May 25, 2012, 01:28 (GMT) |
Modified blenfont to use gpuImmediateLock/gpuImmediateUnlock |
May 25, 2012, 01:26 (GMT) |
Optimization (after Profiling), and refactoring of gpuImmediate. Added gpuImmediateLock/gpuImmediateUnlock so that gpuBegin/gpuEnd have less to do so it is faster to send multiple batches. Profiled the code using the text renderer as a pathological case. |
May 23, 2012, 23:16 (GMT) |
Forgot to add blender/gpu/intern/gpu_deprecated to CMakeLists.txt. |
May 23, 2012, 22:22 (GMT) |
Removed deprecated functions from blf_glyph.c Note, it still uses GL_QUADS, which I have not decided if we should emulate quads or force the use of triangles. |
May 23, 2012, 22:17 (GMT) |
gpuImmediate - fixed several bugs after testing with font rendering, added gpu_deprecated.h which defines macros that chastise you if you use outdated symbols. |
May 23, 2012, 22:13 (GMT) |
PixelStore Policy The way Blender uses PixelStore the best policy seems to be to assume that the values are set to their defaults (Do not call PixelStore if you do not have to) and restore the default value for anything that was changed after completing the store operation. |
May 23, 2012, 14:28 (GMT) |
fixed undefined symbol in GPU_immediate that wasn't caught because I was not building in debug mode. |
May 23, 2012, 14:03 (GMT) |
fix, errant search/replace had changed GPU_immediate.h to GPU_IMMEDIATE.h, which works on Windows but will fail elsewhere. |
May 23, 2012, 04:04 (GMT) |
Renamed some unclear functions. gpuImmediateBufferSizes -> gpuImmediateElementSizes, gpuImmediateSize -> gpuImmediateMaxVertexCount |
May 23, 2012, 02:11 (GMT) |
gpuImmediate: A simplified replacement for OpenGL immediate mode. This is an initial commit of the API. I have not converted any code to use this yet. There may be problems with use of the "restrict" keyword because I was not able to test it. |
May 22, 2012, 05:18 (GMT) |
Adding the start to an async option for bge.logic.LibLoad(). The basic threading works, but there are still some issues that need to be addressed: * Memory leaks when canceling a thread. I'll try to fix these with more cleanup callbacks like the one used in async_convert(). * The user has no way of knowing when an asset has been loaded. I'm thinking some sort of Future object would work here. * Only works for scenes. It will be simple to support Mesh and Action as well, but I want to do it in a such a way as to minimize code duplication. |
May 21, 2012, 03:28 (GMT) |
May 20, 2012, 16:53 (GMT) |
minor optimization of font rendering Made some large local arrays static and used array instead of pointers to help compiler with aliasing issues. Made glBegin/glEnd only called once. I plan to replace the glBegin/glEnd paradigm with a set of inline functions for filling in VBO, so this isn't just shuffling around deprecated functionality. |
May 20, 2012, 16:47 (GMT) |
removed "fake" glx tokens from GHOST_WindowX11.cpp |
May 20, 2012, 15:33 (GMT) |
new gsoc branch |
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