Age | Commit message (Collapse) | Author |
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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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on the system.
Note: this doesn't work yet for everything with latest stable bullet (2.81), need to look into why and likely apply some patches upstream.
However I managed to link blender by disabling some features, likely it can be made to work without too much trouble.
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the viewport when handling shadow buffers. KX_LightObject::BindShadowBuffer() now updates the canvas with the new viewport information from bf_gpu.
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Grouped In SingleTexture / MultiTexture Mode" reported by Josiah Lane (solarlune).
This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options:
1) Fix up their materials so they are properly using textures
2) Disable the material caching and take a speed hit during conversion time
Regardless of the setting, caching is always enabled for GLSL materials.
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This codec is absolutely needed to generate DCP using OpenDCP,
before that external application to convert JP2 to J2K was used
which slowed down export a lot.
New codec is exposed to image format settings panel and called
Codec. Default one is JP2 which creates files with .jp2 extension,
new one is called J2K which creates with .j2c extension.
Other changes:
- Fixed avi jpeg warning which was treating as error here.
- Made it so extension is detecting from ImageFormatData instead
of image file type, which makes it possible to have different
extension for the same file type depending on it's settings.
IRIS format should still be changed (depending on number of
channels it'll be .bw, .rgb or .rgba extension)
- Default image format settings would be set from image buffer
when re-saving it. Makes it possible to easily open .j2c file
and save it using J2K codec (without this change it'll save as
.jp2 using JP2 codec)
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include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
* Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
* Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
* Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
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Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
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only fixed double-click keyboard events.
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by Josiah Lane (solarlune). The embedded player now treats KM_DBL_CLICK the same as KM_PRESS.
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