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2016-02-21Merge remote-tracking branch 'origin/master' into decklinkBenoit Bolsee
Conflicts: source/gameengine/Ketsji/KX_KetsjiEngine.cpp
2016-01-28cleanup: spelling, comments, alignmentMike Erwin
fixed pet peeve “frustrum” and other non-functional changes.
2016-01-09Merge remote-tracking branch 'origin/master' into decklinkBenoit Bolsee
2015-12-16BGE clean up: use float version of trigonometric functionsJorge Bernal
2015-12-16BGE Ketsji clean-up: double-promotion warningsJorge Bernal
2015-10-13BGE: support camera scale, can be negative.Benoit Bolsee
Camera scale was previously ignored in the BGE. It is now injected in the modelview matrix as a scale of the scene coordinates in the camera local reference. This is equivalent to a zoom: A scale of 2 multiplies the coordinates by 2 => only the points with coordinates less then 0.5 before the scale will fall in the frustrum => equivalent to a zoom. Anisotropic scale is supported (different scale in x, y, z) Negative scale is also supported. As an odd number of negative scale flips the normals of the objects, the OGL front face setting is also flipped to compensate. A Y negative scale of -1 produces a vertical flip at OGL level.
2015-06-22BGE: Fix T45110, T44174, armature animations update and mirror render.Porteries Tristan
Reveiwers:Moguri, Matpi, youle
2015-01-08Revert "Fix T40257: Frustum culling not working properly"Mitchell Stokes
This reverts commit 315609ec0c1e28eb12bde3e8bbd2a5b03672b1a9. This fix still causes more issues than it solves.
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.
2014-07-11Fix T40257: Frustum culling not working properlyMitchell Stokes
This is mostly the same fix as before, but now code depending on culling checks is executed after KX_Scene->CalculateVisibleMeshes(). As a side-effect, LoD checks and animation culling now use the current frame's culling information rather than the previous frame's.
2014-05-27Fix T40344: Levels of Detail not smooth with Armature ModifierMitchell Stokes
Due to skinning changes for multi-threaded animations, the LOD check was being done after skinning. Now the LOD check is run before animations. This means the culling information is a frame old, but this should be fine.
2014-03-25Code cleanup: Removing KX_KetsjiEngine::m_drawingmodeMitchell Stokes
The rasterizer is already handling this, and there is no need to duplicate the data.
2013-12-18Game Engine: Level of detail support and toolsDaniel Stokes
Levels of detail can be added and modified in the object panel. The object panel also contains new tools for generating levels of detail, setting up levels of detail based on object names (useful for importing), and clearing an object's level of detail settings. This is meant as a game engine feature, though the level of details settings can be previewed in the viewport. Reviewed By: moguri, nexyon, brecht Differential Revision: http://developer.blender.org/D109
2013-11-04BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the ↵Mitchell Stokes
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.
2013-08-14BGE Dome: bugfix - Warp Mesh not workingDalai Felinto
Fix: to swap the drawing order for the warp mesh polygon The code was drawing CW instead of CCW. It would work in some cases where the drawing flags would allow for the back faces to be visible. More specifically the alternative fix were: glDisable ( GL_CULL_FACE ); glFrontFace( GL_CW ); Bug originally reported in the small_planetarium mailing list. This bug fix was a comissioned job by a group who prefer not to be credited. Thanks regardless.
2013-06-26correct typos in comments.Campbell Barton
2013-03-28style cleanup: osl and NULL pointer use, also correct sequencer gap operator ↵Campbell Barton
id's
2013-03-26style cleanup:Campbell Barton
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2012-11-18code cleanup: gpl header update (formatting)Campbell Barton
2012-10-21style cleanup: bge, switch statements mostly.Campbell Barton
also left bmesh decimator on in previous commit.
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
2012-08-03code cleanup: double promotion warningsCampbell Barton
2012-07-03More spell and typo fixes (mostly visualise->visualize, grey->gray, ↵Bastien Montagne
normalise->normalize).
