May 23, 2012, 14:03 (GMT) |
fix, errant search/replace had changed GPU_immediate.h to GPU_IMMEDIATE.h, which works on Windows but will fail elsewhere. |
May 23, 2012, 04:04 (GMT) |
Renamed some unclear functions. gpuImmediateBufferSizes -> gpuImmediateElementSizes, gpuImmediateSize -> gpuImmediateMaxVertexCount |
May 23, 2012, 02:11 (GMT) |
gpuImmediate: A simplified replacement for OpenGL immediate mode. This is an initial commit of the API. I have not converted any code to use this yet. There may be problems with use of the "restrict" keyword because I was not able to test it. |
May 22, 2012, 23:44 (GMT) |
Bring branch into sync with turnk again, some files were missed in past merges |
May 22, 2012, 23:26 (GMT) |
May 22, 2012, 23:19 (GMT) |
Enabled FFTW3 like it is already with scons |
May 22, 2012, 23:06 (GMT) |
- Delete one of many "bak" files - Commit wip code, to help with merging changes from trunk |
May 22, 2012, 23:04 (GMT) |
Update Eigen3 to latest 3.1 alpha2 to have support of sparse matrices |
May 22, 2012, 05:18 (GMT) |
Adding the start to an async option for bge.logic.LibLoad(). The basic threading works, but there are still some issues that need to be addressed: * Memory leaks when canceling a thread. I'll try to fix these with more cleanup callbacks like the one used in async_convert(). * The user has no way of knowing when an asset has been loaded. I'm thinking some sort of Future object would work here. * Only works for scenes. It will be simple to support Mesh and Action as well, but I want to do it in a such a way as to minimize code duplication. |
May 21, 2012, 19:52 (GMT) |
Maintain image transform tool ================================== Add intermediate function to detect boundary edges that will be artificially pinned and faces to reunwrap. Still not 100% certain the reunwrap method will work, still I hope it will do the trick. Still, a similar function will likely be needed for the second method that I will use, should the first one fail. |
May 21, 2012, 14:05 (GMT) |
Maintain image transform tool =============================== GUI and RNA options for retain image transform tool. This is known as "preserve UVs" in other programs, but I find this terminology deceptive because UVs are, in fact, modified. It is actually the image that is maintained on the mesh. |
May 21, 2012, 06:40 (GMT) |
svn merge ^/trunk/blender -r46037:46828 |
May 21, 2012, 06:39 (GMT) |
svn merge ^/trunk/blender -r46037:46827 |
May 21, 2012, 06:37 (GMT) |
svn merge ^/trunk/blender -r46037:46826 |
May 21, 2012, 03:28 (GMT) |
May 20, 2012, 21:00 (GMT) |
Forgot to commit rest of smoke |
May 20, 2012, 20:59 (GMT) |
leftover from merge |
May 20, 2012, 19:35 (GMT) |
May 20, 2012, 17:25 (GMT) |
- Use Smoke code from trunk again: Unforeseen problems: The new code uses hidden arrays, file based functions. Nils himself describes the code as following in one of his new papers "Unuseable for rising smoke". What a bummer. - New approach: Backport features as moving obstacles, preconditioned conjugate gradient solver, etc. - This commit also contains the following code: Better pressure and divergence calculation, idea taken from NVIDIA (graphic gems #3) |
May 20, 2012, 16:53 (GMT) |
minor optimization of font rendering Made some large local arrays static and used array instead of pointers to help compiler with aliasing issues. Made glBegin/glEnd only called once. I plan to replace the glBegin/glEnd paradigm with a set of inline functions for filling in VBO, so this isn't just shuffling around deprecated functionality. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021