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2009-04-202.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r19323:HEAD Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-02-26Py BGE APICampbell Barton
Python dir(ob) for game types now includes attributes names, * Use "__dict__" rather then "__methods__" attribute to be Python 3.0 compatible * Added _getattr_dict() for getting the method and attribute names from a PyObject, rather then building it in the macro. * Added place holder *::Attribute array, needed for the _getattr_up macro.
2009-02-25remove warnings for the BGECampbell Barton
- variables that shadow vers declared earlier - Py_Fatal print an error to the stderr - gcc was complaining about the order of initialized vars (for classes) - const return values for ints and bools didnt do anything. - braces for ambiguous if statements
2009-02-21* removed typedefs that were not used (from anonymous enums and structs)Campbell Barton
* Missed some cases of using a 'char *' as an attribute * replace BGE's Py_Return macro with Pythons Py_RETURN_NONE * other minor warnings removed
2009-02-19BGE Python APICampbell Barton
Use 'const char *' rather then the C++ 'STR_String' type for the attribute identifier of python attributes. Each attribute and method access from python was allocating and freeing the string. A simple test with getting an attribute a loop shows this speeds up attribute lookups a bit over 2x.
2008-09-20[#17600] char* -> const char*Campbell Barton
Thanks to Sean Bartell (wtachi), was causing many many warnings which distracted from the real problems.
2008-09-06converted my gen_utils.h fix to PyObjectPlus.hKent Mein
Also added a fix for PyMarshal_WriteObjectToString Now I just need to figure out linking of the gameengine on my imac. Kent
2008-09-06Trying to keep things compiling on my imac (10.4.11)Kent Mein
I'm getting this error now: GPG_Application.cpp: In member function 'void GPG_Application::stopEngine()': /System/Library/Frameworks/Python.framework/Versions/2.3/include/python2.3/marshal.h:12: error: too many arguments to function 'PyObject* PyMarshal_WriteObjectToString(PyObject*)' GPG_Application.cpp:720: error: at this point in file Are we offically not supporint older versions of python now? :) Kent
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.
2008-08-14game engine python apiCampbell Barton
* removed macros that were not used much, some misleading. * removed error string setting calls that overwrote the error set by PyArg_ParseTuple with a less useful one. * use python macros Py_RETURN_NONE, Py_RETURN_TRUE, Py_RETURN_FALSE
2008-07-01Checked all cases where PyArg_ParseTuple is used in blenders game engine and ↵Campbell Barton
made sure all will raise errors when called with invalid args.
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.
2008-04-19BGE: fix compilation error with 2D filters on System without GL extenstion: ↵Benoit Bolsee
add conditional compile statements
2008-04-02This commit reverts the #include <mesa/glu.h>Kent Mein
stuff used for peach to the standard <GL/glu.h> the mesa stuff was needed for the machines for peach but its not the stanard location of the headers, now that its not needed were switching it back. Kent
2007-12-05This is a modified version of this patch:Kent Mein
[#7660] Solaris 10 x86 support (Makefiles) Hopefully it will not mess up anything for anyone else. I removed some hardcoded static libs and made NAN_*_LIB definitions so they could be overridden, to allow greater flexability. Let me know if there are any problems/questions. Kent
2007-05-29Test commit...Charlie Carley
2007-01-21Klockwork (http://www.klocwork.com) report; game engine fixes, related to ↵Charlie Carley
'Use Blender Materials' /source/gameengine/Ketsji/BL_Material.cpp;16;18;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;293;30;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;314;30;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;341;30;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;1264;40;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;1194;40;Critical;1; /source/gameengine/Ketsji/BL_Shader.cpp;916;30;Critical;1; /source/gameengine/Ketsji/KX_BlenderMaterial.cpp;257;24;Critical;1; /source/gameengine/Ketsji/KX_BlenderMaterial.cpp;262;24;Critical;1; /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp;195;24;Error;3; /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp;1209;16;Critical;1;
2006-04-13a lot of work in a few small changes to improve penetration depth. and some ↵Erwin Coumans
fixes in shaders from Charlie.
2006-04-11applied Charlies patch, reverted some GLSL shader stuff, improved ↵Erwin Coumans
penetration depth estimate.
2006-04-03made some gfx debug code win32 specificErwin Coumans
2006-04-03commented out some asserts that don't work multiplatformErwin Coumans
2006-04-03applied Charlies patch for game engine graphics. display list support, and ↵Erwin Coumans
bumpmapping shader improvements.
2006-02-15added proper casts to get things compiling with gcc 4.0 Os XJean-Luc Peurière
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)
2006-01-30Use ALsizei/GLsizei to fix compile errors on mac / gcc 4.x.Brecht Van Lommel
2006-01-18assert caused compile problems too :(Erwin Coumans
2006-01-18fixed an ordering issue caused by previous commitErwin Coumans
2006-01-18attempt to fix reported problems with glsl shader on OS X (and other ↵Erwin Coumans
platforms). instead of continuous printing errors, it should just print once, and delete the shaders. also, disabled the asynchronous logicbrick update, it reportedly causes jitter.
2006-01-17after much suffering, got GE build and work almost cleanly on Os XJean-Luc Peurière
(with make, need to confirm with scons) after cleaning the changes are in fact minimal, but the situation is still quite a bit hackish. Game engine coders, there is also quite a number of warnings that need to be fixed. current situation is that everything seems to work, but GLSL shaders spew a lot of errors on console and blender may crash on exit when a GLSL shader was used. ARB stuff works fine.
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,
2006-01-11attempt to avoid nameclashes (although it is already in a namespace) -> ↵Erwin Coumans
extension names renamed from glXXX to blXXX.
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