June 16, 2008, 09:23 (GMT) |
June 15, 2008, 17:55 (GMT) |
Fix msvc compile error, reported by Wahooney |
June 15, 2008, 09:49 (GMT) |
June 14, 2008, 23:51 (GMT) |
Apricot Branch: Some optimizations to decrease game engine startup time: * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes. * Share GLSL shaders with the game engine so they don't have to be recompiled. This required changes to the rasterization in the game engine to add an option to use attributes instead of texture coordinates. * Some small optimizations in bullet BVH building, though could be improved more, since it takes about 50% of startup time still in my test .blend. |
June 14, 2008, 22:37 (GMT) |
June 14, 2008, 18:13 (GMT) |
June 13, 2008, 21:24 (GMT) |
Apricot Branch: GLSL ==================== * Added support for lamps and shaders. All material diffuse and specular shaders are supported, for lamps especially area light support is not there yet. * Added support for these GLSL shaders in the game engine, though it is incomplete and somewhat of a hack. Specifically all the variables are completely static, which means moving lights, or animating material properties will not work. * Enabling GLSL shaders is now different. They work in textured drawmode, and can be enabled in the Game menu with the option "Blender GLSL Materials" Known issues: * The GLSL shaders don't always update correct on light changes. * The game player appears to crash with these GLSL shaders, while regular blender works fine. |
June 13, 2008, 12:54 (GMT) |
missing call to EM_free_index_arrays() |
June 13, 2008, 12:33 (GMT) |
Topology Mirror. Find mirror verts based on topology, ignoring vertex location, Currently works with transform and weight painting. Tested with 5 peach characters and Suzanne (without eyes), rely's on both verts being uniquely positioned in relation to the surrounding edge topology. useful when weight painting asymmetric characters. |
June 12, 2008, 15:05 (GMT) |
June 11, 2008, 05:46 (GMT) |
moved uv_center from drawimage.c to editface.c, removed extern defines needed for transform, also replaced G.vd->around with t->around |
June 10, 2008, 10:32 (GMT) |
fix for some errors with UV mirror when the face/vertex connection map could not be generated. |
June 10, 2008, 09:42 (GMT) |
UV Mirror now detects the bounding box of UV islands to get the mirror center Access mirror now from the UVs menu (dont use mesh mirror) Added vertical mirroring (can only do U or V mirror) - mirror dosnt work with quad constrained or PET yet. |
June 9, 2008, 15:55 (GMT) |
June 8, 2008, 20:47 (GMT) |
ipo ghosting option, request from venomgfx to help adjusting ipos with a reference to the original (enable in the view menu -> Ghost Editmode) |
June 8, 2008, 20:43 (GMT) |
June 8, 2008, 02:38 (GMT) |
edge loop side/del uv only worked with a maximum of 4 faces connected to a vert. now make a list that can have any number of face/uvs. |
June 8, 2008, 01:00 (GMT) |
evil tri-count stats, game people want, counts tri's while drawing, but no other fast way to do this. |
June 7, 2008, 18:19 (GMT) |
flag name should be UVCALC_TRANSFORM_CORRECT rather then UVCALC_NO_TRANSFORM_CORRECT |
June 7, 2008, 17:48 (GMT) |
Option to correct for UV distortion when edge sliding when the surrounding faces share the same UV location (else uv interpolation is ignored for that vert). Enable this from the UV Calculation panel, "Transform Correction" button. This also means deleting edge loops keeps uvs where possible (even when Transform Correction isnt enabled). Works for multiple UV layers. |
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