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Git Commits -> Revision 437b207

Revision 437b207 by Brecht Van Lommel (apricot)
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.

Commit Details:

Full Hash: 437b207d3a0befb87c21676735bb9bd6750e9303
SVN Revision: 15493
Parent Commit: f43c66f
Lines Changed: +1226, -1429

21 Modified Paths:

/intern/moto/include/GEN_Map.h (+18, -0) (Diff)
/source/blender/gpu/GPU_material.h (+1, -1) (Diff)
/source/blender/gpu/intern/gpu_material.c (+40, -15) (Diff)
/source/blender/gpu/intern/gpu_shader_material.glsl (+14, -30) (Diff)
/source/blender/gpu/intern/gpu_shader_material.glsl.c (+979, -996) (Diff)
/source/blender/src/drawobject.c (+1, -1) (Diff)
/source/gameengine/Converter/BL_BlenderDataConversion.cpp (+11, -25) (Diff)
/source/gameengine/Converter/BL_MeshDeformer.cpp (+70, -75) (Diff)
/source/gameengine/Converter/BL_MeshDeformer.h (+1, -1) (Diff)
/source/gameengine/Converter/BL_SkinDeformer.cpp (+11, -22) (Diff)
/source/gameengine/Converter/BL_SkinMeshObject.cpp (+0, -84) (Diff)
/source/gameengine/Converter/BL_SkinMeshObject.h (+0, -94) (Diff)
/source/gameengine/Ketsji/BL_BlenderShader.cpp (+6, -3) (Diff)
/source/gameengine/Ketsji/BL_BlenderShader.h (+1, -1) (Diff)
/source/gameengine/Ketsji/KX_BlenderMaterial.cpp (+1, -1) (Diff)
/source/gameengine/Rasterizer/RAS_MeshObject.cpp (+37, -24) (Diff)
/source/gameengine/Rasterizer/RAS_MeshObject.h (+3, -3) (Diff)
/source/gameengine/Rasterizer/RAS_TexVert.cpp (+3, -39) (Diff)
/source/gameengine/Rasterizer/RAS_TexVert.h (+10, -14) (Diff)
/source/kernel/gen_system/GEN_HashedPtr.h (+1, -0) (Diff)
/source/kernel/gen_system/GEN_Map.h (+18, -0) (Diff)
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021