Blender Git Commits

Blender Git commits from all branches.

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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* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.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.

June 16, 2008, 09:23 (GMT)
June 15, 2008, 21:02 (GMT)
branches/blender-2.47

Merge from trunk:
Revision: 15211
Revision: 15219
Revision: 15225
Revision: 15230
Revision: 15234

June 15, 2008, 17:55 (GMT)
Fix msvc compile error, reported by Wahooney
June 15, 2008, 09:49 (GMT)
June 14, 2008, 23:51 (GMT)
Apricot Branch:

Some optimizations to decrease game engine startup time:
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
* Share GLSL shaders with the game engine so they don't have to be
recompiled. This required changes to the rasterization in the game
engine to add an option to use attributes instead of texture
coordinates.
* Some small optimizations in bullet BVH building, though could be
improved more, since it takes about 50% of startup time still in
my test .blend.

June 14, 2008, 22:37 (GMT)
June 14, 2008, 18:13 (GMT)
June 13, 2008, 21:24 (GMT)
Apricot Branch: GLSL
====================

* Added support for lamps and shaders. All material diffuse and
specular shaders are supported, for lamps especially area light
support is not there yet.

* Added support for these GLSL shaders in the game engine, though
it is incomplete and somewhat of a hack. Specifically all the
variables are completely static, which means moving lights, or
animating material properties will not work.

* Enabling GLSL shaders is now different. They work in textured
drawmode, and can be enabled in the Game menu with the option
"Blender GLSL Materials"

Known issues:
* The GLSL shaders don't always update correct on light changes.
* The game player appears to crash with these GLSL shaders, while
regular blender works fine.

June 13, 2008, 12:54 (GMT)
missing call to EM_free_index_arrays()
June 13, 2008, 12:33 (GMT)
Topology Mirror. Find mirror verts based on topology, ignoring vertex location,
Currently works with transform and weight painting.
Tested with 5 peach characters and Suzanne (without eyes), rely's on both verts being uniquely positioned in relation to the surrounding edge topology. useful when weight painting asymmetric characters.

June 12, 2008, 15:05 (GMT)
June 12, 2008, 03:00 (GMT)
branches/blender-2.47

Merge from trunk:
Revision: 15187
Revision: 15195
Revision: 15197
Revision: 15199

June 11, 2008, 05:46 (GMT)
moved uv_center from drawimage.c to editface.c, removed extern defines needed for transform, also replaced G.vd->around with t->around
June 10, 2008, 10:32 (GMT)
fix for some errors with UV mirror when the face/vertex connection map could not be generated.
June 10, 2008, 09:42 (GMT)
UV Mirror now detects the bounding box of UV islands to get the mirror center
Access mirror now from the UVs menu (dont use mesh mirror)
Added vertical mirroring (can only do U or V mirror)
- mirror dosnt work with quad constrained or PET yet.
June 9, 2008, 19:53 (GMT)
branches/blender-2.47

Merge from trunk:
Revision: 14976
Revision: 14978
Revision: 15129
Revision: 15136
Revision: 15144
Revision: 15147
Revision: 15149
Revision: 15157
Revision: 15158
Revision: 15159
Revision: 15160
Revision: 15161
Revision: 15168
Revision: 15177

NOTE: The big change to RAS_2DFilterManager.cpp is because the ^M (EOL).

June 9, 2008, 15:55 (GMT)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021