From 867e12836b746b174743d0500e39343e1adb1b7f Mon Sep 17 00:00:00 2001 From: Kent Mein Date: Wed, 16 Apr 2008 17:40:59 +0000 Subject: This patch spawns from this game engine issue: [#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 --- source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript | 3 +++ 1 file changed, 3 insertions(+) (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript') diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript index 039bc3db8df..b4d5b8b71de 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript @@ -1,6 +1,9 @@ #!/usr/bin/python Import ('env') +if env['WITH_BF_GLEXT'] == 1: + env['CPPFLAGS'].append('-DWITH_GLEXT') + sources = env.Glob('*.cpp') #'RAS_GLExtensionManager.cpp RAS_ListRasterizer.cpp RAS_OpenGLRasterizer.cpp RAS_VAOpenGLRasterizer.cpp' incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/Rasterizer' -- cgit v1.2.3 From b6a6507ddfac721f6184f6b0889089d975f35210 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Jean-Luc=20Peuri=C3=A8re?= Date: Tue, 29 Apr 2008 16:22:13 +0000 Subject: getting ARB shaders working again in GE. This is is a kludge, and only to get a release working. later solution is to use glew --- source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript') diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript index b4d5b8b71de..f2d2e977668 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript @@ -6,7 +6,7 @@ if env['WITH_BF_GLEXT'] == 1: sources = env.Glob('*.cpp') #'RAS_GLExtensionManager.cpp RAS_ListRasterizer.cpp RAS_OpenGLRasterizer.cpp RAS_VAOpenGLRasterizer.cpp' -incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/Rasterizer' +incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/Rasterizer #source/gameengine/BlenderRoutines' incs += ' ' + env['BF_OPENGL_INC'] env.BlenderLib ( 'bf_oglrasterizer', Split(sources), Split(incs), [], libtype=['game','player'], priority=[40, 120] ) -- cgit v1.2.3 From 272a91f754fd215f2ad9b48ba80fe56ee0564d7a Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Tue, 17 Jun 2008 10:27:34 +0000 Subject: Merge of apricot branch game engine changes into trunk, excluding GLSL. 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. --- source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript') diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript index f2d2e977668..0cf9c326370 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript @@ -4,9 +4,9 @@ Import ('env') if env['WITH_BF_GLEXT'] == 1: env['CPPFLAGS'].append('-DWITH_GLEXT') -sources = env.Glob('*.cpp') #'RAS_GLExtensionManager.cpp RAS_ListRasterizer.cpp RAS_OpenGLRasterizer.cpp RAS_VAOpenGLRasterizer.cpp' +sources = env.Glob('*.cpp') -incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/Rasterizer #source/gameengine/BlenderRoutines' -incs += ' ' + env['BF_OPENGL_INC'] +incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/Rasterizer #source/gameengine/BlenderRoutines ' +incs += ' #extern/glew/include ' + env['BF_OPENGL_INC'] env.BlenderLib ( 'bf_oglrasterizer', Split(sources), Split(incs), [], libtype=['game','player'], priority=[40, 120] ) -- cgit v1.2.3 From cb89decfdcf5e6b2f26376d416633f4ccf0c532d Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Thu, 4 Sep 2008 20:51:28 +0000 Subject: Merge of first part of changes from the apricot branch, especially 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. --- source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript') diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript index 0cf9c326370..8d46528f7f0 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript @@ -1,12 +1,9 @@ #!/usr/bin/python Import ('env') -if env['WITH_BF_GLEXT'] == 1: - env['CPPFLAGS'].append('-DWITH_GLEXT') - sources = env.Glob('*.cpp') incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/Rasterizer #source/gameengine/BlenderRoutines ' -incs += ' #extern/glew/include ' + env['BF_OPENGL_INC'] +incs += ' #source/blender/gpu #extern/glew/include ' + env['BF_OPENGL_INC'] env.BlenderLib ( 'bf_oglrasterizer', Split(sources), Split(incs), [], libtype=['game','player'], priority=[40, 120] ) -- cgit v1.2.3