Age | Commit message (Collapse) | Author |
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The issue was caused by the following construction:
def = env['SOMETHING']
defs.append('SOMETHING_MORE')
Since first assignment was actually referencing environment option it was totally
polluted hawing weird and wonderful side effects on all other areas of Blender.
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Sergey.
- rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE.
- rename C/PYAUDASPACE to AUDASPACE_C/PY
- simplifying cmake defines and includes.
- fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows.
- fixing scons building.
- other minor build system fixes.
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- Added the cmake configuration option WITH_EXTERNAL_AUDASPACE.
- Fixes to build without standalone library as well.
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- Renamed some functions.
- Using C API instead of C++ in the game engine, as the standalone is C++11.
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The expression module now uses an EXP prefix and it follows a
distribution similar to blender.
Additionally the hash function in EXP_HashedPtr.h was simplified and the
files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused.
Reviewers: campbellbarton, moguri, sybren, hg1
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1221
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This patch adds a new API function to get the actual display dimensions in pixels.
Reviewers: dfelinto, sybren, lordloki, moguri
Reviewed By: lordloki, moguri
Differential Revision: https://developer.blender.org/D648
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Code clean up for BGE world mist, background and global ambient color.
Move mist render update to BlenderWolrdInfo
Reviewers: moguri, brecht
Reviewed By: moguri, brecht
Differential Revision: https://developer.blender.org/D152
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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Force textured view in that case. Also correct a few uses of the GLSL
flag in the viewport. Should only be relevant for textured viewport.
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The rasterizer is already handling this, and there is
no need to duplicate the data.
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conversion code will probably be needed.
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functions used by KX_BlenderCanvas. KX_BlenderCanvas now just calls those functions directly.
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functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing.
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duplicates (tsk tsk!)
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on some ATI cards?
Disabling display lists for legacy ATI cards since they don't support display lists well.
Also removing an unused variable from the display list rasterizer.
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This will make transitions from older versions of Blender easier since VSYNC_ON
will be the default. This could have been changed in a do_version, but the vsync
code has yet to see an official release, so I figured this would be a bit nicer.
Also, this makes VSYNC_ON the default for new scenes as well.
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correct some harmless but incorrect sizeof() use
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adaptive vsync via UI options in the render properties, or by using the new Python method bge.render.setVsync(). Win32 and X11 support are done via EXT_swap_control. Support for using EXT_swap_control on OS X still needs to be added to Ghost.
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from Vitor Balbio (vitorbalbio)
Fixes billboard flipping (flipped normals and textures too)
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Changing the RayHit method to ignore invisible faces
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also correct bad logic with converting a textblock to 3d-text, bytes-vs-number of chars wasn't handled right.
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system include.
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Lijsen (blenderhilfe).
Use world scaling instead of local scaling when billboarding so we get all inherited scaling.
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second
window, the game would stop drawing in the first and mess up the OpenGL state of
the second.
Also fixes glPushAttrib/glPopAttrib getting out of sync in some cases.
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and bge.render.getMipmapping().
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fulscreening games via Python.
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while the docs said it followed the settings in the Output panel, other file
formats work now.
Benderplayer still only saves PNG now as documented, but I cleaned up the code
there to reuse existing imbuf functions rather than using own libpng code.
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also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
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also correct odd indentation.
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to include a few more that gcc is using too.
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rev.41131 changed the clipping for ortho camera from -far +far to +near +far. But also introduced this -far +far when using 3dviewport camera (which shouldn't).
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You can see a screenshot of the funcionality here:
http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile
This patch creates a bar-like graph to quickly allow the game dev to see the performance changes.
Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to
match the blenderplayer one.
Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now)
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