Age | Commit message (Collapse) | Author |
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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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include conflicts later on.
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Python and "Cast Buffer Shadows" is disabled" reported by V.R. (rolle).
The BucketManager was assuming that all modified meshes were rendered when a render pass completed. However, materials that did not cast buffer shadows did not render during the shadow rendering step, and thus were never updated.
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poly.getMaterialIndex() and poly vertex indexes
revert r22906 (own old commit, was incorrectly trying to make vertex indices absolute)
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If the "Framing" mode is set to extend,
the camera frustrum changes when you
resizes the blenderplayer window.
Before this patch, there were no way to
control which part of the framing you want
to extend (vertical, horizontal or arbritary).
Now:
If the camera sensor fit is set to HORIZONTAL,
the horizontal field of view doesn't change.
If set to VERTICAL, the vertical fov doesn't change.
If set to AUTO the old behaviour takes place, arbitrarly
showing more of the horizontal or vertical field of view
depending on the aspect ratio of the window.
Test file:
https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/gameengine/framing_extend.blend
Bugfix supported by NF-UBC Nereus Program as part of the development
of OceanViz/NereusViz
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and bge.render.getMipmapping().
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fulscreening games via Python.
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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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(patch by Daniel Stokes - Kupoman)
Fix for 2.66a
""We can't pass the results of canvas->GetViewPort() directly because canvas->SetViewPort() does some extra math""
Bug introduced during 2.65 series in the refactor to use canvas->SetViewPort instead of direct opengl calls for viewport
(53305, 53392, 53393)
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likely an alpha problem
Fix for 2.66a
With help from Daniel Stokes and Mitchell Stokes.
This bug always existed in OSX, but started showing up in Windows and Linux on review (54745 + 54747)
[the patch to enable alpha buffer for all OSs]
A better fix would be to use RAS_IRasterizer::SetAlphaBlend(GPU_BLEND_SOLID);
but I think gpu_verify_alpha_blend() is not switching to SOLID because
GTS.alphablend is GPU_BLEND_SOLID (even though GL_ALPHA_TEST is enabled).
Anyways, this is not something worth tackling now, since in terms of functionality it shouldn't matter.
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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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intact with proper include options.
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BGE.
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use BLI_math instead.
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polygons for shadows. Otherwise alpha shadows won't work\!
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You can see a screenshot of the funcionality here:
http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile
This patch creates a bar-like graph to quickly allow the game dev to see the performance changes.
Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to
match the blenderplayer one.
Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now)
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not work in the viewport nor do they work for Variance shadow maps.
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a blurring effect when using 2D filters. This is now fixed.
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(solarlune). This bug was caused by me in a recent change to clean up the 2D filters a bit. I forgot that canvas->SetViewPort already handles some viewport calculations, and thus I ended up doubling up on calculations, which caused the offset.
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the viewport when handling shadow buffers. KX_LightObject::BindShadowBuffer() now updates the canvas with the new viewport information from bf_gpu.
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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.
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Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
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add a check for duplicates in BlenderLib()m, if 0'd now.
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optionally transform between UV1 / UV2
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mesh.transform(matid, matrix)
mesh.transform_uv(matid, matrix, uv_index=-1))
much more efficient then looping over verts in python to transform them.
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without audaspace.
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reported as [#29376] BMESH_TODO: remove tessface CD_ORIGINDEX layer
for a single mesh there could be 3 origindex mappings stored, one on the polygons and 2 on the tessfaces.
(CD_POLYINDEX and CD_ORIGINDEX).
as Andrew suggests, now tessfaces (which are really a cache of polygons), using origindex to point to polygons on
the same derived mesh, and polygons only store the original index values.
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remove CTR c++ classes that are no longer used.
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