July 11, 2008, 23:46 (GMT) |
Removed old code and cleaned up compiler warnings. |
July 11, 2008, 23:43 (GMT) |
Finally, subdivision with multires modifier works fully. |
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 |
Revision c4f8536 by Martin Poirier July 10, 2008, 00:09 (GMT) |
Snappiness merged from trunk: 15455 15323 15322 15279 15243 15235 15180 15179 15178 15177 15176 |
Revision da2fbc1 by Diego Borghetti July 9, 2008, 21:32 (GMT) |
branches/blender-2.47 Merge from trunk: Revision: 15460 Revision: 15461 Revision: 15462 Revision: 15480 Revision: 15485 Revision: 15488 Revision: 15490 Revision: 15494 Revision: 15550 Revision: 15502 Revision: 15503 Revision: 15505 Revision: 15508 |
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. |
Revision eae481e by Diego Borghetti July 6, 2008, 15:34 (GMT) |
branches/blender-2.47 Merge from trunk: Revision: 15418 Revision: 15433 Revision: 15438 Revision: 15447 Revision: 15448 Revision: 15450 |
July 6, 2008, 15:02 (GMT) |
these escaped the merge |
July 6, 2008, 14:38 (GMT) |
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