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2017-05-11Allow building the game engine with core profileDalai Felinto
Note: This is not about functionality, but about using the same stub file we are using in Blender for the game engine.
2015-11-24BGE: Save screenshots in a different threadSybren A. Stüvel
This patch allows the game engine to keep running while performing things like PNG compression and disk I/O. As an example, my crowd simulation rasterizer saves a screenshot for every frame. This now takes up 13 msec per frame, which was 31 msec before this patch. Effectively, it allows the simulation to save every frame and still run at 60 FPS. Reviewers: lordloki, moguri, panzergame Reviewed By: moguri, panzergame Projects: #game_engine Differential Revision: https://developer.blender.org/D1507
2015-04-07BGE: New API method getDisplayDimensionsThomas Szepe
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
2015-02-21makeScreenshot - adding frame number to the filenameHG1
2014-10-08Ghost Context RefactorJason Wilkins
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
2013-07-09BGE cleanup: removing some unused code from GPC_Canvas.Mitchell Stokes
2013-07-09BGE cleanup: removing unused banner code from GPC_Canvas.Mitchell Stokes
2013-03-04code cleanup: unused vars in collada, preprocessor formatting & warning in ↵Campbell Barton
mingw. also compiling without bullet needed a stub added.
2012-12-25BGE: Fixing an assert with the canvas' GetViewPort(). bf_gpu was changing ↵Mitchell Stokes
the viewport when handling shadow buffers. KX_LightObject::BindShadowBuffer() now updates the canvas with the new viewport information from bf_gpu.
2012-10-14Blenderplayer: Fixing a crash on startup when the graphics driver tried to ↵Mitchell Stokes
use uninitialized memory. I had fixed this previously in Swiss, but it looks like I missed grabbing the fix when bringing the GetViewPort() changes into trunk.
2012-10-09code cleanup: make header defines more consistent, JOYSENSOR header guard ↵Campbell Barton
had a typo too.
2012-10-08BGE: Setting up the RAS_ICanvas interface as the primary way to alter the OpenGLMitchell Stokes
viewport. This helps to eliminate OpenGL calls in weird places like the physics code and to reduce glGet calls, which are expensive. There should be no functional changes (except maybe a very slight speed improvement).
2012-09-16style cleanupCampbell Barton
2012-07-22style cleanupCampbell Barton
2012-07-01style cleanup: commentsCampbell Barton
2012-03-02style cleanupCampbell Barton
- spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-03-01Spelling CleanupCampbell Barton
2012-02-23use __ prefix on header guards to avoid mixing up defines with api functions ↵Campbell Barton
/ classes.
2012-01-23Committing patch "[#27676] Change window size/resolution in realtime" by me.Mitchell Stokes
Description: This patch allows the user to change the size of the window (or the resolution in fullscreen mode) using the new bge.render.setWindowSize() method. This only works in the Blenderplayer since it doesn't make a whole lot of sense for the embedded player.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-02-22doxygen: entries for blenderroutines, converter, expressions, gamelogic, ↵Nathan Letwory
gameplayer, ketsji
2010-02-12correct fsf addressCampbell Barton
2009-11-16bpplayer compiling fixes: ([#19890] Getting the Blenderplayer to build again ↵Dalai Felinto
by Mitchel Stokes (moguri) and some changes form mine) 1) SetDisplayArea was created in Blender but we forgot to set it in the player 2) Fix some SCons incs (using lists instead of strings) 3) added more nasty stubs calls (this file is getting big) * typo fix from last commit **) it's raining with bolts here and I have to turn the internet off. I couldnt hard test this commit but it looks like working. sorry if sometihng go wrong
2008-07-21BGE Bug Fix:#17349, fixes some problems about 2d-filtersHamed Zaghaghi
2008-06-17Merge of apricot branch game engine changes into trunk, excluding GLSL.Brecht Van Lommel
GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
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!
2004-10-24Fix makeScreenshot for blenderplayerKester Maddock
2002-12-27Removed the config.h thing from the .h's in the source dir.Kent Mein
So we should be all set now :) Kent -- mein@cs.umn.edu
2002-11-25Did all of the .h's in sourceKent Mein
(adding) #ifdef HAVE_CONFIG_H #include <config.h> #endif also the Makefile.in's were from previous patch adding the system depend stuff to configure.ac Kent -- mein@cs.umn.edu
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-12Initial revisionv2.25Hans Lambermont