Blender Git Loki

Blender Git "soc-2011-cucumber" branch commits.

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July 7, 2011, 10:54 (GMT)
Updates to the documentation to reflect that worldScale is now writable, and added localTransform and worldTransform to KX_GameObject.
July 7, 2011, 06:02 (GMT)
The Transform attribute of KX_GameObject was based on world space data. I converted that one to worldTransform, and added a localTransform for local space transform information.
July 7, 2011, 05:46 (GMT)
Fixed the transform attribute of KX_GameObject's set method to properly deal with negative scaling.
July 7, 2011, 05:24 (GMT)
Updated the transform property on KX_GameObject so that it is now read/write, and added the corresponding set method.

Also simplified the get method by calling GetOpenGLMatrix instead of making the matrix myself.
July 6, 2011, 20:22 (GMT)
Adding a read only transform attribute to KX_GameObject that returns a 4x4 matrix representing the object's transformations.
July 6, 2011, 19:31 (GMT)
Adding a worldScale attribute to KX_GameObject. This attribute scales the object independently of its parent's scale.
July 5, 2011, 00:29 (GMT)
Exposing access to the upper 8 bits of Bullets collision masks in the physics properties panel.

Collision masks set what collision groups an object can collide with.
July 3, 2011, 06:12 (GMT)
Fixed the VBO code so that file that was crashing it no longer crashes it. It all seems to be working now.
July 1, 2011, 23:36 (GMT)
The VBO code from Samuel Anjam was having some problems. These problems could have been there initially, or could have resulted from my porting of the patch. These problems were difficult to work out since I lacked sufficient knowledge of VBOs. In an attempt to resolve these problems I rewrote the VBO code from scratch (making sure to keep it contained to its own files) using Anjam's patch as a guide. Some of the bugs have been disappeared, but I have a file that still crashes the code. So for now the auto selection ignores VBOs, and I intend to flag the VBOs as "experimental".
June 29, 2011, 09:36 (GMT)
Added a UI option to set the storage type (useful for debugging/testing for older hardware). Default is an auto select. This also simplifies the code to instantiate the rasterizer.
June 29, 2011, 07:20 (GMT)
Ported the VBO code from the bb_dev25 branch.
Notes from the bb_dev25 VBO commit:
"
20409 - Patch:[#17523] BGE VBO patch by Samuel Anjam (toonist)
20411 - Missing files from last commit (Patch:[ #17523] BGE VBO patch by Samuel Anjam (toonist))
20549 - Don' t create VBO at the same time as Display list.
20662 - Fix for: Normals are not being updated in VBO.
20663 - BGE VBO updates

To do:
1) check if we need to update the tangent matrix as well
2) create the buffers only when necessary

"The buffers for all the texture coordinates are [currently] created unconditionally even if some are not used during the render. Which buffer is used depends on the wireframe, GLSL/multitexture and the texture coordinate used by the material. RAS_VAOpenGLRasterizer::TexCoordPtr(), RAS_VAOpenGLRasterizer::IndexPrimitivesMulti() and RAS_VAOpenGLRasterizer::IndexPrimitives() show the buffers that are actually bound to. Only those buffers should be created."

Note:
VBO doesn't necessarly means better performance than Display List. They can perform faster in Skinned objects (where DisplayList is not being used). But it uses less memory than DisplayList and is a more modern Game Engine technology.

Thanks again to Samuel Anjam (toonist) for the original patch.
"
June 29, 2011, 05:24 (GMT)
This commit rearranges the rasterizer to use a strategy design pattern. The concrete strategies are various storage methods. Currently these are immediate mode, and vertex arrays. This will make it cleaner to add in the VBO support (rather than having it mixed in with the vertex array rasterizer).

In the process of changing the ListRasterizer to accommodate the changes to OpenGLRasterizer, a check for ATI cards no longer gets acted upon. This check may not have been necessary and would cause slow downs on ATI cards. Some testing will reveal if something needs to be added back in.
June 28, 2011, 21:24 (GMT)
The last commit had a slight glitch in it from playing around with newer nvidia textures tools files.
June 27, 2011, 19:40 (GMT)
Experimental DDS texture patch from Mitchell Stokes that allows DDS texture to be used uncompressed in OpenGL. Since OpenGL uses a different coordinate system than DirectX, DDS textures are upside down in OpenGL. That means this patch could cause some problems with people already using DDS textures. A UI option and a do version could address this.
June 25, 2011, 05:00 (GMT)
Adding support and UI options for dynamic spot, sun, hemi, and are lights. Currently area lights don't work in the BGE so the UI option is commented out, but everything should be ready to go if this ever changes.
June 23, 2011, 23:18 (GMT)
Distance, att1, att2, spot size, and spot blending are now all dynamic.
June 23, 2011, 04:17 (GMT)
Adding in the blender light pool to KX_Light to give it some blender lights to use with dynamic lights. Dynamic lights created via replication now light the scene.
June 19, 2011, 19:45 (GMT)
Merge from trunk r37642
June 15, 2011, 19:33 (GMT)
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API
June 15, 2011, 18:10 (GMT)
Merge from trunk r37517
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021