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2012-02-18BGE bug #30173: ImageRender not working when initialized on frame 1. This ↵Benoit Bolsee
was because the canvas display area was initialized on render frame 1, which happens after logic frame 1. Fixed in blender and player by initializing the area on canvas creation.
2012-02-14font objects in blenderplayer fail when object with alpha is renderedDalai Felinto
the embed bge has its own DisableForText() routine which prepares the GL flags for the text render. For some reason blenderplayer is taking a slim approach and going straight for the rendering. This routine helps to address this bug/case (non reported, foundin my own project files). If need arises we should move this to its own routine incorporating the other GL tests the embed bge performs.
2012-02-10reverting commit [43876] Fix for aliased fonts in the game engineDalai Felinto
2012-02-10bugfix [#30127] alpha in FontObjects not working in blenderplayerDalai Felinto
2012-02-04Fix for aliased fonts in the game engine.Alex Fraser
- Mipmaps are generated in BLF when drawing text in-game. In that case, padding around each glyph is increased to prevent bleeding. - Texture filtering is turned on for in-game text. - All glyphs are now "twisted": the leading edge is brought a small distance forward, to prevent z-fighting in overlapping (kerned) glyphs. This happens both in the game engine and the rest of the UI, but should have no effect in the UI due to Z-compression in the clipping matrix. Reviewed and approved by bdiego; see patch [#29882] in the tracker. Tested by dfelinto.
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.
2012-01-11minor changes to BLF api useCampbell Barton
- replace calls to BLF_width & BLF_height --> BLF_width_and_height - no need to call strlen() on length value passed to BLF_draw(). this already checks for \0 char.
2011-12-20Cucumber, first batch of merge - UI changes and custom exit keyDalai Felinto
--------------------------------------------------------------- This was a test drive to see how painful the merge will be. Next batches are: - use desktop option for fullscreen - multisampling option - bullet collision mask - python - storage (vbo, dl, ...) - lighting [lighting still needs review] [python could use review, although it should be straightforward] [storage should be tested more I think] Merged /branches/soc-2011-cucumber:r 36991,37059,37157,37416,37497-37499,37501,37522,39036,40593 36991: ==UI== * Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps) * Created a panel for the embedded player * Renamed the FPS option for the standalone player to Refresh Rate * Moved framing options to display * Made a button to launch the blender player from within blender (only tested on windows for now) 37059: ==UI== * Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come. * Removed the physics settings from the scene panel for the BGE. * Added an Add menu in the logic brick header. 37157: Making the bake options available in Blender Game 37416: Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting) 37497: Some more work on getting the exit key to work in the Blenderplayer. Input is now restricted to keyboard events only for the exit key UI. 37498: Some clean up from the last commit. The exit key setting affects the Blenderplayer now. 37499: Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter. 37501: Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API. [37517: committed previously] 37522: Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine. Added setExitKey and getExitKey to the python API 39036: A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set. [not committed entirely, see below]] 40552: space_logic.py (* fixed an error in space_logic.py *) 40593: launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me ######################################################## code left behind (to be included in next commit): ######################################################## { /* Initialize default values for collision masks */ Object *ob; for(ob=main->object.first; ob; ob=ob->id.next) ob->col_group = ob->col_mask = 1; }
2011-11-22replace ImBuf.depth with ImBuf.planes to match ImageFormatData.planes & to ↵Campbell Barton
avoid confusion with ImageFormatData.depth
2011-11-11correct indentation and some whitespace edits (no functional changes)Campbell Barton
2011-10-27Fix player prototype, fix compile for OSX/XCode4.2, use always tablet ↵Jens Verwiebe
enabled (test)
2011-10-27use const for readonly strings and set some functions to staticCampbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-01whitespace bge editsCampbell Barton
2011-07-17cmake: cleanup include paths, some duplicates and going up some unneeded dirs.Campbell Barton
2011-05-31cmake maintenanceCampbell Barton
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python). also only build wm_apple.c on apple+carbon configuration.
2011-05-07Code cleanup: remove source/kernel module, this wasn't really the kernel ofBrecht Van Lommel
anything, only contained a hash map and functions to pass command line args to the game engine. Moved those to container and BlenderRoutines modules.
2011-04-06add option WITH_BUILTIN_GLEW, so linux packagers can disable to use their ↵Campbell Barton
own glew library.
2011-02-25doxygen: gameengine/GamePlayer tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-22doxygen: entries for blenderroutines, converter, expressions, gamelogic, ↵Nathan Letwory
gameplayer, ketsji
2011-01-30remove nan-makefilesCampbell Barton
2011-01-25use cmake defined names for jpeg, png, zlib and python libs, building on ↵Campbell Barton
*nix with non-standard libjpeg/png/zlib locations was broken. in the case of python this makes it easier to move to find_package(PythonLibs) when 3.x is supported.
2011-01-05Adding overhead drawing (frame rate, profile, debug props) capabilities back ↵Mitchell Stokes
to the Blenderplayer by replacing commented out BMF_* functions with BLF_* equivalents.
