The current layer information is now stored in KX_GameObject and inherited from the parent object when dynamically added. This information is used during the rendering the select the lamps. As the selected lamps are always coming from active layers, their position and orientation are correct.
[#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
This patch modifies the BL_ConvertMesh method from the data conversion module in order to reduce the number of polygon
material objects that are created.
Normally, there should be only one material object for each material bucket(the group of meshes that are rendered together
with a single material). However, the number of materials that are created right now in the converter is much higher
and eats a lot of memory in scenes with large polygon counts. This patch deletes those material objects(KX_BlenderMaterial)
that are used only temporarily in the converter(and are now deleted only when the converter is destroyed, at the end
of the game).
For a cube that's subdivided 7 times(90+ k polygons) I get 200 MB usage in the game engine in 2.45 and 44 MB with a
svn build with this patch applied if the "Use Blender Materials" option is activated in the Game menu.
This fix also improves performance of Display List for replica objects: Display List ID caching is now enabled for replica objects which avoids a tree search on each frame and for each replica.
[#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
I reviewed the code, suggested an update ( initialising accumulation buffer ), and tested the resulting update successfully.
It's great to see more GE developers!GE Patch by Hamed Zaghaghi to add motion blur to the GE ( using the accumulation buffer ).
I reviewed code and tested, gave some feedback ( initialising accumulation buffer ) which was implemented straight away, and re-reviewed.
It's great to have another GE coder on the team!
ImBuf pointer was being overridden causing the ibuf->rect to be zero.
2). Added vertex attributes for tangents in in vertex arrays.
This, probably needs the extensions enabled (glEnableVertexAttribArrayARB, glDisableVertexAttribArrayARB), but am a little
weary about enabling them right now.
newline missing at end of file fixes:
TypedConstraint.h WheelInfo.h RaycastVehicle.h VehicleRaycaster.h
CcdPhysicsEnvironment.cpp
radiance_hdr.c fixed the following warning by changing type of local variable:
radiance_hdr.c:357: warning: pointer targets in passing argument 3 of
‘fwritecol rs’ differ in signedness
edgeRender.c,edgeRender.h same thing changed type of local vars to get rid
of warnings about signedness
RAS_OpenGLRasterizer.cpp removed unused variable unit line 1295
Kent
+ the code in writemovie.c no longer compiles (since the renderer
refactor). I have #if 0-ed it.
+ OpenGL on Irix doesn't have GL_ARB_vertex_program
+ mmap on Irix doesn't like MAP_ANON.
+ If using the MipsPro 7.3 compiler, the variable MIPS73_ISOHEADERS
can be set to point to the directory with those weird C++ headers
that don't have .h in the name
+ 'scons blenderplayer' builds blender AND blenderplayer now (tested on Linux
only, but was only linking issue, so should work on other platforms too).
NOTE: I noticed some compileflags for GE specific libs that were left out -
I re-enabled them in the SConscripts, but I'm going to do a test build my-
self now, so if there are problems with them on win32, I probably already
know about them :)
* This commit is all of the rewrite work done on the SCons system. For
documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt.
Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring
contains valuable information, along with what still needs to be done.
- linux, os x and windows compile now.
- files are compiled to BF_INSTALLDIR (see config/(platform)-config.py)
- NOTE: Jean-Luc P will commit sometime during the weekend proper
appit() for OS X. For now, copy the resulting binary to an
existing .app bundle.
- features:
- cleaner structure for better maintenance
- cleaner output during compile
- better handling of build options
- general overall speed increase
- see the wiki for more info
Cygwin, FreeBSD and Solaris systems still need work. For these systems:
1) copy a config/(platform)-config.py to ie. config/cygwin-config.py
2) set the proper defaults for your platform
3) mail me at jesterking at letwory dot net with you configuration. if
you need any modifications to the system, do send a patch, too.
I'll be giving first-aid today and tomorrow, after that it'll be all
regular development work :)
/Nathan
(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.
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,