Commit Graph

18 Commits

Author SHA1 Message Date
Charlie Carley
557360224f Klockwork (http://www.klocwork.com) report; game engine fixes, related to 'Use Blender Materials'
/source/gameengine/Ketsji/BL_Material.cpp;16;18;Critical;1;
/source/gameengine/Ketsji/BL_Shader.cpp;293;30;Critical;1;
/source/gameengine/Ketsji/BL_Shader.cpp;314;30;Critical;1;
/source/gameengine/Ketsji/BL_Shader.cpp;341;30;Critical;1;
/source/gameengine/Ketsji/BL_Shader.cpp;1264;40;Critical;1;
/source/gameengine/Ketsji/BL_Shader.cpp;1194;40;Critical;1;
/source/gameengine/Ketsji/BL_Shader.cpp;916;30;Critical;1;
/source/gameengine/Ketsji/KX_BlenderMaterial.cpp;257;24;Critical;1;
/source/gameengine/Ketsji/KX_BlenderMaterial.cpp;262;24;Critical;1;
/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp;195;24;Error;3;
/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp;1209;16;Critical;1;
2007-01-21 04:45:44 +00:00
Charlie Carley
c4202fbd43 First commit! Small bug fix for cube map crashing in the player.
Cube maps don't display correctly in the player at the moment too.. something to do with regenerating/loading the images
2007-01-13 08:30:08 +00:00
Erwin Coumans
4a70681ce2 patch by Charlie, related to recent changes of multi-uv/lightmap generation. This fix makes it possible to use lightmaps in the game engine. 2007-01-07 04:39:39 +00:00
Brecht Van Lommel
e435fbc3c5 Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.

Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData


Replaced TFace by MTFace:

This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.


Removed DispListMesh:

This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.


Removed ssDM and meshDM DerivedMesh backends:

The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.


This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
Erwin Coumans
4b4029afaf patch from Charlie, bug fix (3795) , improves CubeMaps in game engine 2006-05-11 20:41:28 +00:00
Erwin Coumans
8dbe14b70b applied Charlies patch, reverted some GLSL shader stuff, improved penetration depth estimate. 2006-04-11 05:57:30 +00:00
Erwin Coumans
6839ec6640 applied Charlies patch for game engine graphics. display list support, and bumpmapping shader improvements. 2006-04-02 21:04:20 +00:00
Erwin Coumans
e4790aef46 Improved OpenGL Shader Language support for game engine. The python interface is much simplified. Drawback is that scripts need to be updated next release. Testfiles:
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=demos-2.42.zip

patch by Charlie Carley (snailrose @ elysiun.com)
2006-02-13 05:45:32 +00:00
Kent Mein
8e9222ec21 More simple fixes to cleanup warnings and what not:
extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h
        added newline at end of file.
 intern/boolop/intern/BOP_Face2Face.cpp
        fixed indentation and had nested declarations of a varible i used
                for multiple for loops, changed it to just one declaration.
 source/blender/blenkernel/bad_level_call_stubs/stubs.c
        added prototypes and a couple other fixes.
 source/blender/include/BDR_drawobject.h
 source/blender/include/BSE_node.h
 source/blender/include/butspace.h
 source/blender/render/extern/include/RE_shader_ext.h
        added struct definitions
 source/blender/src/editmesh_mods.c
 source/gameengine/Ketsji/KX_BlenderMaterial.cpp
 source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
 source/gameengine/Ketsji/KX_RaySensor.cpp
        removed unused variables;
 source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
        changed format of case statements to avoid warnings in gcc.

Kent
2006-01-30 19:59:33 +00:00
Erwin Coumans
85c58bfa8a attempt to fix reported problems with glsl shader on OS X (and other platforms). instead of continuous printing errors, it should just print once, and delete the shaders.
also, disabled the asynchronous logicbrick update, it reportedly causes jitter.
2006-01-18 06:04:11 +00:00
Jean-Luc Peurière
77c4eef90b after much suffering, got GE build and work almost cleanly on Os X
(with make, need to confirm with scons)

after cleaning the changes are in fact minimal, but the situation
is still quite a bit hackish.

Game engine coders, there is also quite a number of warnings that
need to be fixed.

current situation is that everything seems to work, but GLSL shaders
spew a lot of errors on console and blender may crash on exit when
a GLSL shader was used. ARB stuff works fine.
2006-01-16 22:27:30 +00:00
Erwin Coumans
6f3e593105 more graphics patches from Snailrose,
remove constraint fixed,
Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz,
SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
2006-01-15 11:34:55 +00:00
Erwin Coumans
fbc977e48c attempt to avoid nameclashes (although it is already in a namespace) -> extension names renamed from glXXX to blXXX. 2006-01-11 13:31:45 +00:00
Erwin Coumans
b7be6620d6 applied patch from snailrose, related to multi-platform OpenGL extensions. 2006-01-10 06:34:42 +00:00
Erwin Coumans
bed24bc299 more work to get armatures/blender materials to work under non-windows platforms 2006-01-07 00:14:37 +00:00
Erwin Coumans
0a252adb99 use relative paths to avoid including extra folder 2006-01-06 20:35:02 +00:00
Erwin Coumans
0002cd63a5 disable game engine and gameplayer for all platforms except windows.
Then after cvs is unfrozen, development can continue.
2006-01-06 09:02:53 +00:00
Erwin Coumans
2e6d576182 Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates

See http://www.elysiun.com/forum/viewtopic.php?t=58057
2006-01-06 03:46:54 +00:00