July 27, 2012, 01:36 (GMT) |
The BGE spends a lot of time on glIsEnabled(), glGet, and state changes. This gets rid of unnecessary glGet calls for viewport information. Since we're the only ones makes calls to glViewport, we can cache the values. |
July 26, 2012, 22:15 (GMT) |
Adding ghost sensor support for Android. |
July 26, 2012, 21:49 (GMT) |
Adding Initial sensor API in GHOST Test sensor availibility: getSensorsAvailability() Enable or disable sensors: setSensorsState() Sensors are disabled by default You need to supply type of sensor: 1 - Accelerometer 2 - Gyroscope 3 - Magnetic Sensor (Please don't switch order, just append new sensors. It is hardcoded in Android) Data is stored as a vectror in GHOST_TEventSensorData with dimension of 3 for Accelerometer, Gyroscope and Magnetic Sensor Other sensors can have differnt dimensions |
July 25, 2012, 21:06 (GMT) |
Cleaning up a memory leak with KX_LibLoadStatus objects that were being sent to Python. The objects are now saved to a map on the scene converter and deleted when the library is freed. This map can later be used to provide users with a list of status objects. |
July 25, 2012, 20:51 (GMT) |
Adding a new uvs attribute to KX_VertexProxy that returns a list of uvs for the vertex. This is currently the only way to access uv layers >2 via Python. |
July 25, 2012, 13:09 (GMT) |
added a gpuGetMatrixMode |
July 25, 2012, 13:08 (GMT) |
glreport.py improvements fixed various 'fake' gl tokens and added missing tokens to the database |
July 23, 2012, 20:13 (GMT) |
Fix states for OpenGL ES. Surface culling bugs were reported by Dalai Felinto. |
July 23, 2012, 17:44 (GMT) |
Fix for Custom Shaders Add more definitions for ES Fix for function call. Reported by dfelinto |
July 20, 2012, 17:24 (GMT) |
Adding jni folder for Blender app. It contatins: All copy/loader functions. Most stuff is copied from previous main.c from aghosty-sdl aEvent.c and aEvent.h defines event queue and list of allowed events. Event queue don't have locks, but it is two threads safe (one read, one write) main.c implements native java functions. event* just put event into queue. |
July 20, 2012, 06:34 (GMT) |
When libloading, don't attempt to compile shaders until during the scene merge. This prevents the shaders from getting compiled twice (giving a speedup), and it solves the problem of trying to load shaders in a separate thread, which resulted in an error. |
July 19, 2012, 20:46 (GMT) |
Updating Cmake to support Android App. App itself will follow. |
July 19, 2012, 20:19 (GMT) |
Updating Android Native Ghost, Now supports: * Mouse emulation * Position and left clicks * Closing Window |
July 18, 2012, 10:36 (GMT) |
July 18, 2012, 10:25 (GMT) |
Apparently structs need to be declared 'extern "C"' in order to link correctly (in MSVC2008 at least). |
July 18, 2012, 03:56 (GMT) |
Fix for [#18146] "gap in texture stack with multi UV in GE with GLSL" reported by Hubert Niecko (szczuro). Places that would check texture slots now check all the slots, not just the first few. This makes the code more flexible at a slight (and probably negligible) performance hit. I'm committing this to Swiss instead of trunk because the fix works off of the multi-UV code present in Swiss. |
July 16, 2012, 19:15 (GMT) |
Enables draw in VA GE mode for OpenGL ES by using attributes with known index instead of usual functions. |
July 16, 2012, 17:16 (GMT) |
Adding more openGL compatibility for ES. Fixed fake glew. OpenGL ES is not only limited to Android (can be used on X11) |
July 16, 2012, 16:51 (GMT) |
Replace GLEW extensions with our GPU extensions as GLEW is not on android and we have more flexiable extensions system. |
July 16, 2012, 16:19 (GMT) |
Forgot a file for the last commit |
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