May 5, 2008, 19:19 (GMT) |
Apricot branch bugfix: texture slots changes had a bug that could make drawing them crash. |
May 5, 2008, 15:40 (GMT) |
raised maximum texture slots to 18 |
May 5, 2008, 13:35 (GMT) |
merge from trunk |
May 1, 2008, 13:02 (GMT) |
moved snap button to ground into header until it can be integrated with snap or put elsewhere. needed to move KX_BlenderGL.cpp include to compile |
April 30, 2008, 12:27 (GMT) |
April 28, 2008, 12:22 (GMT) |
make translate view zoom use grid size |
April 27, 2008, 20:43 (GMT) |
fixes from trunk |
April 27, 2008, 18:45 (GMT) |
April 27, 2008, 15:00 (GMT) |
changes from trunk |
April 26, 2008, 14:02 (GMT) |
changes from trunk |
April 25, 2008, 17:39 (GMT) |
Apricot Branch ============== - Added basic cook-torrance specular to the GLSL material. |
April 25, 2008, 16:58 (GMT) |
Apricot Branch ============== GLSL materials: - Basic support for normal maps, though it looks quite flat with the current solid mode lighting. |
April 25, 2008, 13:46 (GMT) |
Apricot Branch ============== GLSL materials: - Added the beginning of texture stack evaluation, only a few options are supported. - Added a few lines of code to display non-node materials, with solid mode lighting to at least see something. |
April 25, 2008, 10:25 (GMT) |
caedes needed this fix for exporting |
April 24, 2008, 20:21 (GMT) |
Apricot Branch: material GLSL shaders ===================================== - Currently only supports node-based materials, with some nodes, main purpose of this commit is to get the infrastructure in place, more material options will be added in the following weeks. - Supported shader nodes: camera, curves, geometry (everything except global and front/back), curves (partially), huesatval, invert, mapping, math, mix/add/mult/sub/div, math, vector math, normal, output, rgb, separate/combine rgb, squeeze, basic image textures, value and output. - Lights and shaders are still missing, but since the SoC project had these working quite far it should be possible to reuse that code. - Enable using "GL Shaded Mode" in the user preferences. It will replace regular shaded mode with glsl shaders. - If the material is not node based or has an error in it, it will revert to solid shading. Need to do this kind of error handling better and make it posssible to still run even with some functionality not supported. - Integration with texture loading in textured mode is very poor, needs to be revised. - Only added support for Scons and Makefiles. - Added GLEW in extern/. There were some conflicts with the game engine opengl extensions but managed to solve them. Still, it would be good to use single mechanism for opengl extensions. - Added a "gpu" module in source/blender. It has quite a lot of code with much of it uncommented as well, some of that will become used and some it will be removed later. - OpenGL shader code is currently converted to a C file with datatoc (which now 0-terminates the arrays), but this has to be done manually still, need to figure out a better way or integrate it into the build systems. |
April 23, 2008, 21:11 (GMT) |
changes from trunk |
April 23, 2008, 11:38 (GMT) |
dupliGroup instance offset, so a library of objects can be stored on 1 layer without placing each groups members over the world 0,0,0 point. |
April 23, 2008, 10:16 (GMT) |
Request from Chris Plush, poly reduction tool that maintains face loops and gives pradictable results for terrain, this could evolve into an UnSubsurf tool. Currently face flipping is incorrect and UV's are lost. |
April 22, 2008, 14:40 (GMT) |
merge from trunk |
April 21, 2008, 09:50 (GMT) |
added comments for bad transform stuff |
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