Blender Git Commits

Blender Git "decklink" branch commits.

Page: 2 / 5

February 16, 2016, 20:07 (GMT)
Decklink: fix documentation to reflect the new texture transfer method in the Decklink module.
January 10, 2016, 22:59 (GMT)
VideoDecklink: fix compilation warning in Windows.
January 10, 2016, 22:44 (GMT)
VideoDecklink: accept mode index, test dvp.dll presence, enable audio just in case.

mode index instead of mode name can be used when opening the card:
VideoDecklink("1/2vuy",0)
The list of video mode is specific to each board and this method is
therefore not generic. Only use it for debugging purposes.

VideoDecklink will not throw if dvp.dll is not found when opening a Decklink
card on Windows with a nVideo Quadro GPU; instead it will fallback on
standard OpenGL transfer. It is preferable to use dvp.dll when possible as it
provides faster image transfer to Quadro GPU.

Audio Input is now enable by default with 48KHz sampling, 16bit samples and
2 channels. This is normally not necessary because audio is not used in
VideoTexture; it is just in case it is necessary on certain Decklink card.
January 9, 2016, 09:44 (GMT)
Merge remote-tracking branch 'origin/master' into decklink

Just to be sure before using experimental-build
January 9, 2016, 08:47 (GMT)
Merge remote-tracking branch 'origin/master' into decklink
December 20, 2015, 11:11 (GMT)
Decklink: fix framerate calculation.

For some reason the framerate attribute of the VideoDeclink object was
was wrong by 1.
framerate now returns the correct value.
December 20, 2015, 10:32 (GMT)
Decklink: use floating point texture format when possible.

Previous implementation was using GL_RED_INTEGER texture format for
all non-RGBA pixel format. This isn't supported by intel GPU (although
the GL_texture_rg extension is declared supported).
Floating RGBA texture are now used for the following pixel formats:
8BitYUV: Cb->B, Y0->G, Cr->R, Y1->A
10BitYUV: no fixed mapping between CbCrY and RGB, a shader is required
8BitARGB: direct mapping
8BitBGRA: direct mapping
10BitRGBXLE: direct mapping (A is undefined)
Other pixel formats are mapped to GL_RED_INTEGER (GL_R32UI internal
format, usampler2D must be used in the shader).
Note: the 10BitYUV, 10BitRGBXLE and 8BitARGB mapping only works on little-
endian host CPU. For big endian CPU, other formats must be used (not yet
implemented).

The texture MIN/MAX_FILTER is now set to NEAREST. Previously it was set to
LINEAR, which was detremental on multibytes pixel format.

The sample shader in the documentation for the above formats will be
changed to reflect the new mapping.
December 6, 2015, 11:33 (GMT)
BGE: Add GL synchronization on ImageRender.refresh() without buffer.

Calling ImageRender.refresh() without passing a buffer object will
now perform the render (if not already started earlier with
ImageRender.render()) and wait for the render to complete.
This is done internally with a GLSync object to synchronize with the GPU.
This is only useful when doing offscreen render on texture target:
when refresh() returns, you are guaranteed that the texture is ready for use.

fbo = bge.render.offScreenCreate(width,height,samples,bge.render.RAS_OFS_RENDER_TEXTURE)
tex = fbo.color
ir = bge.texture.ImageRender(scene,camera,fbo)
ir.refresh()
--> tex is now ready for use
December 5, 2015, 13:26 (GMT)
BGE: Display shadow when default render is off.

There was a bug with logic.setRender(False): the shadow buffers
were not computed, which was visible in the bge.texture.ImageRender()
custom renders.
This is now fixed: the shadow buffers will be computed at most once per
frame by the first ImageRender() or by the default render.
November 29, 2015, 22:44 (GMT)
BGE: Fix offscreen render on texture.

Previously using RAS_OFS_RENDER_TEXTURE was not producing usable
textures (although the render was ok); this was due to missing
mipmap levels in the texture.
This is now fixed: the mipmap levels are explicitly created at the end of
the render as it appears that FBO do not generate them automatically.
November 24, 2015, 21:48 (GMT)
BGE: Set render flag true on game start.

Fixes this bug:
1. add `logic.setRender(False)`
2. run game, exit game
3. remove the `logic.setRender` line
4. run game ... the render is still off

Now the render flag will be on by default on game start.

Note: during the game, the render flag stays unchanged across
game restart/load. It's only on initial game start that it is
initialized on.
November 21, 2015, 17:26 (GMT)
DeckLink: clean GPL statement in new files.
November 21, 2015, 17:26 (GMT)
BGE: bge.render.offScreenCreate() target argument to select Texture or RenderBuffer as render target.

fbo = bge.render.offScreenCreate(w,h,samples,target)
target = bge.render.RAS_OFS_RENDER_BUFFER: send render to RenderBuffers (compatible with MSAA on Intel GPU)
target = bge.render.RAS_OFS_RENDER_TEXTURE: send render to Texture (not compatible with MSAA on Intel GPU)

The default (RAS_OFS_RENDER_BUFFER) is preferable in all cases expect
if you need to access directly the texture for some applications.

The texture bind code is accessible with the new attribute color (fbo.color).
The attribute value is 0 if target is RAS_OFS_RENDER_BUFFER.
November 13, 2015, 17:32 (GMT)
Merge remote-tracking branch 'origin' into decklink

Conflicts:
source/gameengine/Ketsji/BL_Shader.cpp
source/gameengine/Ketsji/BL_Shader.h
November 12, 2015, 23:46 (GMT)
BGE: Add documentation for bge.types.BL_Shader.setUniformEyef()
November 11, 2015, 17:40 (GMT)
BGE: Add documentation for decklink support in VideoTexture.
November 5, 2015, 17:32 (GMT)
BGE: RASOffScreen object reimplemented with Renderbuffers.

RASOffScreen was previously using GPUOffScreen object from the gpu library,
which in turn uses textures as render destinations, also when multisample is
requested. This is a problem for Intel integrated as they generally don't
support multisample textures.

ImageRender doesn't need textures as render destination: Renderbuffers are
sufficient because it only read pixels from the render with glReadPixels and
glCopyTexSubImage, both of which work with Renderbuffers.

Therefore, RASOffScreen is reimplemented with Renderbuffers and multisample
offscreen renders are now supported on Intel GMA. The gpu library is no
longer used. There is no API change.
November 3, 2015, 16:37 (GMT)
BGE: asynchronous render with ImageRender new render() method

usage:
ir = bge.texture.ImageRender(..)
ir.render()
ir.refresh(buffer)
November 2, 2015, 13:28 (GMT)
Fix warnings when compiling WITH_DECKLINK=OFF and WITH_X11_ALPHA=OFF
November 2, 2015, 12:15 (GMT)
BGE: multisample FBO supported in bge.render.offscreenCreate()

3rd optional argument to offScreenCreate() to specify the number of
multi-sample. If the GPU does not support MSAA on FBO, this is ignored.
No other change in the API.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021