http://www.miikahweb.com/feed.php MiikaHweb - Blender Ge_2df_textures Branch http://www.miikahweb.com/ MiikaHweb - Blender Ge_2df_textures Branch fi Fri, 18 Oct 19 14:25:31 +0000 MiikaHweb RSS contact at miikahweb.com <![CDATA[[4ef064d]: BGE: bge.render.offScreenCreate() takes one more parameter,...]]> http://www.miikahweb.com/en/blender/git-logs/commit/4ef064d4c21e33241f8f04b44b15ea1020728a32 4ef064d
Branches : ge_2df_textures
Author : Benoit Bolsee (ben2610)
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BGE: bge.render.offScreenCreate() takes one more parameter, reflect this in the argument format string.

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Thu, 04 May 2017 11:07:50 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/4ef064d4c21e33241f8f04b44b15ea1020728a32Benoit Bolsee
<![CDATA[[9bf3c96]: BGE: Fix 1-pixel bug with viewport and aspect ratio.]]> http://www.miikahweb.com/en/blender/git-logs/commit/9bf3c963761c6d970a9c222da3091082c9b6f0f5 9bf3c96
Branches : ge_2df_textures
Author : Benoit Bolsee (ben2610)
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BGE: Fix 1-pixel bug with viewport and aspect ratio.

The canvas viewport is initially set as (0,0,width,height) but treated at
OGL level as (left,bottom,right,top), which differs by 1 pixel.
This was causing a wrong aspect ratio in the render.

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Mon, 03 Apr 2017 06:46:55 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/9bf3c963761c6d970a9c222da3091082c9b6f0f5Benoit Bolsee
<![CDATA[[9847537]: BGE: new bge.logic.Render() to perform render w/o logic step...]]> http://www.miikahweb.com/en/blender/git-logs/commit/9847537979b8a3ccf4ee5c7f6ca5b66ed9d7b80b 9847537
Branches : ge_2df_textures
Author : Benoit Bolsee (ben2610)
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BGE: new bge.logic.Render() to perform render w/o logic step.

This function works only if python has control:
1. add scene custom property, call it __main__
2. give it string value as the name of a text block
3. code game loop in python in text block. Example:

import bge

bge.logic.setUseExternalClock(True)
t = 0.0;
scene = bge.logic.getCurrentScene()
cam = scene.cameras["Camera"]
cam.setViewport(120,120,370,370)
while not bge.logic.NextFrame():
cam.useViewport = True
# second render with viewport enable, clock time unchanged
bge.logic.Render()
# advance animation for next frame
t += 0.02
bge.logic.setClockTime(t)
cam.useViewport = False

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Fri, 31 Mar 2017 22:57:38 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/9847537979b8a3ccf4ee5c7f6ca5b66ed9d7b80bBenoit Bolsee
<![CDATA[[e4ea5e5]: BGE: 2D filter additions.]]> http://www.miikahweb.com/en/blender/git-logs/commit/e4ea5e5810928ed3da2119a9a4a646bb6991436d e4ea5e5
Branches : ge_2df_textures
Author : Benoit Bolsee (ben2610)
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BGE: 2D filter additions.

gpu_draw: skip color management for textures declared as 'non-color'.

New reserved names in 2D filters: bgl_ObjectTextureX (X=0 to 4) to
access texture channels 0 to 4 of the object on which the 2D filter
is defined.

Force U.use_16bit_textures to 1 in the blender player to give access to
floating point textures in the 2D fitlers shaders.

bge.logic.setOffScreen(True) to define and use a floating point offscreen
render buffer of the same size than the framebuffer in the main BGE loop.
Useful to get floating point results from 2D filters. The offscreen render
buffer will automatically be used by bge.texture.ImageViewport if it's enabled.
It is legal to call bge.logic.setOffScreen(True/False) to disable and reenable
the framebuffer on a frame by frame basis.

New refresh mode for bge.texture.ImageViewport and bge.texture.ImageRender
objects:
iv.refresh(buffer, mode)
mode = "DEPTH" to retrieve floating point depth buffer
= "RG32F" to retrieve red and green channels as floating point.
= "RGB32F" to retrieve red, green and blue channels as floating point
= "RGBA32F" to retrieve red, green, blue and alpha channels as floating point.
For ImageViewport and ImageRender, refresh() bypasses all filters and object
options and retrieve directly from the frame buffer or render buffer.

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Mon, 20 Mar 2017 23:26:52 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/e4ea5e5810928ed3da2119a9a4a646bb6991436dBenoit Bolsee