Age | Commit message (Collapse) | Author |
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This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in
Blender-Internal and GLSL.
The current falloff modes use a formula like this inverse-square one:
`I = E × (D^2 / (D^2 + Q × r^2))`
While such a formula is simple for 3D-artists to use, it's algebraically
cumbersome to work with. Game-designers authoring their own shaders
could benefit much more by having direct control of falloff-coefficients:
`I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))`
In this mode, the `distance` parameter is unused (except for 'Sphere'
mode); instead relying on the designer to mathematically-model the
falloff-behavior.
The UI has been patched like so:
{F153843}
Reviewers: brecht, psy-fi
Reviewed By: psy-fi
Subscribers: brita_, antidote, campbellbarton, psy-fi
Differential Revision: https://developer.blender.org/D1194
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Conflicts:
source/gameengine/Ketsji/KX_KetsjiEngine.cpp
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This patch adds a new API which allow us to access light shadow settings from python. The new API can be used to write custom GLSL materials with shadows.
Reviewers: brecht, kupoman, agoose77, panzergame, campbellbarton, moguri, hg1
Reviewed By: agoose77, panzergame, campbellbarton, moguri, hg1
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1690
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Use float in moto instead of double for MT_Scalar.
This switch allow future optimization like SSE.
Additionally, it changes the OpenGL calls to float versions as they are
very bad with doubles.
Reviewers: campbellbarton, moguri, lordloki
Reviewed By: lordloki
Subscribers: brecht, lordloki
Differential Revision: https://developer.blender.org/D1610
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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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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu
calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight
implementation.
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