Age | Commit message (Collapse) | Author |
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Conflicts:
source/gameengine/Ketsji/KX_KetsjiEngine.cpp
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fixed pet peeve “frustrum” and other non-functional changes.
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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.
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Reveiwers:Moguri, Matpi, youle
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This reverts commit 315609ec0c1e28eb12bde3e8bbd2a5b03672b1a9.
This fix still causes more issues than it solves.
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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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.
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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.
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The rasterizer is already handling this, and there is
no need to duplicate the data.
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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
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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.
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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.
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id's
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also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
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also left bmesh decimator on in previous commit.
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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).
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normalise->normalize).
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also fix for building ghost test and fix double free in one of the tests
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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.
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http://markmail.org/message/fp7ozcywxum3ar7n
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making dome to fail if using game autostart (<<bug)
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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
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* 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
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and scons)
when python is disabled videotextures are not built.
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- 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)
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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?)
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*) 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.
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