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2014-10-08Ghost Context RefactorJason Wilkins
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
2013-08-03BGE: Making sure m_drawingmode is initialized in the various RAS_Storage ↵Mitchell Stokes
constructors.
2013-03-23BGE: getting rid of a few maybe-uninitialized warnings.Mitchell Stokes
2013-03-02Fix #34483: game engine multi UV glsl materials not working correct after ↵Brecht Van Lommel
changes to support more than 2 UV maps. This code indirectly depended on the order of OpenGL attribute ID's assigned by the OpenGL driver being the same as the attributes being declared in the GLSL shader code, which is not always the case.
2012-12-19code cleanup: warningsCampbell Barton
2012-12-19BGE: Some as of yet unmerged work I did in the Swiss branch. These changes ↵Mitchell Stokes
include: * Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release. * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down. * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around. * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.