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2013-08-04fix for strange error with BGE 2d filter code,Campbell Barton
RAS_2DFilterManager::RenderFilters was casting an int to an unsigned int, then doing a subtraction which would give a negative number.
2013-07-16BGE: adding a fix so 2D filters work properly with side-by-side stereoscopic ↵Mitchell Stokes
rendering.
2013-04-05code cleanup: bge warningsCampbell Barton
2013-03-04bge bugfix: [#34517] 2D Filter causes mouselook script drifting effect ↵Dalai Felinto
(patch by Daniel Stokes - Kupoman) Fix for 2.66a ""We can't pass the results of canvas->GetViewPort() directly because canvas->SetViewPort() does some extra math"" Bug introduced during 2.65 series in the refactor to use canvas->SetViewPort instead of direct opengl calls for viewport (53305, 53392, 53393)
2013-03-04BGE bug-fix[#34523] 2dfilter produces render error (objects disappear) - ↵Dalai Felinto
likely an alpha problem Fix for 2.66a With help from Daniel Stokes and Mitchell Stokes. This bug always existed in OSX, but started showing up in Windows and Linux on review (54745 + 54747) [the patch to enable alpha buffer for all OSs] A better fix would be to use RAS_IRasterizer::SetAlphaBlend(GPU_BLEND_SOLID); but I think gpu_verify_alpha_blend() is not switching to SOLID because GTS.alphablend is GPU_BLEND_SOLID (even though GL_ALPHA_TEST is enabled). Anyways, this is not something worth tackling now, since in terms of functionality it shouldn't matter.
2012-12-29BGE: An off-by-one error when setting up the viewport for 2D filters caused ↵Mitchell Stokes
a blurring effect when using 2D filters. This is now fixed.
2012-12-29BGE: Fix for [#33685] "2D Filters Partially Offset" reported by Josiah Lane ↵Mitchell Stokes
(solarlune). This bug was caused by me in a recent change to clean up the 2D filters a bit. I forgot that canvas->SetViewPort already handles some viewport calculations, and thus I ended up doubling up on calculations, which caused the offset.
2012-12-24BGE: Use canvas->SetViewPort() instead of glViewport() in the 2D filter.Mitchell Stokes
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
2012-09-14bge cleanup caught by accident while going over the code, it seems someone ↵Dalai Felinto
forgot to use rect_height everywhere (no functional change)
2012-07-28BGE: Fixing a performance regression with 2D filters. My changes caused a ↵Mitchell Stokes
check to fail every frame resulting in constant recreation of textures.
2012-07-18Fix for [#32129] "2D filter texture width off by one?" reported by Alex ↵Mitchell Stokes
Fraser (z0r). The GetWidth() and GetHeight() functions of the canvas' display area seem to give values that are both off by one for what OpenGL wants. Adding 1 to both values seems to fix the problem.
2012-07-06Fix for [#31978] "Horizon colour drawn on two edges of screen when a 2D ↵Mitchell Stokes
filter is active" reported by Alex Fraser. The glViewport used for 2D Filters wasn't quite matching the 3d view. It seems the height and width were both off by one. There may be a deeper bug with the canvas rectangle having slightly wrong dimensions, but this at least fixes the 2D Filters.
2012-06-29code cleanup: bge builds with clang without warnings / errors.Campbell Barton
2012-06-28Fix for [#23375] "texture2D in custom 2D filters can get texture outside of ↵Mitchell Stokes
game, resulting in ugliness" reported by Jacob F. The 2D Filter system now only copies the game viewport instead of the whole window. This prevents 2D Filters from grabbing data outside of the game viewport. The textures for 2D filters are now also not forced to be powers of two (if NPOT textures are supported), which can save a little bit of VRAM.
2012-06-14Comment numberoffilters in constructor too.Sergey Sharybin
Otherwise it'll for sure give compilation error.
