Commit Graph

18 Commits

Author SHA1 Message Date
Joseph Eagar
859c5a42f0 recopy fresh game engien from trunk 2010-09-04 19:06:15 +00:00
Joseph Eagar
da42a340b5 bleh 2010-09-04 19:04:36 +00:00
Campbell Barton
885bbe6999 from Luca's recent commit noticed there are more typo's: lenght -> length 2010-07-25 01:45:53 +00:00
Brecht Van Lommel
37e4a311b0 Math Lib
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
  conversion script instead, if they use a lot of math functions
  in new code:
  http://www.pasteall.org/9052/python
2009-11-10 20:43:45 +00:00
Campbell Barton
98ee2a781d option to build the BGE without python, uses existing python check (cmake and scons)
when python is disabled videotextures are not built.
2009-09-29 21:42:40 +00:00
Dalai Felinto
9ce8a67690 BGE Dome: removing of size option and adding tilt option.
- Size adjustments can be accomplished with warp mesh data now. So we get a free spot in the GUI for a tilt option.

- Tilt option to tilt the camera (for planetarium domes).
Angle is in degree from -180 to +180. It's needed for planetarium domes (as this one http://domejunky.blogspot.com/2009/05/dome-corrected-bge.html ).

- This is the last commit regarding dome code I expected to 2.49. I consider this feature full implemented now. (working on docs now)
2009-05-17 20:37:13 +00:00
Dalai Felinto
f155da0039 BGE Dome: Reducing FBO size to warped meshes.
Commit 20099 started using a FBO way too big.
According to Paul Bourke this is how it's done in other Engines:

Projectors HD:
1920x1050 - buffersize = 1024; FBO size = 2048
1400x1050 - buffersize = 1024; FBO size = 2048

Projectors XGA:
1024x768 - buffersize = 512; FBO size = 1024

Now in Blender Game Engine we are using:

Projectors HD:
1920x1050 - buffersize = 1050; FBO size = 2048
1400x1050 - buffersize = 1050; FBO size = 2048

Projectors XGA:
1024x768 - buffersize = 768; FBO size = 1024

(I guess I should be committing code to the ge_dome branch instead of the trunk. I feel bad doing all those adjustments in a hurry to 2.49 final release in the trunk. That is ok, right?)
2009-05-09 21:54:22 +00:00
Dalai Felinto
4a2341fe9a BGE Dome: Allowing FOV different from 180º for Truncated Domes
*) a small note:

In the end it turned out that we have upright and downright domes out there.
So I may rearrange the order of the gui later:
(1 = fisheye, 2 = truncated up, 3 = truncated down, 4 = envmap, 5 = spherical panoramic)

I don't plan to do a doVersion() for that, so if you are using it already keep in mind that the modes may change before 249 final release.
2009-05-09 21:04:03 +00:00
Dalai Felinto
1d11df1708 BGE Dome: Truncated Dome are back (Upright and Downright) + GLEW_EXT_framebuffer_object check before generating FBO
After last commit (20099) warping meshes got slower (more quality == less performance). Since we don't need an extra warping for truncated domes, It's better to handle them directly in openGL without the need of warping it.

I'll talk with some Dome owners to see if we need both Upright and Downright modes. I may remove one of them by 2.49 them.

*) also: a proper GLEW_EXT_framebuffer_object check before generating FBO (for warping meshes).

**) next in line (maybe after RC2): tilt option to tilt the camera up to 90º upward.
2009-05-08 18:59:08 +00:00
Dalai Felinto
e1c958c364 BGE Dome: Implementation of FBO to handle warp mesh rendering.
We are using an image twice as big to render the fisheye before warping.
It'll slow down warping meshes a little, but we get way more resolution.

Therefore I will bring Truncated Dome mode back in order to avoid using warping mesh for that.
2009-05-07 20:00:09 +00:00
Dalai Felinto
8570071e40 supporting warp data files with tabs instead of spaces. 2009-04-30 15:27:38 +00:00
Dalai Felinto
5908e2aa77 BGE Dome update. Spurious black seams (finally) fixed.
The solution is a hack. It's a workaround for another bug (#18655).
Now it's working in all modes: fullscreen, maximized screen and gameplayer.

* small change to always set the perspective mode as true during dome mode.
2009-04-30 02:41:07 +00:00
Benoit Bolsee
ba563216e9 BGE: Fix Orthographic mode and viewport scaling
- the BGE now uses correct glOrtho projection whe camera is in orthographic mode
-
2009-04-26 12:23:30 +00:00
Brecht Van Lommel
70f1b45430 Fix for part of bug #18496: issue with light state switching
when using Dome.
2009-04-23 13:30:34 +00:00
Dalai Felinto
073abf7047 BGE Dome update:
* Enviroment Map implemented (replacing truncated mode 2).
 - Now it's possible to pre-bake animated (or static) EnvMaps to use with Cube Map textures.

* Enabling 2DFilter in Dome mode
 - no GL_DEPTH_BUFFER supported though.

* Tweaking GameSettings menu (centralizing buttons)
2009-04-23 02:27:11 +00:00
Benoit Bolsee
3be2b8995e Remove redundant include GL/glu.h in KX_Dome.cpp. 2009-04-09 10:29:07 +00:00
Benoit Bolsee
24f1355d4f Fix gcc compiling problem with C++ syntax in KX_Dome.cpp. 2009-04-08 20:10:27 +00:00
Benoit Bolsee
2074128fad Patch #18462: Fisheye (Dome) and Spherical Panoramic mode in BGE.
User guide:
http://wiki.blender.org/index.php/Dev:Source/GameEngine/Fisheye_Dome_Camera

Fixed two bugs from original patch:
- deleting a text will clear the warp field from Game framing settings
- removed spurious black dots along the edge of the cube map in the gameplayer 

Known limitation:
- resizing of the screen doesn't work in the gameplayer

Known bugs:
- Texture with reflexion are not rendered correctly
- Spurious problems with light
2009-04-08 15:06:20 +00:00