Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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Revision 57beadf by Janne Karhu
May 7, 2009, 22:31 (GMT)
Second fix for [#18697] 2.49RC1: Keyed Particles fine in viewport but give me a crash during render
May 7, 2009, 22:06 (GMT)
BGE Python owned proxies had a problem being decref'd twice, this would crash on freeing KX_Vertex/Poly Proxy types when python was compiled with debug options enabled.

add_mesh_torus.py wasnt tested from update, will go through all edited scripts and test :
May 7, 2009, 20:00 (GMT)
BGE Dome: Implementation of FBO to handle warp mesh rendering.
We are using an image twice as big to render the fisheye before warping.
It'll slow down warping meshes a little, but we get way more resolution.

Therefore I will bring Truncated Dome mode back in order to avoid using warping mesh for that.
May 7, 2009, 19:36 (GMT)
BGE: unfortunately VA+list still doesn't work on ATI card, so put a specific check for ATI.
May 7, 2009, 16:37 (GMT)
Implement stub for iTaSC plugin. Add ikdata field in bArmature to store IK solver temporary data. Add BIK_remove_armature() to plugin interface to clean IK solver data when removing armature and changing of solver in UI. Handle file read/write.
May 7, 2009, 14:53 (GMT)
[#18645] Texture painting smudge brush darkens images - 2.49RC1
not fixed but the problem is now less bad when projection painting, bilinear interpolation was rounding down.
- added gameOb.attrDict to get the internal gameObject dict.
- mesh.getVertex wasnt setting an exception.

May 7, 2009, 09:13 (GMT)
BGE performance, 3rd round: culling and rasterizer.

This commit extend the technique of dynamic linked list to the mesh
slots so as to eliminate dumb scan or map lookup. It provides massive
performance improvement in the culling and in the rasterizer when
the majority of objects are static.

Other improvements:
- Compute the opengl matrix only for objects that are visible.
- Simplify hash function for GEN_HasedPtr
- Scan light list instead of general object list to render shadows
- Remove redundant opengl calls to set specularity, shinyness and diffuse
between each mesh slots.
- Cache GPU material to avoid frequent call to GPU_material_from_blender
- Only set once the fixed elements of mesh slot
- Use more inline function

The following table shows the performance increase between 2.48, 1st round
and this round of improvement. The test was done with a scene containing
40000 objects, of which 1000 are in the view frustrum approximately. The
object are simple textured cube to make sure the GPU is not the bottleneck.
As some of the rasterizer processing time has moved under culling, I present
the sum of scenegraph(includes culling)+rasterizer time

Scenegraph+rasterizer(ms) 2.48 1st round 3rd round

All objects static, 323.0 86.0 7.2
all visible, 1000 in
the view frustrum

All objects static, 219.0 49.7 N/A(*)
all invisible.

All objects moving, 323.0 105.6 34.7
all visible, 1000 in
the view frustrum

Scene destruction 40min 40min 4s

(*) : this time is not representative because the frame rate was at 60fps.
In that case, the GPU holds down the GE by frame sync. By design, the
overhead of the rasterizer is 0 when the the objects are invisible.

This table shows a global speed up between 9x and 45x compared to 2.48a
for scenegraph, culling and rasterizer overhead. The speed up goes much
higher when objects are invisible.

An additional 2-4x speed up is possible in the scenegraph by upgrading
the Moto library to use Eigen2 BLAS library instead of C++ classes but
the scenegraph is already so fast that it is not a priority right now.

Next speed up in logic: many things to do there...

May 7, 2009, 05:23 (GMT)
python3 compatibility for the BGE api, this only works with scons when WITH_BF_NOBLENDER is enabled.
Mathutils, Geometry and BGL modules are currently disabled with python3

May 7, 2009, 01:27 (GMT)
smudge on float images crashed
Revision 7325b8e by Michael Fox
May 7, 2009, 01:20 (GMT)
just a small tweak to the buttons window header buttons, seperating the global buttons like scene and world from the sub buttons like ob data and materials, also tweaked the object checks aswell
May 6, 2009, 22:16 (GMT)
python is not being very helpful!
It seems 2.5 gives the version as a string, 2.6 as ints
May 6, 2009, 21:47 (GMT)
[#18702] FBX exported hemi light crashes maya
- bugfix, off by 1 when clamping lamp types, caused blender to write an invalid lamp type
- error in last commit (renamed function)
May 6, 2009, 21:41 (GMT)
use the python version scons is running with by default on linux, will make it easier for people with new distros that only come with python 2.6
May 6, 2009, 18:51 (GMT)
Blender 2.5
MSVC projectfiles updates
* removed WITH_FREETYPE2
* update for several missing or moved files rna_fcurve.c, gpencil.c,...
May 6, 2009, 13:49 (GMT)
Implement IK plugin library
May 6, 2009, 12:45 (GMT)
[#18681] Mousesensor Over doesn't work in ortho mode of 3dview camera
bugfix, the clip near/far are scaled up for some reason, so use a range between 0 - clipfar for now.
May 6, 2009, 09:12 (GMT)
moved py controller functions from SCA_PythonController to SCA_IController - the base controller class so python can get the sensors & actuators from any controller (not just SCA_PythonController types)

also deprecated getActuators() and getSensors() for 'sensors' and 'actuators' attributes.

an example of getting every sensor connected to an object.
all_sensors = [s for c in ob.controllers for s in c.sensors]

Revision 25b415f by Janne Karhu
May 6, 2009, 08:33 (GMT)
Fix for [#18697] 2.49RC1: Keyed Particles fine in viewport but give me a crash during render
May 6, 2009, 06:01 (GMT)
[#18328] FBX exporter not exporting multi-texture materials properly

even though the format allows materials and textures to be written separately the textures wont load right in maya or 3dsmax unless each texture has its own material.
May 6, 2009, 04:24 (GMT)
- Export hard edge and face info
- Use Edges field rather then 2 vert faces (worked in some apps but crashed maya)
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