July 11, 2008, 11:10 (GMT) |
svn merge -r15518:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender Also made shadow mesh draw in texture paint (venomGFX request) |
July 10, 2008, 12:49 (GMT) |
Apricot Branch ============== svn merge -r15501:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender |
July 9, 2008, 19:15 (GMT) |
Apricot Branch: GLSL ==================== ATI fixes: * Fix crash in glBitmap when rendering shadow buffers, it doesn't seem to like using that function with only a depth buffer. * Workaround either a bug in the driver or Blender, but I couldn't find anything wrong, glVertexAttribPointerARB doesn't seem to work inside display lists, so now it uses immediate mode to create the list. * Making deformable object for the game engine didn't check properly if there was actually a vertex group, causing some static objects to not use display lists. * Also some cleanup in the game engine drawing code, replacing magic numbers with an enum. The apricot demo seems to runs slightly faster on a ATI HD3750 than NVidia 8800 GTS. |
July 9, 2008, 12:51 (GMT) |
July 8, 2008, 22:30 (GMT) |
Apricot Branch: GLSL ==================== * Some optimizations in the glsl shader code to avoid some matrix multiplications, and other floating point ops. * Optimized game engine mesh deforming code a bit, and removed a bunch of unneeded/duplicated code. * Fix for bugs #17289 and #17295, glsl compile errors. |
July 8, 2008, 18:32 (GMT) |
July 7, 2008, 21:25 (GMT) |
Apricot Branch: GLSL ==================== * Second attemp at solving exp/log incompatibility, some compilers don't seem to properly support preprocessor defines? * Some simple optimizations to skip diffuse/specular/emit if they are set to zero. |
July 7, 2008, 21:18 (GMT) |
July 7, 2008, 17:14 (GMT) |
Apricot Branch: two minor optimizations to avoid unneeded shader and opengl light state changes. |
July 7, 2008, 15:12 (GMT) |
Apricot Branch: Bugfix to make custom glsl shaders work with blender glsl shaders. |
July 7, 2008, 13:57 (GMT) |
Apricot Branch ============== Some optimizations: * Only Apply mesh deformer if the mesh is actually modified, once per frame, this was done too often before. * GLSL shader binding is now faster, only goes over dynamics inputs instead of all of them, and frees more memory after compiling too. |
July 7, 2008, 11:58 (GMT) |
Apricot Branch: GLSL ==================== * Forgot to add/remove file in list commit. * Game engine shadow optimization, don't use shaders for drawing into shadow buffer. |
July 7, 2008, 10:52 (GMT) |
Apricot Branch: GLSL ==================== * Added a separate "Layer" option for lamp shadows, that only restricts which objects cast shadow, instead of receive light and shadow. * Added exp/log compatibility for GLSL versions < 1.10. * Check for depth texture extension before using it. |
July 6, 2008, 15:02 (GMT) |
these escaped the merge |
July 6, 2008, 14:38 (GMT) |
July 4, 2008, 10:31 (GMT) |
svn merge -r15399:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender/ manually merged source/gameengine |
July 1, 2008, 17:01 (GMT) |
June 29, 2008, 22:08 (GMT) |
June 26, 2008, 12:43 (GMT) |
June 25, 2008, 16:25 (GMT) |
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