Age | Commit message (Collapse) | Author |
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Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
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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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check to fail every frame resulting in constant recreation of textures.
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functions with a macro.
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/ classes.
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Compilation error was mostly caused by trying to use namespace std before it was
actually defined (e.g. before any include of stl header).
It's not actually good idea to use namespaces in header files -- it's really easy to
run into namespace conflicts and so. Resolved by not using "using namespace" in header
files and using full quality accessing to stl collections (e.g. std::vector).
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- CMake building without python or fluidsim working again (broke in recent commit)
- remove BLI_short_filename(), it wasnt used anywhere.
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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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breaks backward compatibility !!!
Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use.
(1) Performance - To run the filters 2X == 2X slower
(2) flexibility of use - Very often we want the filter in the scene but not in the UI for example.
For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now.
To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes.
* * * * *
Imagine that we have:
(a) Main Scene
(b) Overlay Scene
in Main Scene the Z Buffer and RGB will be from the main scene.
in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b].
So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
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MEM_mallocN for better tracking memory usage.
* off by default.
* new/delete are at the bottom of each class
* python BGE objects have the new/delete in the Py_Header macro.
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-r17434:HEAD
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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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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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shader program to filter rendering result.
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