Age | Commit message (Collapse) | Author |
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lot of casts, added prototypes, missing includes and some true errors
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Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
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Up the max batch size.
Clean up some of the code - move code in headers to source files etc.
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to be faster.
Also use shorts instead of ints for the index data, since index arrays are limited anyhow.
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Better use of booleans for python
#include fixes for Windows
Python Doc fixes
Use the farthest vertex as the face position when z sorting faces. (Camera is on -z axis!)
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Depth sorting for Transparent polygons. Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
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Fix sharing verticies - must test pos, normal, uv & colour before sharing (not just index)
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different runs of the game engine.
http://projects.blender.org/tracker/index.php?func=detail&aid=945&group_id=9&atid=125
The material buckets were being sorted by pointer (ie their location in memory.)
Also fixed find shared verticies.
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2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them
That was about it.
There are a few things that needs double checking:
* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
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#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
added to these files.
Kent
--
mein@cs.umn.edu
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