Tested with GameLogic.mouse.position and mouse over sensor.
It should be working with other mouse sensor as well. If not, please help to test and report a bug.
(couldn't test blenderplayer but it should be working there as well).
(Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that)
I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
1) glCopyTexImage2D - www.opengl.org/sdk/docs/man/xhtml/glCopyTexImage2D.xml
2) dome post_draw. Now dome mode can also use scene.post_draw. It only runs for the last scene. It's really useful. I'm working on a nice showcase for this (a dome visualizer for the dome mode running with bgl. In the mean time this is a (lame) example of both working together (the buffer is being copied and draw on top of the window):
http://blenderecia.orgfree.com/blender/tmp/dome_bgl_copytex2d.jpg
Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use.
(1) Performance - To run the filters 2X == 2X slower
(2) flexibility of use - Very often we want the filter in the scene but not in the UI for example.
For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now.
To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes.
* * * * *
Imagine that we have:
(a) Main Scene
(b) Overlay Scene
in Main Scene the Z Buffer and RGB will be from the main scene.
in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b].
So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
patch from Mitchell Stokes (moguri)
simple use case
scene.post_draw = [pyOpenGLFunc]
this only needs to be set once, then the funcion runs each redraw.
note, this patch also changes how python scripts run (not modules): Dont clear the namespace after running a script, since functions still use the namespace, BGE API is now better when dealing with stale data.
made some changes to this patch.
- assigning a list didnt decrement the existing list.
- initialize as NULL rather then a blank list
- dont use string comparisons for the callbacks, pass the python list to use instead.
- dont check the list items are callable. python will display an error if they are not.
- use python list macros that dont do any type checking sine blender does this when assigning the list
---- from tracker, edited since an updated patch changes some things.
Here is a patch to be able to draw to the screen with BGE Python. This will be very handy for GUI stuff. This patch
works by having the user register a callback in the scene. Two options are available KX_Scene.pre_draw
and KX_Scene.post_draw. The difference between these is when Python draws to the screen (before or after the BGE).
Each can take a list of functions. Here is an example that draws a blue semi-transparent
* 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.
SCA_RandomActuator: The random generator was shared between replicas and not deleted. Added ref counting between replicas to allow deletion at the end.
KX_Camera: The scenegraph node was not deleted for temporary cameras (ImageMirror and shadow), causing 500 bytes leak per frame and per shadow light.
KX_GameActuator: Global dictionary buffer was not deleted after saving.
KX_MotionState: The motion state for compound child was not deleted
KX_ReplaceMeshActuator: The mesh was unnecessarily converted for each actuator and not deleted, causing large memleak.
After these fix, YoFrankie runs without memleak.
Four new buttons in World settings to control frame rate:
fps: Nominal frame rate in frame per second.
Also sets the physics timestep = 1/fps
phys: Maximum number of physics timestep per game frame in case
the actual fps is less than nominal. This allows the
physics to keep up with real time even if the graphics slows
down the game.
sub: Fixed number of simulation substeps per physic timestep.
Improves the precision of the physics simulation. Useful for
fast moving objects for example.
log: Maximum number of logic steps per game frame in case the
actual fps is less than nominal. This allows the logic
system to follow the physics simulation.
Upper bound = phys
(setting the value higher than phys has no effect).
On games with heavy logic system, it is useful to set this
value to 1, to keep logic time under control.
All these values were already accessible from Python except phys:
GameLogic.getMaxPhysicsFrame():
Gets the maximum number of physics frame per render frame.
GameLogic.setMaxPhysicsFrame(phys):
Sets the maximum number of physics timestep that are executed per render frame.
Higher value allows physics to keep up with realtime even if graphics slows down the game.
Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
phys: integer
- 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)
This commit extend the technique of dynamic linked list to the mesh
slots so as to eliminate dumb scan or map lookup. It provides massive
performance improvement in the culling and in the rasterizer when
the majority of objects are static.
Other improvements:
- Compute the opengl matrix only for objects that are visible.
- Simplify hash function for GEN_HasedPtr
- Scan light list instead of general object list to render shadows
- Remove redundant opengl calls to set specularity, shinyness and diffuse
between each mesh slots.
- Cache GPU material to avoid frequent call to GPU_material_from_blender
- Only set once the fixed elements of mesh slot
- Use more inline function
The following table shows the performance increase between 2.48, 1st round
and this round of improvement. The test was done with a scene containing
40000 objects, of which 1000 are in the view frustrum approximately. The
object are simple textured cube to make sure the GPU is not the bottleneck.
As some of the rasterizer processing time has moved under culling, I present
the sum of scenegraph(includes culling)+rasterizer time
Scenegraph+rasterizer(ms) 2.48 1st round 3rd round
All objects static, 323.0 86.0 7.2
all visible, 1000 in
the view frustrum
All objects static, 219.0 49.7 N/A(*)
all invisible.
All objects moving, 323.0 105.6 34.7
all visible, 1000 in
the view frustrum
Scene destruction 40min 40min 4s
(*) : this time is not representative because the frame rate was at 60fps.
