June 25, 2012, 18:44 (GMT) |
Fixes for gcc |
June 25, 2012, 17:26 (GMT) |
Big Commit - Ported Blender/BGE to use GPU_compatibility for most drawing. Replaces glBegin/glEnd with gpuBegin/gpuEnd Replaces client side arrays with gpuDrawArrays/gpuDrawElements/gpuDrawElements Replaces GLUquadric and other simple geometric primitives with a new primitive library Replaces display lists with the ability to save geometry buffers and invoke them with glDraw/glRepeat Not complete, there are still some places where old functions remain. Especially in test programs and external libraries. Not tested thoroughly yet! I've tested a lot, but there are still lots of regressions. |
June 25, 2012, 16:32 (GMT) |
* Added "map to bounds" option also for "Object" coordinates. * Fix: smoke viewport shading and force fields now work properly for rotated/moved domains again. * Fix: first frame was initialized with maximum resolution even when using adaptive domain. * Some code cleanup. |
June 25, 2012, 14:38 (GMT) |
merge with trunk 48272 |
June 25, 2012, 08:52 (GMT) |
Fix compile on non-Windows platforms. |
June 24, 2012, 22:35 (GMT) |
Although it is commented out, replaced glColor/glMaterial with gpuCurrentColor/gpuMaterial |
June 24, 2012, 21:37 (GMT) |
Added copy_v2_flfl and copy_v3_flflfl because copy_v3_flflfl(v, 1, 2, 3) looks better than filling in an array using 3 statements. |
June 24, 2012, 20:21 (GMT) |
This commit includes my smoke work from previous weeks. There are lots of changes in the code but here is a list of new things visible to users: * A new "Adaptive Domain" setting. It makes smoke domain dynamically adapt to domain and fluid changes: 1) Domain resolution and size adapts to only cover areas where smoke is, so that as small domain as possible has to be calculated at a time. You can also add additional simulation cells around the original domain area if needed. 2) When you move the domain object during simulation you only move the smoke "boundaries". Smoke itself remains still. This way you can limit simulated area to stay around moving emitters etc. * Domain is now rotatable. This means you are no longer need to align your simulation on x, y or z axis but you can freely rotate the domain to match the target area. * Rotation and scaling also work during simulation with one limitation: Domain contents (smoke,fire) move with the domain. * Smoke now uses the scene gravity setting, so you can change gravity direction if required. * Added a new option for volume textures when "Generated" coordinates are used: "Map to Bounds". This maps texture coordinates to mesh bounding box allowing you to render adaptive domain content. It also solves issues with domains scaled in edit mode, so I'm considering to make this enabled by default. Please note that this feature is not yet finished. I still have quite a few todos left and I'm sure there are still several bugs there. |
June 24, 2012, 02:57 (GMT) |
Warning fix: device_network.cpp does not have any extern symbols unless WITH_NETWORK is defined |
June 24, 2012, 02:16 (GMT) |
Removed inline keywords on functions which were causing compilation issues. |
June 23, 2012, 17:44 (GMT) |
Matrix node transform import fix. |
June 23, 2012, 00:05 (GMT) |
Fix drag related problems that cropped up after the non-modal patch. |
June 22, 2012, 22:39 (GMT) |
More unification of paint cursor code. Move image editor zoom factor to paint_draw_cursor. |
June 22, 2012, 21:47 (GMT) |
Unification of display functions for sculpt/image paint. Still it errors out in a few cases. Investigating |
June 22, 2012, 21:10 (GMT) |
This fixes some of the problems associated with r48184, the drag-toggle patch |
June 22, 2012, 19:40 (GMT) |
Refactoring: Move Sculpt variables that deal with brush drawing to inified paint settings in preparation to unification of display function. |
June 22, 2012, 19:20 (GMT) |
constraint animation export fix. |
June 22, 2012, 18:44 (GMT) |
Looks like there has already been a setting for preserving the brush size. I will use that instead for radius sync. In Sculpt mode it uses projection to mesh to make things work. Doing collision detection on other modes may not be practical due to lack of acceleration routinces. |
June 22, 2012, 18:19 (GMT) |
Refactoring. |
June 22, 2012, 17:51 (GMT) |
More renaming missed |
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