Revision 57beadf by Janne Karhu May 7, 2009, 22:31 (GMT) |
Second fix for [#18697] 2.49RC1: Keyed Particles fine in viewport but give me a crash during render |
Revision cdba1dd by Campbell Barton May 7, 2009, 22:06 (GMT) |
BGE Python owned proxies had a problem being decref'd twice, this would crash on freeing KX_Vertex/Poly Proxy types when python was compiled with debug options enabled. add_mesh_torus.py wasnt tested from update, will go through all edited scripts and test : |
Revision e1c958c by Dalai Felinto May 7, 2009, 20:00 (GMT) |
BGE Dome: Implementation of FBO to handle warp mesh rendering. We are using an image twice as big to render the fisheye before warping. It'll slow down warping meshes a little, but we get way more resolution. Therefore I will bring Truncated Dome mode back in order to avoid using warping mesh for that. |
Revision 1f5ccd1 by Benoit Bolsee May 7, 2009, 19:36 (GMT) |
BGE: unfortunately VA+list still doesn't work on ATI card, so put a specific check for ATI. |
Revision 63eeaef by Benoit Bolsee May 7, 2009, 16:37 (GMT) |
Implement stub for iTaSC plugin. Add ikdata field in bArmature to store IK solver temporary data. Add BIK_remove_armature() to plugin interface to clean IK solver data when removing armature and changing of solver in UI. Handle file read/write. |
Revision f590ffd by Campbell Barton May 7, 2009, 14:53 (GMT) |
[#18645] Texture painting smudge brush darkens images - 2.49RC1 not fixed but the problem is now less bad when projection painting, bilinear interpolation was rounding down. - added gameOb.attrDict to get the internal gameObject dict. - mesh.getVertex wasnt setting an exception. |
Revision 42557f9 by Benoit Bolsee May 7, 2009, 09:13 (GMT) |
BGE performance, 3rd round: culling and rasterizer. This commit extend the technique of dynamic linked list to the mesh slots so as to eliminate dumb scan or map lookup. It provides massive performance improvement in the culling and in the rasterizer when the majority of objects are static. Other improvements: - Compute the opengl matrix only for objects that are visible. - Simplify hash function for GEN_HasedPtr - Scan light list instead of general object list to render shadows - Remove redundant opengl calls to set specularity, shinyness and diffuse between each mesh slots. - Cache GPU material to avoid frequent call to GPU_material_from_blender - Only set once the fixed elements of mesh slot - Use more inline function The following table shows the performance increase between 2.48, 1st round and this round of improvement. The test was done with a scene containing 40000 objects, of which 1000 are in the view frustrum approximately. The object are simple textured cube to make sure the GPU is not the bottleneck. As some of the rasterizer processing time has moved under culling, I present the sum of scenegraph(includes culling)+rasterizer time Scenegraph+rasterizer(ms) 2.48 1st round 3rd round All objects static, 323.0 86.0 7.2 all visible, 1000 in the view frustrum All objects static, 219.0 49.7 N/A(*) all invisible. All objects moving, 323.0 105.6 34.7 all visible, 1000 in the view frustrum Scene destruction 40min 40min 4s (*) : this time is not representative because the frame rate was at 60fps. In that case, the GPU holds down the GE by frame sync. By design, the overhead of the rasterizer is 0 when the the objects are invisible. This table shows a global speed up between 9x and 45x compared to 2.48a for scenegraph, culling and rasterizer overhead. The speed up goes much higher when objects are invisible. An additional 2-4x speed up is possible in the scenegraph by upgrading the Moto library to use Eigen2 BLAS library instead of C++ classes but the scenegraph is already so fast that it is not a priority right now. Next speed up in logic: many things to do there... |
Revision 779bf43 by Campbell Barton May 7, 2009, 05:23 (GMT) |
python3 compatibility for the BGE api, this only works with scons when WITH_BF_NOBLENDER is enabled. Mathutils, Geometry and BGL modules are currently disabled with python3 |
Revision c46fa27 by Campbell Barton May 7, 2009, 01:27 (GMT) |
smudge on float images crashed |
Revision 7325b8e by Michael Fox May 7, 2009, 01:20 (GMT) |
just a small tweak to the buttons window header buttons, seperating the global buttons like scene and world from the sub buttons like ob data and materials, also tweaked the object checks aswell |
Revision 49fda94 by Campbell Barton May 6, 2009, 22:16 (GMT) |
python is not being very helpful! It seems 2.5 gives the version as a string, 2.6 as ints |
Revision 3d60c4e by Campbell Barton May 6, 2009, 21:47 (GMT) |
[#18702] FBX exported hemi light crashes maya - bugfix, off by 1 when clamping lamp types, caused blender to write an invalid lamp type - error in last commit (renamed function) |
Revision cf93cad by Campbell Barton May 6, 2009, 21:41 (GMT) |
use the python version scons is running with by default on linux, will make it easier for people with new distros that only come with python 2.6 |
Revision ee4e89e by Andrea Weikert May 6, 2009, 18:51 (GMT) |
Blender 2.5 MSVC projectfiles updates * removed WITH_FREETYPE2 * update for several missing or moved files rna_fcurve.c, gpencil.c,... |
Revision fd56803 by Benoit Bolsee May 6, 2009, 13:49 (GMT) |
Implement IK plugin library |
Revision 94e9e95 by Campbell Barton May 6, 2009, 12:45 (GMT) |
[#18681] Mousesensor Over doesn't work in ortho mode of 3dview camera bugfix, the clip near/far are scaled up for some reason, so use a range between 0 - clipfar for now. |
Revision c1e1091 by Campbell Barton May 6, 2009, 09:12 (GMT) |
moved py controller functions from SCA_PythonController to SCA_IController - the base controller class so python can get the sensors & actuators from any controller (not just SCA_PythonController types) also deprecated getActuators() and getSensors() for 'sensors' and 'actuators' attributes. an example of getting every sensor connected to an object. all_sensors = [s for c in ob.controllers for s in c.sensors] |
Revision 25b415f by Janne Karhu May 6, 2009, 08:33 (GMT) |
Fix for [#18697] 2.49RC1: Keyed Particles fine in viewport but give me a crash during render |
Revision 899c669 by Campbell Barton May 6, 2009, 06:01 (GMT) |
[#18328] FBX exporter not exporting multi-texture materials properly even though the format allows materials and textures to be written separately the textures wont load right in maya or 3dsmax unless each texture has its own material. |
Revision de4f811 by Campbell Barton May 6, 2009, 04:24 (GMT) |
- Export hard edge and face info - Use Edges field rather then 2 vert faces (worked in some apps but crashed maya) |
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