Blender Git Commits

Blender Git "apricot" branch commits.

Page: 5 / 12

July 11, 2008, 11:10 (GMT)
svn merge -r15518:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender
Also made shadow mesh draw in texture paint (venomGFX request)

July 10, 2008, 12:49 (GMT)
Apricot Branch
==============

svn merge -r15501:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender

July 9, 2008, 19:15 (GMT)
Apricot Branch: GLSL
====================

ATI fixes:
* Fix crash in glBitmap when rendering shadow buffers, it doesn't
seem to like using that function with only a depth buffer.
* Workaround either a bug in the driver or Blender, but I couldn't
find anything wrong, glVertexAttribPointerARB doesn't seem to
work inside display lists, so now it uses immediate mode to
create the list.
* Making deformable object for the game engine didn't check properly
if there was actually a vertex group, causing some static objects
to not use display lists.
* Also some cleanup in the game engine drawing code, replacing magic
numbers with an enum.

The apricot demo seems to runs slightly faster on a ATI HD3750 than
NVidia 8800 GTS.

July 9, 2008, 12:51 (GMT)
July 8, 2008, 22:30 (GMT)
Apricot Branch: GLSL
====================

* Some optimizations in the glsl shader code to avoid some
matrix multiplications, and other floating point ops.
* Optimized game engine mesh deforming code a bit, and
removed a bunch of unneeded/duplicated code.
* Fix for bugs #17289 and #17295, glsl compile errors.

July 8, 2008, 18:32 (GMT)
July 7, 2008, 21:25 (GMT)
Apricot Branch: GLSL
====================

* Second attemp at solving exp/log incompatibility, some compilers
don't seem to properly support preprocessor defines?
* Some simple optimizations to skip diffuse/specular/emit if they
are set to zero.

July 7, 2008, 21:18 (GMT)
July 7, 2008, 17:14 (GMT)
Apricot Branch: two minor optimizations to avoid unneeded shader
and opengl light state changes.

July 7, 2008, 15:12 (GMT)
Apricot Branch:
Bugfix to make custom glsl shaders work with blender glsl shaders.

July 7, 2008, 13:57 (GMT)
Apricot Branch
==============

Some optimizations:
* Only Apply mesh deformer if the mesh is actually modified, once
per frame, this was done too often before.
* GLSL shader binding is now faster, only goes over dynamics inputs
instead of all of them, and frees more memory after compiling too.

July 7, 2008, 11:58 (GMT)
Apricot Branch: GLSL
====================

* Forgot to add/remove file in list commit.
* Game engine shadow optimization, don't use shaders for
drawing into shadow buffer.

July 7, 2008, 10:52 (GMT)
Apricot Branch: GLSL
====================

* Added a separate "Layer" option for lamp shadows, that only
restricts which objects cast shadow, instead of receive light
and shadow.
* Added exp/log compatibility for GLSL versions < 1.10.
* Check for depth texture extension before using it.

July 6, 2008, 15:02 (GMT)
these escaped the merge
July 6, 2008, 14:38 (GMT)
July 4, 2008, 10:31 (GMT)
svn merge -r15399:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender/
manually merged source/gameengine
July 1, 2008, 17:01 (GMT)
June 29, 2008, 22:08 (GMT)
June 26, 2008, 12:43 (GMT)
June 25, 2008, 16:25 (GMT)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021