Age | Commit message (Collapse) | Author |
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reported by Steiner Bernhard
ma->ambX is calculated only on a render, so instead of relying on those values compute them manually.
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Volume pre-caching altered shared data simultaneously in multiple threads, causing invalid scattering results when "Asymmetry" value was used. The view vector is now passed as a function argument.
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Problem was caused by CRLF line ending instead of LF line ending.
Re-generate pu_shader_material to use LF line ending and made gpu codegen
treat \r as space character.
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scaling.
- BL_SkinDeformer also did this though for that case its not a problem because the normals are later accumulated anyway.
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copying, some parts of the code are copying float -> short normals without scaling. fix coming next.
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color 2-3 times per object.
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also commented some set-but-unused variables.
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Fixed silly bug, that activated proxies at the wrong time.
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Will continue to chek!
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adding a grid primitive.
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in SCons
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updated but not tested.
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* Fix for high quality upsampling which was wrong.
* Fix for doppler effects which were calculated wrong for scenes.
* Improved animation evaluation at the beginning and end of a scene.
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- avoid needless context switching quad/tri, flat/smooth.
- dont call glNormal3vf() lighting is disabled.
gives ~2x speedup with a subdivided cube, but thats probably the best case, quad/tri smooth/flat mix will slow down a bit.
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Fixed some more abbreviations in the UI.
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for ascii characters in a utf8 string use glyph_ascii_table lookup rather than call blf_glyph_search(), otherwise fallback to blf_utf8_next() and blf_glyph_search().
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clanup some unrelated odd formatting in draw_rotation_guide.
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- split out axis drawing into its own loop (makes it more readable)
- left GRID_MIN_PX at 1.0 by mistake last commit.
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- make ortho grid drawing use vertex arrays
- make perspective view floor drawing cache result of UI_ThemeColorShade so its not called on every line.
- make perspective view floor only loop once on each axis when the grid floor isnt being drawn (was looking over all grid lines for no reason).
- add UI_GetColorPtrShade3ubv() to replace UI_GetColorPtrBlendShade3ubv() when no blending is needed.
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- use 'const float *' and array size in some function declarations.
- replace macros for BLI_math functions INPF, VECCOPY, VECADD etc.
- remove unused VertRen.clip struct member.
- remove static squared_dist() from 2 files, replace with BLI_math function len_squared_v3v3().
- use vertex arrays for drawing clipping background in the 3D viewport.
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enabled.
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set to 0
Set hard min for segments and rings to 3.
Lower values doesn't make real sense and can only confuse.
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sort_r
and it's callback.
Also do not use char constants like 'NAVM' which is casting to int.
And added defautl section to switch in KX_NavMeshObject::DrawNavMesh.
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* Fix scons define for operator append
* Don't use abbreviations in the UI.
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* Don't compile with navmesh_conversion.cpp if Game engine is disabled.
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*The eModifierType_NavMesh enum define was added before WeightVG ones, in ModifierType, breaking file load for WeightVG modifier. New modifier should always be added at the end of that enum!
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others.
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- rearrange structs to work for 64bit
- define all vars before goto's
- ifdefs for qsort_r/qsort_s
- dont cast pointers to int only for NULL checks
- dont printf STR_String directly, get the char pointer from it
also minor change to gpu py module, no need to pass empty tuple to PyObject_CallObject, can just be NULL
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Add navigation mesh capability to the BGE, both by logic bricks and python.
Add tools to creation navigation mesh in the creator:
- manualy
- automatically from existing mesh with "object.create_navmesh" operator
- automatically from existing mesh with "Navigation mesh" modifier
Editing navigation mesh is possible via special modifier edit mode.
Creation and modification of Navigation mesh is also possible at runtime in the BGE.
Documentation at http://wiki.blender.org/index.php/User:Nicks/Gsoc2010/Docs
Warning: No upgrade is provided for blend files created under the branch.
If you load a blend with navigation data created with a branch
build, it will likely crash blender or behave incorrectly.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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