Blender Git Loki

Blender Git "soc-2012-swiss_cheese" branch commits.

Page: 13 / 14

May 28, 2012, 17:30 (GMT)
Small fix for Glew
May 28, 2012, 16:16 (GMT)
This is easy config for Android
First you have to have Android toolcahain
See instructions inside

It turns off most of the flags because they aren't supported.
Essentually, it will move inside main CMake and work as any other OS

May 28, 2012, 16:09 (GMT)
This is essentually enables Android build using cmake on linux
Mac might be used too, but you need to modify CmakeList
Full instructions will be posted later
It still kinda complicated because it involves a lot of manual steps
WITH_ANDROID - to enable
Libs comming up
May 28, 2012, 15:35 (GMT)
We have seperate glew for Android and OpenGL ES
It eliminates X11 dependency and provides stub for functions
Still, it must be more flexible
May 28, 2012, 07:47 (GMT)
OpenGL Policy - Assume vertex arrays are disabled, enabled the ones needed, disable all when done.

BGE was assuming that it was the only module using vertex arrays.
May 27, 2012, 17:39 (GMT)
Hive main patch
===============
Give the possibility to pass the game control to a python script, the game engine ends when the python script returns. This patch is necessary for the hive system because it needs to control the main loop.

To active this feature, add a custom property "__main__" to the startup scene and set it to the name of a text block that contains the python script.
"NextFrame" python function is provided in the GameLogic module to execute one frame of the BGE, i.e. logic bricks, physics and render. The function returns FALSE if the game hit an exit condition, TRUE otherwise.
Example:

# this python will reproduce the behavior of the BGE (with poor timing):
import GameLogic, time
while GameLogic.NextFrame():
time.sleep(0.016)

Notes: * This feature is used internally by the hive system.
* This interface is unstable, it may change in the future
* It is not yet possible to load a new game or restart the game from python

May 26, 2012, 00:24 (GMT)
removed unused typedef
May 25, 2012, 23:39 (GMT)
misc. fixes and optimizations of gpuImmediate

* Need to know the lock count of gpuImmediate, not just if its locked
* Use ClientActiveTexture before TexCoordPointer, not ActiveTexture
* Only set blending state one when drawing text
* Do not use gpuBegin right away because the texture hasn't been loaded yet
* The maximum number of texture units calculation depends on the GL version
May 25, 2012, 23:35 (GMT)
Missed CMakeLists.txt in last commit
May 25, 2012, 23:33 (GMT)
Added GPU_STRING_MARKER calls to text_draw.c
May 25, 2012, 23:31 (GMT)
Added GPU_utility.h

Contains GPU_STRING_MARKER macro for using the glStringMarkerGREMEDY function that lets send messages to an OpenGL debugger.
May 25, 2012, 03:36 (GMT)
gcc fixes 2

difference between (void) and ()

pointer type difference (GLenum* <-> GLint*)

too many arguments for gpuEnd()
May 25, 2012, 03:28 (GMT)
fixes for gcc

difference between (void) and ()

gave GPU_IMMEDIATE an initializer so it was not considered "common"
May 25, 2012, 03:14 (GMT)
conflicting qualifiers on certain functions
May 25, 2012, 03:04 (GMT)
fixed include file capitalization issue
May 25, 2012, 02:54 (GMT)
fixed some asserts that fire in debug mode

been building in release all day for profiling and forgot to check
May 25, 2012, 02:42 (GMT)
Cannot use restrict with a function pointer.
May 25, 2012, 02:41 (GMT)
Merged r46824-r46992
May 25, 2012, 02:37 (GMT)
missing header file
May 25, 2012, 01:30 (GMT)
Improved the pathological behavior of the text editor.

Now batches up multiple characters to draw at once. My changes could use some refactoring, but I'd like to put it on the back shelf. All I needed to do for now is keep it from being unusable.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021