Age | Commit message (Collapse) | Author |
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I also removed unused flags in RAS_ListRasterizer.cpp.
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Code clean up for BGE world mist, background and global ambient color.
Move mist render update to BlenderWolrdInfo
Reviewers: moguri, brecht
Reviewed By: moguri, brecht
Differential Revision: https://developer.blender.org/D152
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This patch adds the missing setMistType() and setMistIntensity() to the API
Reviewers: campbellbarton, brecht, moguri
Reviewed By: campbellbarton, brecht, moguri
Subscribers: campbellbarton, dingto
Differential Revision: https://developer.blender.org/D149
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This patch fix the existing word API for mist and global ambient lighting.
Add deprecated message to disableMist()
Add setUseMist(enable).
Reviewers: dfelinto, campbellbarton, moguri
Reviewed By: moguri
Subscribers: solarlune, jta, brecht
Projects: #bf_blender:_next
Differential Revision: https://developer.blender.org/D148
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We make sure that good values are passed to GetPolygon() and we check that the visual mesh doesn't have a wrong displacement when it passes over a object which has a mesh triangle as compound bound.
Reviewers: dfelinto, sergof, agoose77, moguri
Reviewed By: moguri
Subscribers: agoose77
Differential Revision: https://developer.blender.org/D979
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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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Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
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refcount.
I'm not sure why this function ever increased the object's refcount. Any
place in the code that calls KX_GameObject::GetParent() has to turn
around and call parent->Release(). Forgetting to call Release() was a
common cause of memory leaks (in fact, KX_SteeringActuator was probably
leaking). If the refcount needs to be increased, the calling code can
handle calling AddRef().
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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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The rasterizer is already handling this, and there is
no need to duplicate the data.
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This mode is designed for passive 3D TV: the viewport is split
horizontally - left eye above, right eye below - but the original camera
viewport is squashed in each half (with half the vertical resolution).
This is necessary to restore the aspect ratio in the 3D output because the TV expands each half to the full screen size.
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Mitchell: Please check if these includes also need to be added in scons: https://projects.blender.org/scm/viewvc.php/trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt?root=bf-blender&r1=61087&r2=61086&pathrev=61087
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can properly draw the framerate and profile display.
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into RAS_OpenGLRasterizer::ProcessLighting().
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KX_PolygonMaterial in RAS_OpenGLRasterizer.
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RAS_OpenGLRasterizer.cpp.
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just adding the code to IndexPrimitives_3DText(), which is the only function that uses RenderText().
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functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing.
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on some ATI cards?
Disabling display lists for legacy ATI cards since they don't support display lists well.
Also removing an unused variable from the display list rasterizer.
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receivers in the Game Engine reported by Sam Cameron on the IRC.
Also correcting some slight blurring over time by making sure the color buffer is cleared for shadows.
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constructors.
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system include.
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Maki-Kanto (kanttori)
Later I will try to find when this bug was introduced. But it's definitively broken in trunk.
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remove MEM_sys_types.h which was a duplicate.
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and bge.render.getMipmapping().
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copying out pieces. This also gets rid of MapBuffers, which isn't available in OpenGL ES. Scenes that require constant VBO updates (like my skeletal mesh stress test) are now 10~13% faster.
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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.
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BGE.
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not work in the viewport nor do they work for Variance shadow maps.
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