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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.
2012-10-21style cleanup: bge, switch statements mostly.Campbell Barton
also left bmesh decimator on in previous commit.
2012-06-29code cleanup: bge builds with clang without warnings / errors.Campbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-02-25doxygen: gameengine/Rasterizer tagged.Nathan Letwory
2011-02-22doxygen: add bullet to extern libs, some small changes in page names, and ↵Nathan Letwory
fixes around license blocks
2010-07-27Game engine was not updated yet to disable vertex/normal state on exit asBrecht Van Lommel
other parts of Blender expect, might have caused issues with VBO's in some cases.
2010-04-18remove config.h references, was added for automake build system rev around ↵Campbell Barton
124-126 but isnt used by any build systems now.
2010-02-12correct fsf addressCampbell Barton
2009-04-21BGE: Support mesh modifiers in the game engine.Benoit Bolsee
Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-07-10Sync with Apricot Game EngineBrecht Van Lommel
============================= * Clean up and optimizations in skinned/deformed mesh code. * Compatibility fixes and clean up in the rasterizer. * Changes related to GLSL shadow buffers which should have no effect, to keep the code in sync with apricot.
2008-06-30Fix for bug #7753: after game engine drawing with vertex arrays,Brecht Van Lommel
nurbs/curves/text dissappears. This also removes the "vertex arrays" option and enables it always for OpenGL version >= 1.1 - there's no need to have an option to make things render faster disabled by default, also it should work stable now.
2008-06-18* Fix for a crash in game engine vertex array drawing with texfaces.Brecht Van Lommel
* 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.
2008-06-17Merge of apricot branch game engine changes into trunk, excluding GLSL.Brecht Van Lommel
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.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-16This patch spawns from this game engine issue:Kent Mein
[#7113] GE crash pressing as soon as P on 64 bit Note: glext.h has been removed from the source If you get errors compiling with it you have 2 options download/install glext.h (preferred method) or set WITH_BF_GLEXT=false If your a user and having problems with game engine try setting the env var: WITHOUT_GLEXT 1 Kent
2007-02-011). Fix for cube maps in the player.Charlie Carley
ImBuf pointer was being overridden causing the ibuf->rect to be zero. 2). Added vertex attributes for tangents in in vertex arrays. This, probably needs the extensions enabled (glEnableVertexAttribArrayARB, glDisableVertexAttribArrayARB), but am a little weary about enabling them right now.
2007-01-08= game engine fixes=Tom Musgrove
two fixes to the GE by Charlie
2006-04-03applied Charlies patch for game engine graphics. display list support, and ↵Erwin Coumans
bumpmapping shader improvements.
2006-01-17after much suffering, got GE build and work almost cleanly on Os XJean-Luc Peurière
(with make, need to confirm with scons) after cleaning the changes are in fact minimal, but the situation is still quite a bit hackish. Game engine coders, there is also quite a number of warnings that need to be fixed. current situation is that everything seems to work, but GLSL shaders spew a lot of errors on console and blender may crash on exit when a GLSL shader was used. ARB stuff works fine.
2005-01-03More warning cleanups...Kent Mein
added a casts to: blender/blenlib/intern/BLI_memarena.c gameengine/Rasterizer/RAS_TexVert.cpp Removed unused vars from: blender/python/api2_2x/vector.c gameengine/Ketsji/KX_PyMath.cpp gameengine/Ketsji/KX_Scene.cpp gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp gameengine/Rasterizer/RAS_FramingManager.cpp gameengine/Rasterizer/RAS_Polygon.cpp gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp Kent
2004-08-10Fix blenderplayer command line option parsing.Kester Maddock
Fix stereo rendering in vertex array mode. Added sidebyside & anaglyph stereo modes.
2004-07-17Port a few rasterizer changes from tuhopuu2:Kester Maddock
Up the max batch size. Clean up some of the code - move code in headers to source files etc.
2004-06-30Switch to using floats instead of shorts for normal data - they're supposed ↵Kester Maddock
to be faster. Also use shorts instead of ints for the index data, since index arrays are limited anyhow.
2004-06-23Fix for reflection mapping unlit faces: normals were not being sent, hence ↵Kester Maddock
reflection maps weren't being rendered properly (bf-bug #1385) Set the diffuse material colour - lighting brightness should match blender better. (bf-bug #1385)
2004-06-04Miscellaneous Fixes:Kester Maddock
Add Python Mapping method to CListValue Fix Bernoulli bool distribution python method for random actuator Fix Python IpoActuator methods setProperty and force acts local Make data objects private Better sort method for polygon materials - much easier to understand
2004-05-16Use const for SetProjectionMatrixKester Maddock
Remove warning printf.
2004-04-111. Check material names passed to the physics engine (for collision sensors.)Kester Maddock
Consider: gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL); It works if matname is "MAblah", but not if matname is "". 2. Added constructor for struct RAS_CameraData. 3. Added initializers to the struct KX_ClientObjectInfo constructor 4. Collision sensors won't detect near sensors. 5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
2004-03-31* Only load needed extensions (ie none.)Kester Maddock
* Fix bug in version query. * First commit!
2004-03-23[GameEngine] Commit all Kester's changes made to the gameengine to restore ↵Nathan Letwory
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.
2002-11-25Last of the config.h mods...Kent Mein
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
2002-10-12Initial revisionv2.25Hans Lambermont