Commit Graph

15 Commits

Author SHA1 Message Date
Andrea Weikert
8fdaa263c0 MSVC 9 projectfiles
* Added GLEW_STATIC where necessary to make Blender compile again
* First attempt at compiling blenderplayer again - compiles, but doesn't link yet 
* removed deprecated SND_ functions from blenderplayer
2009-11-22 13:15:36 +00:00
Dalai Felinto
d875f4927e patch [#19796] GLEW update by Mitchell Stokes (Moguri)
GLEW update to version 1.5.1 [11-03-08]
this opens room for Geometry Shader support.

* - Brecht, Campbell told me you did some local changes in order to make it right in Linux. I get to you in order to know what those changes are (or feel free to commit them directly)
2009-11-21 20:36:03 +00:00
Damien Plisson
03d13ac9e8 64bit Mac:
- fix glew.h typedefs using long instead of int 
A visible impact of this issue was a wrong manipulators behavior in 64bit mac blender. (buffer passed to glSelectbuffer was of wrong data type)
2009-10-26 10:19:25 +00:00
Benoit Bolsee
1483fafd13 Merge of itasc branch. Project files, scons and cmake should be working. Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library. 2009-09-24 21:22:24 +00:00
Campbell Barton
0a3694cd6e white space commit. (2 spaces -> tab).
Was annoying to use a different editor for cmake only.
theeth says this should be ok with gsoc and merges from branches.
2009-09-06 01:51:23 +00:00
Nathan Letwory
9216efcba2 == SCons ==
* bring back 'player' libtype, after investigation with ideasman.
  scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
2009-09-05 01:58:02 +00:00
Campbell Barton
c32fce0705 some fixes for netbsd with cmake
- CMake, use FIND_PACKAGE(Freetype) for unix/linux
- Only link with libdl.so on linux
- use statvfs rather then statfs for netbsd (size of statfs wasnt available)
- add x11 include path with ghost, glu.
2009-08-14 13:13:36 +00:00
Chris Want
77e0199dc3 Makefile updates for Blender 2.5 (from GSR) 2009-03-19 01:50:45 +00:00
Nathan Letwory
eb186d18dc 2.5 / SCons
Blender builds and links on Linux. For now without BGE and its player, 
but that will come. Priorities are still a mess, so expect more commits 
soon.
2008-12-23 20:13:31 +00:00
Nathan Letwory
93d9e7749d 2.5 / SCons
I did a very drastic cleanup for the different libgroups, there's now only a few left. It compiled with scons/msvc, will be testing in a bit on linux, too.
If you get any problems, please reply to this commit message on the taskforce ML.
2008-12-23 16:07:24 +00:00
Benoit Bolsee
61a83d2fba Add MSVC90 project files - part 3. Extern and Intern projects are merged in projectfiles_vc9\blender\blender.sln solution, you just need to open that solution to compile everything with VS2008. 2008-11-10 21:22:22 +00:00
Benoit Bolsee
c27a8da6dd Add MSVC90 project files - part 2. 2008-11-10 16:09:25 +00:00
Brecht Van Lommel
cb89decfdc Merge of first part of changes from the apricot branch, especially
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.
2008-09-04 20:51:28 +00:00
Benoit Bolsee
2bece8dcb5 BGE Patch: Add Shape Action support and update MSCV_7 project file for glew.
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
2008-06-18 06:46:49 +00:00
Brecht Van Lommel
272a91f754 Merge of apricot branch game engine changes into trunk, excluding GLSL.
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.
2008-06-17 10:27:34 +00:00