Age | Commit message (Collapse) | Author |
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RAS_2DFilterManager::RenderFilters was casting an int to an unsigned int, then doing a subtraction which would give a negative number.
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rendering.
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(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)
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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.
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a blurring effect when using 2D filters. This is now fixed.
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(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.
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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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forgot to use rect_height everywhere (no functional change)
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check to fail every frame resulting in constant recreation of textures.
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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.
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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.
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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.
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Otherwise it'll for sure give compilation error.
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* replace 2D vector copy with copy_v2_v2().
* use puts rather then printf for single strings.
* style cleanup for drawobject.c indentation.
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patch by Juha Mäki-Kanto
when last drawn material is wire it will not set back to face drawing.
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"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.
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patch by Juha Mäki-Kanto
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* 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)
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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.
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instead of the branch :)
svn merge -r 29067:29066 https://svn.blender.org/svnroot/bf-blender/trunk/blender
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124-126 but isnt used by any build systems now.
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and scons)
when python is disabled videotextures are not built.
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also fixed uninitialized variable use in the BGE when shaders are not supported.
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[#18154] 2dFilter and motion blur should run only once to all the scenes
[#18504] The GL_PROJECTION matrix is being reset by the 2dfilter.
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Patch by dfelinto
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* 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.
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Thanks to Sean Bartell (wtachi), was causing many many warnings which distracted from the real problems.
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some bugfixes,
now you can use depth buffer and luminance buffer without any settings,
also you can use object's properties in a shader
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* 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.
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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.
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