Blender Git Commits

Blender Git "apricot" branch commits.

Page: 6 / 12

June 24, 2008, 05:02 (GMT)
svn merge -r15309:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender/
Note the mail message failed to come through for 15309 which was just a merge from trunk.
June 23, 2008, 18:09 (GMT)
Apricot Branch: bug in GLSL code generation for nodes.

June 22, 2008, 20:24 (GMT)
* 22:51 < ideasman-42> jesterKing, dude you totally over did it :0
- the solution was longer than needed. A simple letter addition (r) would've been enough.
June 22, 2008, 19:49 (GMT)
* fix path problems when running .py scripts through menus
- 's were not escaped, confusing execfile()
* small indentation fix in btools.py
June 22, 2008, 18:12 (GMT)
June 21, 2008, 14:31 (GMT)
Apricot Branch: fix bug with shaders going black.

June 21, 2008, 10:33 (GMT)
Apricot Branch: GLSL
====================

* Added initial support for shadow buffers, works in the 3d view and the
game engine, but has known issues still:
* Shadow buffers are made again for each 3d viewport unnecessarily.
* No filtering.
* There was a bug with some shaders going black, but can't reproduce
it anymore?

* Added support for layer lamps, though they're still always computed
in the shader, this needs to be optimized.
* Added support for animating lamp position/rotation in the game engine.

* Fix issue with lamps giving negative light on the backside.
* Fix issue with specular + orthographic camera.
* Fix square spotlights.
* Potential workaround for a bug in the nvidia drivers with shader linking.

June 20, 2008, 16:58 (GMT)
length of matrix was incorrect, some scripts may depend on this not sure if we can make the change in trunk.
June 18, 2008, 14:56 (GMT)
Apricot Branch: issue in last commit with disabling/enabling GLSL
shaders, now it remembers the last one, should be more reliable.

June 18, 2008, 13:44 (GMT)
Apricot Branch: Various Fixes
=============================

* Make GLSL shaders work in the game player.
* In the game engine with GLSL and no material assigned, it now falls
back to texface materials. Not in the 3d view yet ..
* Fix memory when using the default material for GLSL.
* Fix another use of the builtin "smooth" name as a variable in the
GLSL code, gives issue on ATI.
* Fix problem with the armature deform being applied to only one
material bucket, gave floating triangles.
* Fix crash when setting .timeOffset through python without a parent.
* Use only gl*ARB functions so that GLSL also works on graphics cards
that do not have opengl 2.0 but do have the extensions.
* Fix use of unitialized variable for render memory usage stats.

June 18, 2008, 11:16 (GMT)
Apricot Branch: missed some files in last commit.

June 18, 2008, 11:04 (GMT)
Apricot Branch: svn merge -r 15249:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender/

(game engine shape keys!)

June 17, 2008, 23:25 (GMT)
Apricot Branch: GLSL
====================

* Added GLSL vertex color support in the game engine.
* Added VCol Paint and VCol Light options.

June 17, 2008, 22:03 (GMT)
Apricot Branch: GLSL
====================

* GLSL in the game engine now uses the second uv layer too.

June 17, 2008, 21:23 (GMT)
Apricot Branch: GLSL
====================

* Added support for the Material and Extended Material nodes.
* Added support for node groups.
* All nodes except Dynamic are now supported.

June 17, 2008, 18:36 (GMT)
Apricot Branch: GLSL
====================

* Internal change only: now it compiles the functions separately
once and then links them together with the generated code, instead
of appending the code and compiling them again for each material.
Gives only slight compilation speedup unfortunately.

June 17, 2008, 17:32 (GMT)
Apricot Branch: GLSL
====================

* Added support for Ramps, diffuse + specular, all inputs
and blending methods are supported.

June 17, 2008, 14:21 (GMT)
Apricot Branch: GLSL
====================

* Added support for the ColorRamp node.
* Added less than / greather than in the Math node.
* Added support for all blend modes of the Mix node and
all blend modes in the texture stack.
* Added more Map To support, now available:
Col, Nor, Csp, Ref, Spec, Amb, Hard, Alpha, Emit.

* Possible fix for a GLEW / opengl include conflict on
Mac OS X in playanim.c

June 17, 2008, 10:16 (GMT)
June 16, 2008, 16:58 (GMT)
Apricot Branch
==============

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 uses: 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. This means also that
all extensions will now always be compiled in, regardless of the
glext.h on the platform where compilation happens. 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.

* Also in the GLSL shaders, removed conditional returns since some
graphics cards don't support this. And fix a bug with orco's not
being created in textured mode.

By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021