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Blender Git "apricot" branch commits.

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August 14, 2008, 09:18 (GMT)
August 13, 2008, 17:42 (GMT)
Apricot Branch
==============

svn merge -r16064:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender

August 13, 2008, 17:37 (GMT)
Apricot Branch
==============

Various cleanups and optimizations in the game engine:
* Remove some duplication in the RAS_RenderTools, and sync the blender
and game player versions. Also avoid some opengl state changes.
* Don't make separate materials for triangles and quads, this distinction
was moved to the mesh level. Also don't take some other irrelevant tface
settings into account to avoid making more materials.
* Refactoring of mesh storage, should fix wrong normals on meshes that are
reused. It also allows for joining together nearby meshes for speed, though
that's disabled still because it doesn't work together correct yet with
ome features.
* Added a distinction for game objects to be either culled or set invisible,
previously there was only one flag, which couldn't work correct.
* For parenting to bones, where_is_pose was executed multiple times per
frame, now should be once per armature.
* Fix uninitialized intertia value in the physics system.
* Various warning fixes.
* Removed some conditionals in GLSL and other minor optimizations in the
code. Also cache opengl uniform locations, and fix an invalid memory read.
* Avoid doing some math for GLSL lamps if it is not required.

August 12, 2008, 12:57 (GMT)
August 7, 2008, 20:00 (GMT)
August 6, 2008, 00:37 (GMT)
August 5, 2008, 10:39 (GMT)
August 3, 2008, 16:02 (GMT)
apricot branch: fix a bug with the export of the second uv layer
to the game engine for GLSL.

August 3, 2008, 14:46 (GMT)
July 29, 2008, 16:25 (GMT)
Apricot Branch
==============

svn merge -r15866:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender

Alpha blending and sorting changes, but also include some initial
support for GLSL lamps in dupligroups (only one duplicate works at
the moment).

July 29, 2008, 15:27 (GMT)
July 28, 2008, 14:35 (GMT)
July 26, 2008, 15:38 (GMT)
July 26, 2008, 04:36 (GMT)
July 25, 2008, 10:55 (GMT)
Apricot Branch: bugfix, don't let material ipo's update the
obcolor in the game engine, otherwise there's two ipo's
updating the same value, and which one is the final value is
undefined.

July 24, 2008, 18:00 (GMT)
Apricot Branch: GLSL
====================

* Added ObColor support, though it works different than for TexFaces.
It used a new ObColor option in the materials, which will modulate
the final color/alpha with the object color and alpha, also works
in the render engine.
* Made GLSL check the ZTransp flag. A material is now only drawn
transparent if this flag is enabled, a bit more consistent with the
render engine.
* Fix for bug #17359: crash related subsurf + editmode GLSL.

July 24, 2008, 07:06 (GMT)
July 23, 2008, 22:23 (GMT)
Apricot Branch: fix for typo, no idea how this compiled with gcc..

July 23, 2008, 07:17 (GMT)
July 22, 2008, 18:48 (GMT)
these files missed the merge
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