Blender Git Loki

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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)
Merge from trunk r46815-r46913
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)
Merge w/ Trunk r46806-r46823

Hoping this fixes a build error.
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)
Merge from trunk r46614-r46814
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.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021