July 19, 2008, 13:07 (GMT) |
Revision 812666f by Diego Borghetti July 19, 2008, 05:10 (GMT) |
branches/blender-2.47 Merge from trunk: Revision: 15620 Revision: 15623 |
July 18, 2008, 21:23 (GMT) |
July 18, 2008, 20:57 (GMT) |
More progress with subdividing disps for editing the inbetween levels. |
July 18, 2008, 13:06 (GMT) |
Revision 8dc1d78 by Diego Borghetti July 17, 2008, 20:43 (GMT) |
branches/blender-2.47 Merge from trunk: Revision: 15561 Revision: 15562 Revision: 15563 Revision: 15564 Revision: 15570 Revision: 15579 Revision: 15589 Revision: 15590 Revision: 15600 (Only: * missing countall when selecting linked) Revision: 15602 Revision: 15610 Revision: 15612 |
July 16, 2008, 23:02 (GMT) |
July 16, 2008, 16:20 (GMT) |
Apricot: GLSL ============= * Moved GLSL setting switching functions into the game engine python API so they work in the blender player, and can do better state switching. * Also fixes bug #17331, error compiling with cmake. * For the makers of test builds: it would be great if builds of this revision or newer for various platforms could be made available. We want to release a file to test and benchmark GLSL on different graphics cards, and we need test builds for this. Thanks! |
July 16, 2008, 13:53 (GMT) |
Apricot Branch ============== Fix for bug #17326: normal and tangents in the game engine were computed different than other parts of Blender, this makes the game engine use the same code as Blender. Fix for part of bug #17307: normal maps not working correct in editmode in some cases. Fix for bug #17339: a crash on ATI cards in glTexSubImage1D due to a mistake in the code. A patch to fix this was provided by Yong Ch, thanks! |
July 16, 2008, 07:10 (GMT) |
July 15, 2008, 21:59 (GMT) |
Apricot Branch ============== * Made in game switching of GLSL options work. There is still a one frame flicker that needs to be fixed. * Added access to the estimated average framerate in the game engine: GameLogic.getAverageFrameRate(). * Added acces to the blender build info from python: Blender.Get("buildinfo") * Various GLSL optimizations to allow more constant folding in the glsl compiler, use glsl shadow functions to do shadow, instead of own code, and fix an issue with opengl texture color range. |
July 14, 2008, 23:26 (GMT) |
Apricot: GLSL ============= * Added options to disable lights, shaders, shadows, ramps, nodes and textures other than col/alpha for GLSL, in the Game menu. * These have python access too to switch them in game, but it doesn't work correct yet with display lists enabled. * Fix issue with light lagging behind, debug stats drawing in wrong color, and a number of other small fixes. |
July 14, 2008, 18:34 (GMT) |
Some refactoring in multires. |
July 14, 2008, 13:39 (GMT) |
svn merge -r15560:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender Also topology mirror crashed when using smooth + mirror. use eve->hash rather them eve->tmp.l for storing edit vert indices's. |
July 13, 2008, 21:07 (GMT) |
svn merge -r15549:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender - mainly to fix the free() crash with the file selector |
Revision ac450d0 by Diego Borghetti July 13, 2008, 17:17 (GMT) |
branches/blender-2.47 Bugfix from trunk (patch send by Benoit Bolsee to the ML): Truncated loop n Ipo Actuator when start frame is not 1. Parent Actuator did not check if activation was due to positive or negative event |
Revision 83f6a9d by Diego Borghetti July 13, 2008, 16:57 (GMT) |
branches/blender-2.47 Merge from trunk: Revision: 15521 Revision: 15523 Revision: 15524 Revision: 15527 Revision: 15529 Revision: 15537 Revision: 15543 Revision: 15545 Revision: 15548 Revision: 15553 |
July 12, 2008, 13:41 (GMT) |
July 12, 2008, 03:30 (GMT) |
* Turned off multires updates if mode isn't sculptmode * Changed displacement matrices so that edges of faces deform more smoothly * Force a displacement update on leaving sculptmode |
July 12, 2008, 01:53 (GMT) |
Removed some more unused code. |
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