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2012-09-16style cleanupCampbell Barton
2012-09-14bge cleanup caught by accident while going over the code, it seems someone ↵Dalai Felinto
forgot to use rect_height everywhere (no functional change)
2012-09-11add some missing NULL checks, a few parts of the code used a pointer then ↵Campbell Barton
checked it for NULL after. also made it more clear that some areas assume the pointer isnt null (remove redundant NULL checks).
2012-08-04code cleanup:Campbell Barton
- replace (strcmp(vfont->name, FO_BUILTIN_NAME) == 0) with (BKE_vfont_is_builtin(vfont)). - reduce some double promotions.
2012-08-01style cleanup: whitespace, also add '?' to save over popup since it wasnt ↵Campbell Barton
totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
2012-07-28BGE: Fixing a performance regression with 2D filters. My changes caused a ↵Mitchell Stokes
check to fail every frame resulting in constant recreation of textures.
2012-07-26fix some types and incorrect infoCampbell Barton
2012-07-22style cleanupCampbell Barton
2012-07-18Fix for [#32129] "2D filter texture width off by one?" reported by Alex ↵Mitchell Stokes
Fraser (z0r). The GetWidth() and GetHeight() functions of the canvas' display area seem to give values that are both off by one for what OpenGL wants. Adding 1 to both values seems to fix the problem.
2012-07-06Fix for [#31978] "Horizon colour drawn on two edges of screen when a 2D ↵Mitchell Stokes
filter is active" reported by Alex Fraser. The glViewport used for 2D Filters wasn't quite matching the 3d view. It seems the height and width were both off by one. There may be a deeper bug with the canvas rectangle having slightly wrong dimensions, but this at least fixes the 2D Filters.
2012-06-29code cleanup: bge builds with clang without warnings / errors.Campbell Barton
2012-06-28Fix for [#23375] "texture2D in custom 2D filters can get texture outside of ↵Mitchell Stokes
game, resulting in ugliness" reported by Jacob F. The 2D Filter system now only copies the game viewport instead of the whole window. This prevents 2D Filters from grabbing data outside of the game viewport. The textures for 2D filters are now also not forced to be powers of two (if NPOT textures are supported), which can save a little bit of VRAM.
2012-06-25optionally use guarded alloc for tiles compositor, also replace allocation ↵Campbell Barton
functions with a macro.
2012-06-14Comment numberoffilters in constructor too.Sergey Sharybin
Otherwise it'll for sure give compilation error.
2012-06-14comment unused varsCampbell Barton
2012-06-07style cleanupCampbell Barton
2012-05-20code cleanup:Campbell Barton
- style - multi-line ifs move braces onto new lines. - iterators - convert some to macros, other split up and move brace.
2012-05-02style cleanup: whitespace, bracesCampbell Barton
2012-04-29style cleanup: function calls & whitespace.Campbell Barton
2012-04-21style cleanupCampbell Barton
2012-04-11code cleanup: float formatting was confusing in some cases - eg: (0.,0.,0.)Campbell Barton
2012-03-28style cleanupCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-03-18spelling cleanupCampbell Barton
2012-03-18code cleanup:Campbell Barton
* replace 2D vector copy with copy_v2_v2(). * use puts rather then printf for single strings. * style cleanup for drawobject.c indentation.
2012-03-09style cleanup: comment blocksCampbell Barton
2012-03-09style cleanup: spelling.Campbell Barton
also remove large, duplicate comments from sunsky.h
2012-03-08Compilation error fix for game engine caused by recent DM refactoring.Sergey Sharybin
2012-03-08style cleanup - remove unneeded ';'sCampbell Barton
2012-03-04style cleanup - comment spelling + translate some dutch.Campbell Barton
2012-03-02style cleanupCampbell Barton
- spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-02-27style cleanup (mostly whitespace)Campbell Barton
2012-02-23use __ prefix on header guards to avoid mixing up defines with api functions ↵Campbell Barton
/ classes.
2012-02-23BGE is compilable by MSVC againSergey Sharybin
Compilation error was mostly caused by trying to use namespace std before it was actually defined (e.g. before any include of stl header). It's not actually good idea to use namespaces in header files -- it's really easy to run into namespace conflicts and so. Resolved by not using "using namespace" in header files and using full quality accessing to stl collections (e.g. std::vector).
2012-02-23code cleanup: dont set the namespace in STR_String.h - 'using namespace ↵Campbell Barton
std', since this is included in many places.
2012-01-23Committing patch "[#27676] Change window size/resolution in realtime" by me.Mitchell Stokes
Description: This patch allows the user to change the size of the window (or the resolution in fullscreen mode) using the new bge.render.setWindowSize() method. This only works in the Blenderplayer since it doesn't make a whole lot of sense for the embedded player.
2012-01-16use defines for property name lenghths in the BGE, were using 31,32,64,100.Campbell Barton
2011-12-18bugfix: [#29486] 2D filters make scene disappear when wire material used - ↵Dalai Felinto
patch by Juha Mäki-Kanto when last drawn material is wire it will not set back to face drawing.
2011-12-15more vertex weight edits,Campbell Barton
* replace inline loops with api calls. * change constraints so verts with 0.0 weight are ignored like they are everywhere else.
2011-12-01Slight refactor of VBO code to deal with multiple textures.Sergey Sharybin
Added compareDrawSettings callback to driver mesh's callbacks which are drawing textured faces (mapped and not mapped). This new callback checks if two faces are drawing with the same settings (testures, shading etc) and if they not, flush of faces happens into ogl using glDrawArrays and next face would be drawn with it's own settings. Currently implemented compareDrawSettings is used to resolve issue from bug report only, probably there are extra places where this callback is needed, but haven't seen configuration where current logic will fail, so it should be ok. Also reordered arguments passing to drawMappedFaces DM's callbacks, so now all drawing callback are accepting list of callbacks and then userData, instead of using mixed order of callbacks and userData which was a bit confusing to work with. This commit fixes: - #26410: VBO & multitexture doesnt work - #29464: VBO enabled causes UV coruption
2011-11-29remove header text:Campbell Barton
"The Blender Foundation also sells licenses for use in proprietary software under the Blender Licens" also remove NaN references from files that have been added since blender went opensource.
2011-11-04Configurable sensor size:Sergey Sharybin
- Added support of variable size sensor width and height. - Added presets for most common cameras, also new presets can be defined by user. - Added option to control which dimension (vertical or horizontal) of sensor size defines FOV. Old behavior of automatic FOV calculation is also kept. - Renderer, viewport, game engine and collada importer/exporter should deal fine with this changes. Other exporters would be updated soon.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-20bge bugfix: patch #28893 "Fix for #28753 and some other changes for BGE ↵Dalai Felinto
projection code" by Juha Mäki-Kanto (kanttori)
2011-10-07spaces -> tabs (whitespace only changes)Campbell Barton
2011-09-23Fix for recent Campbell's commit.Sergey Sharybin
2011-09-19TexFace to Material Settings big patchDalai Felinto
Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-07svn merge -r 37306:39975 ↵Benoit Bolsee
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-03fix [#28462] Tiled textures and 2D filters don't mixCampbell Barton
patch by Juha Mäki-Kanto
2011-09-03whitespace editsCampbell Barton