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2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-07-29Game Engine: alpha blending and sortingBrecht Van Lommel
======================================= Alpha blending + sorting was revised, to fix bugs and get it to work more predictable. * A new per texture face "Sort" setting defines if the face is alpha sorted or not, instead of abusing the "ZTransp" setting as it did before. * Existing files are converted to hopefully match the old behavior as much as possible with a version patch. * On new meshes the Sort flag is disabled by the default, to avoid unexpected and hard to find slowdowns. * Alpha sorting for faces was incredibly slow. Sorting faces in a mesh with 600 faces lowered the framerate from 200 to 70 fps in my test.. the sorting there case goes about 15x faster now, but it is still advised to use Clip Alpha if possible instead of regular Alpha. * There still various limitations in the alpha sorting code, I've added some comments to the code about this. Some docs at the bottom of the page: http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/ Merged some fixes from the apricot branch, most important change is that tangents are now exactly the same as the rest of Blender, instead of being computed in the game engine with a different algorithm. Also, the subversion was bumped to 1.
2008-07-10Sync with Apricot Game EngineBrecht Van Lommel
============================= * Clean up and optimizations in skinned/deformed mesh code. * Compatibility fixes and clean up in the rasterizer. * Changes related to GLSL shadow buffers which should have no effect, to keep the code in sync with apricot.
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.
2007-01-07patch by Charlie, related to recent changes of multi-uv/lightmap generation. ↵Erwin Coumans
This fix makes it possible to use lightmaps in the game engine.
2006-11-20Added custom vertex/edge/face data for meshes:Brecht Van Lommel
All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-04-11applied Charlies patch, reverted some GLSL shader stuff, improved ↵Erwin Coumans
penetration depth estimate.
2006-04-03applied Charlies patch for game engine graphics. display list support, and ↵Erwin Coumans
bumpmapping shader improvements.
2006-02-13Improved OpenGL Shader Language support for game engine. The python ↵Erwin Coumans
interface is much simplified. Drawback is that scripts need to be updated next release. Testfiles: http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=demos-2.42.zip patch by Charlie Carley (snailrose @ elysiun.com)
2006-01-15more graphics patches from Snailrose,Erwin Coumans
remove constraint fixed, Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz, SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
2006-01-10applied patch from snailrose, related to multi-platform OpenGL extensions.Erwin Coumans
2006-01-08more linux game engine work. hopefully works now!Erwin Coumans