* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
This is Zdeno Miklas video texture plugin ported to trunk.
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:
The module name is changed to VideoTexture (instead of blendVideoTex).
A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):
VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture
file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394.
The user specifies the type of device with the file parameter:
[<device_type>][:<standard>]
<device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
<standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
v4l : /dev/video<capture>
dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely
instead of device type. Examples of valid file parameter:
/dev/v4l/video0:pal
/dev/ieee1394/1:ntsc
dv1394:ntsc
v4l:pal
:secam
capture:
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.
rate:
the capture frame rate, by default 25 frames/sec
width:
height:
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability.
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480,
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.
Simple example
**************
1. Texture definition script:
import VideoTexture
contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
matID = VideoTexture.materialID(obj, 'MAVideoMat')
GameLogic.video = VideoTexture.Texture(obj, matID)
GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
# Streaming is also possible:
#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
GameLogic.vidSrc.repeat = -1
# If the video dimensions are not a power of 2, scaling must be done before
# sending the texture to the GPU. This is done by default with gluScaleImage()
# but you can also use a faster, but less precise, scaling by setting scale
# to True. Best approach is to convert the video offline and set the dimensions right.
GameLogic.vidSrc.scale = True
# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
#GameLogic.vidSrc.flip = True
if contr.getSensors()[0].isPositive():
GameLogic.video.source = GameLogic.vidSrc
GameLogic.vidSrc.play()
2. Texture refresh script:
obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
GameLogic.video.refresh(True)
You can download this demo here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blendhttp://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg