June 17, 2008, 14:21 (GMT) |
Apricot Branch: GLSL ==================== * Added support for the ColorRamp node. * Added less than / greather than in the Math node. * Added support for all blend modes of the Mix node and all blend modes in the texture stack. * Added more Map To support, now available: Col, Nor, Csp, Ref, Spec, Amb, Hard, Alpha, Emit. * Possible fix for a GLEW / opengl include conflict on Mac OS X in playanim.c |
June 17, 2008, 10:16 (GMT) |
June 16, 2008, 16:58 (GMT) |
Apricot Branch ============== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For uses: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Also in the GLSL shaders, removed conditional returns since some graphics cards don't support this. And fix a bug with orco's not being created in textured mode. |
June 16, 2008, 09:23 (GMT) |
Revision 90bb988 by Diego Borghetti June 15, 2008, 21:02 (GMT) |
branches/blender-2.47 Merge from trunk: Revision: 15211 Revision: 15219 Revision: 15225 Revision: 15230 Revision: 15234 |
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) |
Revision 01c3469 by Diego Borghetti June 12, 2008, 03:00 (GMT) |
branches/blender-2.47 Merge from trunk: Revision: 15187 Revision: 15195 Revision: 15197 Revision: 15199 |
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. |
Revision 391feda by Diego Borghetti June 9, 2008, 19:53 (GMT) |
branches/blender-2.47 Merge from trunk: Revision: 14976 Revision: 14978 Revision: 15129 Revision: 15136 Revision: 15144 Revision: 15147 Revision: 15149 Revision: 15157 Revision: 15158 Revision: 15159 Revision: 15160 Revision: 15161 Revision: 15168 Revision: 15177 NOTE: The big change to RAS_2DFilterManager.cpp is because the ^M (EOL). |
June 9, 2008, 15:55 (GMT) |
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