2010-12-23rename blenderlib to blender_add_libCampbell Barton
2010-12-16Patch:[#25163] BGE support for Blender Font objects - unicode supportDalai Felinto
Problem/Bug: ------------ There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :) You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/ Functionality Explanation: -------------------------- This patch converts the Blender Font Objects to a new BGE type: KX_FontObject This object inherits KX_GameObject.cpp and has the following properties: - text (the text of the object) - size (taken from the Blender object, usually is 1.0) - resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have) The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data. Known problems/limitations/ToDo: -------------------------------- 1) support for packed font and the <builtin> 2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF) 3) investigate some glitches I see some times 4) support for multiline 5) support for more Blender Font Object options (text aligment, text boxes, ...) [1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>. [2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic) [3] I think this may be related to the resolution we are drawing the font [4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF. So instead of: BLF_draw(fontid, (char *)text, strlen(text)); We would do: MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height); [5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem. Code Explanation: ----------------- The patch should be simple to read. They are three may parts: 1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts 2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine. 3) KX_FontObject.cpp:: a) constructor: load the font of the object, and store other values. b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools 4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API *) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added. Acknowledgements: ---------------- Thanks Benoit for the review and adjustment suggestions. Thanks Diego for the BFL expertise, patches and support (Latin community ftw) Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-08use lowercase for cmake builtin names and macros, remove contents in else() ↵Campbell Barton
and endif() which is no longer needed.
2010-11-30remove unmaintained windows and unix game engine plugin code.Campbell Barton
2010-11-29fix for error when changing DISBALE_PYTHON -> WITH_PYTHON,Campbell Barton
This define wasn't set in some parts of the BGE causing problems with the view matrix. in CMake define for the entire BGE fixes this.
2010-11-29include headers in cmake source, added a script to check for consistency, ↵Campbell Barton
reporting missing headers & C files. this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
2010-11-18rename libs internal libs for CMake + SCons (used in MSVC project files)Campbell Barton
for game engine use "ge_" prefix & make names generally more descriptive.
2010-10-31Fix cmake building of blender player.Brecht Van Lommel
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
2010-10-26Added function RNA_property_update_check() to check if an update call is needed,Campbell Barton
Simple python benchmark shows this to be about 3x faster in the case where an update isn't needed. This also speeds up rna function argument parsing, since each arg in a function call did 2 string lookups on the context which were never needed.
2010-10-23use explicit file paths for CMake rather then globing, This is recommended ↵Campbell Barton
by cmake devs. globbing vs explicit is discussed here. http://www.cmake.org/pipermail/cmake/2008-December/025694.html Practical implications are: - developers need to keep CMakeLists.txt files up to date. - Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
2010-10-17- fixed remaining unused warnings.Campbell Barton
- omit render code from this warning (cmake only), until render branch is merged. - moved -Wunused-parameter warning to apply to all C code in blender (not just ./source/blender), (cmake only).
2010-08-30Finally change SConscript tabs to spaces.Nathan Letwory
2010-08-11Update address in license block.Guillermo S. Romero
2010-08-03remove commented scons lines from cmake files, fixed use of pointer poll ↵Campbell Barton
function for ID drobdowns (currently unused)
2010-04-25correct typo'sCampbell Barton
2010-04-20Added F13 - F19 keys for game engine too.Matt Ebb
2010-04-18remove config.h references, was added for automake build system rev around ↵Campbell Barton
124-126 but isnt used by any build systems now.
2010-04-11BGE fix #20456 - 2.5: mouse position problem (offseted by 1 vertically)Dalai Felinto
In Blender 2.49 the win width and height were been calculated including an extra pixel (e.g. a fullscreen editor would be (width + 1) by (height + 1) ) In opposite to that, Blender 2.5 window/editor code were fixed to have the exact width,height size. So although the BGE canvas code was still the same as 2.49 it was producing a wrong result. I'm also adding some commentaries in the setViewport code. BGE is setting the viewports 1 pixel larger. the setViewport command is been used as if one should pass (minx, miny, width, height), while it should be (minx, miny, maxx, maxy). I will take care of that later, if any one has extra comments on that, please let me know.
2010-03-03small png include adjustments (ifndef NOPNG ...).Dalai Felinto
* gameplayer is now probably not going to build without PNG turned ON. To fix that it would be necessary to use #ifndef NOPNG around the GPC_Canvas::MakeScreenShot. Since I don't this function it's working in 2.5 yet it's better to wait for that before doing it.
2010-03-03fix for CMake compile in windows. ($PNG_INC was needed) - partial revert of ↵Dalai Felinto
commit 27251
2010-03-03fix for minor errors/warningsCampbell Barton
2010-03-03BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) ↵Dalai Felinto
breaks backward compatibility !!! Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use. (1) Performance - To run the filters 2X == 2X slower (2) flexibility of use - Very often we want the filter in the scene but not in the UI for example. For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now. To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes. * * * * * Imagine that we have: (a) Main Scene (b) Overlay Scene in Main Scene the Z Buffer and RGB will be from the main scene. in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b]. So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
2010-02-12correct fsf addressCampbell Barton
2009-12-31BGE: (1) stereo tooltip update (2) blenderplayer working with new stereo ↵Dalai Felinto
setting (3) blenderplayer building again (patch by Mitchell Stokes - Moguri) (1) the new text suggest what was the default eye separation before. Now I'm confident that changing the eye separation for the UI is a good move (2) no big deal here. It's not reading the parameter from the command line. But does it ever read it? (3) stubs.c update and glew linking statically. patch by Mitchell Stokes, thanks for that. And now we finish 2009 with a building blenderplayer =D
2009-11-22MSVC 9 projectfilesAndrea Weikert
* Added GLEW_STATIC where necessary to make Blender compile again * First attempt at compiling blenderplayer again - compiles, but doesn't link yet * removed deprecated SND_ functions from blenderplayer