2012-03-28style cleanupCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-03-18spelling cleanupCampbell Barton
2012-03-18code cleanup:Campbell Barton
* replace 2D vector copy with copy_v2_v2(). * use puts rather then printf for single strings. * style cleanup for drawobject.c indentation.
2012-03-09style cleanup: comment blocksCampbell Barton
2011-12-18bugfix: [#29486] 2D filters make scene disappear when wire material used - ↵Dalai Felinto
patch by Juha Mäki-Kanto when last drawn material is wire it will not set back to face drawing.
2011-11-29remove header text:Campbell Barton
"The Blender Foundation also sells licenses for use in proprietary software under the Blender Licens" also remove NaN references from files that have been added since blender went opensource.
2011-09-03fix [#28462] Tiled textures and 2D filters don't mixCampbell Barton
patch by Juha Mäki-Kanto
2011-09-03whitespace editsCampbell Barton
2011-02-25doxygen: gameengine/Rasterizer tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2010-11-01A couple of changes to 2D filters to make adding new built-in ones nicer:Mitchell Stokes
* Built-in filters were not being analyzed, which means no depth or luminance textures for them * Removed an unnecessary if that becomes really hairy when new built-in filters are added (ie, when filters are defined beyond the value used for custom filters)
2010-10-12BGE Bugfix for [#22371] Alpha Planes affecting 2DFiltersDalai Felinto
disabling GL_Blend at the 2dfilter drawing routine makes the trick here. there is not a clear function invoked before the 2dfilter drawing routine. Therefore I found better to disable alpha blending while we are setting the other OpenGl attributes/matrixes. We are not re-enabling GL_BLEND after we disable it. We could and it wouldn't hurt but I can't see why to. open to suggestions here of course.
2010-05-30reverting previous commit from Mitchell. His commit went to the trunk ↵Dalai Felinto
instead of the branch :) svn merge -r 29067:29066 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2010-05-30Reversing the last merge because I botched it.Mitchell Stokes
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.
2010-02-12correct fsf addressCampbell Barton
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.
2009-05-06[#18690] mesh ripping allowed on multiresCampbell Barton
also fixed uninitialized variable use in the BGE when shaders are not supported.
2009-04-122DFilter bugfixes:Dalai Felinto
[#18154] 2dFilter and motion blur should run only once to all the scenes [#18504] The GL_PROJECTION matrix is being reset by the 2dfilter.
2008-11-17Fix compilation on OS XMartin Poirier
Patch by dfelinto
2008-11-1517973Patch by dfelinto, and also fixed a bug in 2d-filtersHamed Zaghaghi
2008-11-01Patch 17909: 2D Filter texture coordinates changes, by Dalai Felinto:Brecht Van Lommel
* The second opengl texture coordinate (gl_TexCoord[1]) are now filled in as well, and will give canvas coordinates from 0.0 to 1.0. The first texture coordinates still give the coordinates in the texture that is being used, which may not match the canvas exactly, so both coordinates are needed. * Also optimization to allow using smaller texture sizes with multiple smaller viewports. * Print the detailed GLSL shader errors (once), for easier debugging.
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.
2008-07-21BGE 2dFilters some extra fixesHamed Zaghaghi
2008-07-21BGE Bug Fix:#17349, fixes some problems about 2d-filtersHamed Zaghaghi
2008-07-12improvement of 2d-filter custom shader, Hamed Zaghaghi
some bugfixes, now you can use depth buffer and luminance buffer without any settings, also you can use object's properties in a shader
2008-06-29adding explicit cast to get things compilingJean-Luc Peurière
2008-06-28BGE 2d-filter, custom shaders now can have depth texture and luminance textureHamed Zaghaghi
2008-06-18* Fix for a crash in game engine vertex array drawing with texfaces.Brecht Van Lommel
* For 2D filters, don't require opengl 2.0 but just the extensions, so it works on computers without full 2.0 support too. * In debug mode, don't print memory statistics for preview render.
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.
2008-06-06fix 2dfilter problem on AMD64, Patches item #13626Hamed Zaghaghi