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Git Commits -> Revision a3f6516

Revision a3f6516 by Daniel Stokes (soc-2011-cucumber)
July 29, 2011, 21:47 (GMT)
Adding support for more than 2 UV layers. Rather than just having two uv variables stored in various places, UVs are now stored in arrays that have a size equal to RAS_TexVert::MAX_UNIT. Most traces of the hacks used to get the second UV layer to work have been removed. The python API still needs to be updated to give access to the new layers (it was updated to still work properly for the first 2 layers). VBOs still need some extra attention as well.

Commit Details:

Full Hash: a3f65167bef17076d23f33d06f79781639e10aa1
SVN Revision: 38836
Parent Commit: 7d44c37
Lines Changed: +127, -200

16 Modified Paths:

/source/gameengine/Converter/BL_BlenderDataConversion.cpp (+27, -19) (Diff)
/source/gameengine/Ketsji/BL_BlenderShader.cpp (+2, -8) (Diff)
/source/gameengine/Ketsji/BL_Material.cpp (+15, -28) (Diff)
/source/gameengine/Ketsji/BL_Material.h (+3, -10) (Diff)
/source/gameengine/Ketsji/KX_BlenderMaterial.cpp (+0, -7) (Diff)
/source/gameengine/Ketsji/KX_VertexProxy.cpp (+20, -28) (Diff)
/source/gameengine/Rasterizer/RAS_IRasterizer.h (+0, -1) (Diff)
/source/gameengine/Rasterizer/RAS_MeshObject.cpp (+2, -3) (Diff)
/source/gameengine/Rasterizer/RAS_MeshObject.h (+1, -2) (Diff)
/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp (+4, -13) (Diff)
/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp (+3, -15) (Diff)
/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.cpp (+24, -32) (Diff)
/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.h (+1, -1) (Diff)
/source/gameengine/Rasterizer/RAS_texmatrix.cpp (+3, -3) (Diff)
/source/gameengine/Rasterizer/RAS_TexVert.cpp (+13, -13) (Diff)
/source/gameengine/Rasterizer/RAS_TexVert.h (+9, -17) (Diff)
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