to compile blender with gcc on IRIX, IRIX_USE_GCC needs to be set to true in
user-def.mk.
Other changes related to irix:
* compile solid from extern/
* don't build plugins (yet) with "make release" when using gcc (the shell
script used assumes MIPSpro is installed)
* use statvfs instead of statfs on irix, like done on solaris
* use external libs from $(LCGDIR) instead of /usr/freeware
* use glew header files from $(LCGDIR)/glew instead of the ones installed on
the system (this applies to other platforms as well)
* ffmpeg support currently is disabled on irix
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
Now you can do one of the following to disable it:
export NAN_NO_PLUGIN=true
export WITH_BF_WEBPLUGIN=false
or
export WITH_BF_WEBPLUGIN=true to enable building it.
(Its set to false by default)
Kent
[#7113] GE crash pressing as soon as P on 64 bit
Note: glext.h has been removed from the source
If you get errors compiling with it you have 2 options
download/install glext.h (preferred method)
or set WITH_BF_GLEXT=false
If your a user and having problems with game engine try
setting the env var: WITHOUT_GLEXT 1
Kent
[#7660] Solaris 10 x86 support (Makefiles)
Hopefully it will not mess up anything for anyone else. I removed
some hardcoded static libs and made NAN_*_LIB definitions so they could be
overridden, to allow greater flexability.
Let me know if there are any problems/questions.
Kent
targets to build, the definitions file had different names from the
Makefiles, so these two were broken.
WITH_BF_BLENDERGAMEENGINE
WITH_BF_BLENDERPLAYER
Fixed now.
Kent
OpenEXR, and I switched all of the other platforms back to
no ThreadLib. I really was trying to make this easier for people not
harder, and I'm afraid I failed. Hopefully this clears things up for
people and everyone will switch to using the Makefiles. ;)
If your having problems you should be able to just add the IlmThread lib
back into your NAN_OPENEXR_LIBS inside of your user-def.mk and be good to
go. let me know if you have problems with it.
Kent
The first is it adds libIlmThread.a to the OpenEXR libs.
The second thing it does, is make it possible to define what TARGETS
you want to build inside of your user-def.mk file. This simplifies
source/Makefile quite a bit. I made each platform have the same
defaults (build dynamic blender, gameengine and gameplayer) I think
most platforms should be building this combo anyway and if you need to
change it its trivial so no need to have different defaults for each platform.
The new defines are as follows with their default settings in:
source/nan_definitions.mk
export WITH_BF_DYNAMICOPENGL ?= true
export WITH_BF_STATICOPENGL ?= false
export WITH_BF_GAMEENGINE ?= true
export WITH_BF_GAMEPLAYER ?= true
export WITH_BF_WEBPLUGIN ?= false
Let me know if you have any problems with it.
Kent
Temporarily disabled game engine for scons and Makefiles (nan_definitions?), this to upgrade to Bullet 2.x
scons for Darwin, Linux, BSD3, SunOS5, Win32, and Makefiles should not compile game engine right now.
CMake and MSVC needs still disabling of game engine.
Everyone else was using gzip. On the latest downloads many of them
are using bzip2, (I think everyone using scons)
So I decided to update make release so that everyone is using
gzip2. I don't mean to step on anyones toes, I know at least some of
the platform maintainers do not use make though so feel free to change
it back and or to something different for your platform.
While I was at it I also changed default path of OPENEXR to /usr on linux.
Was suggested on mailing list by Matt.
(I'm pretty sure the linux maintainer is using scons)
Kent
- Added a new Brush datablock, only used by image paint, but intended
to be used in texture paint, vertex paint, weight paint and sculpt
mode also.
- Being a datablock, these brushes can be saved, appended and linked.
They have a fake user by default, to make sure they are saved even if
not selected.
Image Painting:
- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
added, code taken directly from vertex paint.
Note to project files maintainers:
- The img module was removed from SCons and Makefiles, and this should
be done in other build systems also. I'll wait to remove the module
from cvs, to not break compilation.
- patch from Douglas with endian fixes
- Makefile adds static libiconv.a from lib/
- this version will use OpenEXR libs from lib/ too, and is latest release
with threading support
- openAL is missing, added it as default to not include it
Made internal ffmpeg-libraries link by explicitly specifying the archive-files.
(Thanks GSR for pointing this out)
Otherwise, blender always links to the system-libs.
If "export NAN_USE_FFMPEG_CONFIG=true" is added to user-def.mk,
the system executes the ffmeg-config program to set values
for NAN_FFMPEG (--prefix), NAN_FFMPEGLIBS (--libs avcodec avformat),
and NAN_FFMPEGCFLAGS (--cflags). Only one used so far is the
NAN_FFMPEGLIBS for linking on linux (if requested to do so).
Current default is not to do this.
always statically (you have to force it to build a dynamic library) the
resulting binary is redistributable.
The code is made ffmpeg-version independent using #ifdef's.
Here are my notes on things to look out for as potential problem
spots:
source/blender/blenkernel/intern/displist.c:
+ is initfastshade(void) supposed to be empty? I had
to make it empty to get the merged tree to compile.
source/blender/python/api2_2x/Armature.c:
+ went with the version that had Armature_getLayers()
source/blender/python/api2_2x/Object.c
+ went with the version of Object_getPose() from bf-blender.
(#ifdef 0-ed the other version)
source/blender/python/api2_2x/Pose.[ch]
+ had problems linking due to no Pose_Init() ... copied these
two files straight from bf-blender.
source/blender/src/drawview.c:
+ view3d_panel_properties() had things shifted a few things shifted
a few pixels, otherwise, things were painless
source/blender/src/splash.jpg.c:
+ went with bf-blender version (orange is dead)
source/gameengine:
+ went with bf-blender version -- does not compile due to IMB_rect* stuff,
Ton should look into this.
(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.