartin Poirier
Wind effects would modify the center vector, so the limit sphere was drawn from the position of the last "wind ring"
2008-05-10merge 14760:HEADCampbell Barton
2008-05-09missed modifier.c last commit, made explode copy some settings.Campbell Barton
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.
2008-05-07svn merge -r 14688:HEADCampbell Barton
2008-05-07fix for [#10290] Wire object hid in the back of soled obj.Campbell Barton
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).
2008-05-06Apricot BranchBrecht Van Lommel
============== svn merge -r 14688:14706 Also, use vertex arrays for drawing points, and a temporary hack to reduce the number of points.
2008-05-06Fix for bug: drawing x-ray and transparency with sets didn'tBrecht Van Lommel
work well, now it draws those type of objects from sets also at the end.
2008-05-05merge from trunkCampbell Barton
2008-05-01Fix for bug #10144: "set editable" on a disabled particle systemBrecht Van Lommel
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.
2008-04-27Apricot BranchBrecht Van Lommel
============== svn merge -r 14561:14567
2008-04-27remove old particle system.Campbell Barton
also removed quat, dquat, and sumohandle from the Object struct since they aren't used anywhere.
2008-04-25Apricot BranchBrecht Van Lommel
============== 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.
2008-04-25Apricot Branch: material GLSL shadersBrecht Van Lommel
===================================== - 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.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-04wire was being drawn for solid curve objects in editmode when it should not ↵Campbell Barton
have been.
2008-04-03Fix for bug: [#8576] Heir always in the backJanne Karhu
2008-04-01added a sloppy option for getting the active face, which returns the last ↵Campbell Barton
selected if none is active, made the uv calculation aspect correction use the active faces image rather then the last used image viewports.
2008-03-31Fix for bug: [#8782] particle mode issuesJanne Karhu
2008-03-30The next testing build, the 2.45-16, nicked "Gamera". :)Ton Roosendaal
(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.)
2008-03-26made editmode face copy menu appier with when there is no active face ↵Campbell Barton
(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.
2008-03-16Bugfix #8581Ton Roosendaal
Edit mode stats draw, option "global stats", did not calculate correct angles.
2008-03-13Fix for use of uninitialized value in active edge drawing.Brecht Van Lommel
2008-02-26Going into vertex paint mode without vertex colors, now it doesn'tBrecht Van Lommel
create vertex colors from shaded mode anymore. Instead there is function in vertex paint mode to create them. Also some fixes for previous commits.
2008-02-26Weight, vertex and texture paint modes now don't draw the activeBrecht Van Lommel
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.
2008-02-24-> Bevel tools and Bmesh kernelGeoffrey Bantle
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.
2008-02-20Fix for bug #7873: circle select highlights wrong vertices temporarily.Brecht Van Lommel
2008-02-18Bugfix for particle path drawing messing up opengl state in some cases.Brecht Van Lommel
2008-02-18Fix for bug #8044: vertex colors weren't supported for hair.Brecht Van Lommel
2008-02-14Object drawing was setting switching glDepthMask(GL_FALSE); even when no ↵Campbell Barton
particles were drawn. Added an annoying message when people press the F key to say FaceSel mode was removed.
2008-02-12* Fix for crash, drawing particle systems with 'col' set to draw strands in ↵Matt Ebb
material colour, but no material (null pointer).