2012-06-17style cleanup:Campbell Barton
also fix for building ghost test and fix double free in one of the tests
2012-06-07style cleanupCampbell Barton
2012-04-06spherical panoramic fixDalai Felinto
note: this was never correct and not a single soul bothered noticing that. not really a surprise, this mode is more for debug than for anything else. to test go to (game engine) Render -> Dome Mode -> Spherical Panorama thanks to Aldo Zang to help me spotting the problem.
2012-03-28style cleanupCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-03-21spelling cleanup: tesselate -> tessellate (last of these found)Campbell Barton
2012-03-18spelling cleanupCampbell Barton
2012-03-09style cleanup: comment blocksCampbell Barton
2012-02-27style cleanup (mostly whitespace)Campbell Barton
2011-12-30formatting edits, missed these last commit.Campbell Barton
2011-11-11correct indentation and some whitespace edits (no functional changes)Campbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-03BGE: removing old hack from Dome code. it's no longer needed and it was ↵Dalai Felinto
making dome to fail if using game autostart (<<bug)
2011-09-17use macros RAD2DEG & DEG2RAD rather then multiplying by 180.0/M_PI or M_PI/180.0Campbell Barton
2011-09-01whitespace bge editsCampbell Barton
2011-02-25doxygen: gameengine/Ketsji tagged.Nathan Letwory
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
2010-10-03Fix attribution, as noticed by Dalai Felinto.Guillermo S. Romero
2010-09-30use constant rather then sqrt(2.0)Campbell Barton
2010-09-15BGE Dome: fix for "objects parented to the camera will be rendered multiple ↵Dalai Felinto
times in Dome mode" The funny thing is: I only spotted this bug in March of this year. Almost one year after the original release. I think I don't parent objects to the camera often. In terms of code I think that I can even think in a more elegant solution. I don't really need to rotate the camera, but simply to calculate its Modelview Matrix. """ m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), 1.0); cam->SetModelviewMatrix(viewmat); """ The reason why I originally was rotating the camera was to make sure the frustum calculation was using the right camera frustum. For the frustum it takes the camera modelviewmatrix so the rotation really shouldn't be necessary. Leaving as it's for the time being. * Note: the bug was never officially reported
2010-07-25from Luca's recent commit noticed there are more typo's: lenght -> lengthCampbell Barton
2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-09-30option to build the BGE without python, uses existing python check (cmake ↵Campbell Barton
and scons) when python is disabled videotextures are not built.
2009-05-18BGE Dome: removing of size option and adding tilt option.Dalai Felinto
- Size adjustments can be accomplished with warp mesh data now. So we get a free spot in the GUI for a tilt option. - Tilt option to tilt the camera (for planetarium domes). Angle is in degree from -180 to +180. It's needed for planetarium domes (as this one http://domejunky.blogspot.com/2009/05/dome-corrected-bge.html ). - This is the last commit regarding dome code I expected to 2.49. I consider this feature full implemented now. (working on docs now)
2009-05-10BGE Dome: Reducing FBO size to warped meshes.Dalai Felinto
Commit 20099 started using a FBO way too big. According to Paul Bourke this is how it's done in other Engines: Projectors HD: 1920x1050 - buffersize = 1024; FBO size = 2048 1400x1050 - buffersize = 1024; FBO size = 2048 Projectors XGA: 1024x768 - buffersize = 512; FBO size = 1024 Now in Blender Game Engine we are using: Projectors HD: 1920x1050 - buffersize = 1050; FBO size = 2048 1400x1050 - buffersize = 1050; FBO size = 2048 Projectors XGA: 1024x768 - buffersize = 768; FBO size = 1024 (I guess I should be committing code to the ge_dome branch instead of the trunk. I feel bad doing all those adjustments in a hurry to 2.49 final release in the trunk. That is ok, right?)
2009-05-10BGE Dome: Allowing FOV different from 180º for Truncated DomesDalai Felinto
*) a small note: In the end it turned out that we have upright and downright domes out there. So I may rearrange the order of the gui later: (1 = fisheye, 2 = truncated up, 3 = truncated down, 4 = envmap, 5 = spherical panoramic) I don't plan to do a doVersion() for that, so if you are using it already keep in mind that the modes may change before 249 final release.