In that case, the GPU holds down the GE by frame sync. By design, the
overhead of the rasterizer is 0 when the the objects are invisible.
This table shows a global speed up between 9x and 45x compared to 2.48a
for scenegraph, culling and rasterizer overhead. The speed up goes much
higher when objects are invisible.
An additional 2-4x speed up is possible in the scenegraph by upgrading
the Moto library to use Eigen2 BLAS library instead of C++ classes but
the scenegraph is already so fast that it is not a priority right now.
Next speed up in logic: many things to do there...
This function sets the maximum number of logic frame executed per render frame.
Valid values: 1..5
This function is useful to control the amount of processing consumed by logic.
By default, up to 5 logic frames can be executed per render frame. This is fine
as long as the time spent on logic is negligible compared to the render time.
If it's not the case, the default value will drag the performance of the game
down by executing unnecessary logic frames that take up most of the CPU time.
You can avoid that by lowering the value with this function.
The drawback is less precision in the logic system to physics and I/O activity.
Note that it does not affect the physics system: physics will still run
at full frame rate (actually up to 5 times the ticrate).
You can further control the render frame rate with GameLogic.setLogicTicRate().
* 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)
Added occlusion culling capability in the BGE.
More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement
MSVC, scons, cmake, Makefile updated.
Other minor performance improvements:
- The rasterizer was computing the openGL model matrix of the objects too many times
- DBVT view frustrum culling was not properly culling behind the near plane:
Large objects behind the camera were sent to the GPU
- Remove all references to mesh split/join feature as it is not yet functional
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
This commit contains a number of performance improvements for the
BGE in the Scenegraph (parent relation between objects in the
scene) and view frustrum culling.
The scenegraph improvement consists in avoiding position update
if the object has not moved since last update and the removal
of redundant updates and synchronization with the physics engine.
The view frustrum culling improvement consists in using the DBVT
broadphase facility of Bullet to build a tree of graphical objects
in the scene. The elements of the tree are Aabb boxes (Aligned
Axis Bounding Boxes) enclosing the objects. This provides good
precision in closed and opened scenes. This new culling system
is enabled by default but just in case, it can be disabled with
a button in the World settings. There is no do_version in this
commit but it will be added before the 2.49 release. For now you
must manually enable the DBVT culling option in World settings
when you open an old file.
The above improvements speed up scenegraph and culling up to 5x.
However, this performance improvement is only visible when
you have hundreds or thousands of objects.
The main interest of the DBVT tree is to allow easy occlusion
culling and automatic LOD system. This will be the object of further
improvements.
- variables that shadow vers declared earlier
- Py_Fatal print an error to the stderr
- gcc was complaining about the order of initialized vars (for classes)
- const return values for ints and bools didnt do anything.
- braces for ambiguous if statements
Rename PHY_GetActiveScene() to KX_GetActiveScene(): more logical name
Add KX_GetActiveEngine()
new KX_KetsjiEngine::GetClockTime(void) to return current
render frame time: if the CPU does not keep up with the
frame rate, up to 5 consecutive logic frames are processed
between each render frame, so that the logic system stays
accurate even if the graphic system is slow. For the video
texture module, it is important to stay in sync with the
render frame: no need to update the texture for logic frame.
BL_Texture::swapTexture(): texture id manipulation
BL_Texture::getTex() : return material texture
Enable video support in ffmpeg for Linux.
correct if there was more than one camera. It shoots rays from the
active camera, but used the viewport from whichever camera was drawn
last, now it uses the correct vieport.
when pressing P without a camera active, now it should match
the view exactly.
Fix an issue when setting a camera with an actuator and being
in orthographic mode in the viewport without an active camera,
it used a strange mix of the set camera and the viewport then.
* Fix issue with add transparency mode with blender materials.
* Possible fix at frontface flip in the game engine.
* Fix color buffering clearing for multiple viewports, it used
to clear as if there was one.
* Fix for zoom level in user defined viewports, it was based on
the full window before, now it is based on the viewport itself.
* For user defined viewports, always use Expose instead of
Letterbox with bars, the latter doesn't make sense then.
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.
=======================================
Alpha blending + sorting was revised, to fix bugs and get it
to work more predictable.
* A new per texture face "Sort" setting defines if the face
is alpha sorted or not, instead of abusing the "ZTransp"
setting as it did before.
* Existing files are converted to hopefully match the old
behavior as much as possible with a version patch.
* On new meshes the Sort flag is disabled by the default, to
avoid unexpected and hard to find slowdowns.
* Alpha sorting for faces was incredibly slow. Sorting faces
in a mesh with 600 faces lowered the framerate from 200 to
70 fps in my test.. the sorting there case goes about 15x
faster now, but it is still advised to use Clip Alpha if
possible instead of regular Alpha.
* There still various limitations in the alpha sorting code,
I've added some comments to the code about this.
Some docs at the bottom of the page:
http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/
Merged some fixes from the apricot branch, most important
change is that tangents are now exactly the same as the rest
of Blender, instead of being computed in the game engine with a
different algorithm.
Also, the subversion was bumped to 1.