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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