Commit Graph

130 Commits

Author SHA1 Message Date
Brecht Van Lommel
d52400bfbd 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
  out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
  2.5 got merged, but no new files were added. Calls to these files
  are commented out with "XXX etch-a-ton". editarmature.c and
  transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
  (player still fails to link).
2009-03-17 21:44:58 +00:00
Benoit Bolsee
ab8e9ba3dd VideoTexture: reactivate VideoTexture for scons/cmake/makefile compilation systems, fix video streaming, fix camera support in Linux, add multi-thread cache service, fix crash when a VideoFFmpeg object could not be created.
The multi-thread cache service is activated only on multi-core processors.
It consists in loading, decoding and caching the video frames in a 
separate thread. The cache size is 5 decoded frames and 30 raw frames.
Note that the opening of video file/stream/camera is not multi-thread:
you will still experience a delay at the VideoFFmpeg object creation.
Processing of the video frame (resize, loading to texture) is still done
in the main thread.  Caching is automatically enabled for video file, 
video streaming and video camera. 

Video streaming now works correctly: the videos frames are loaded
at the correct rate. Network delays and frequency drifts are automatically
compensated. 
Note: an http video source is always treated as a streaming source,
even though the http protocol allows seeking. For the user it means that
he cannot define start/stop range and cannot restart the video except
by reopening the source. Pause/play is however possible.

Video camera is now correctly handled on Linux: it will not slow down the BGE.
A video camera is treated as a streaming source.
2009-03-05 15:16:43 +00:00
Campbell Barton
7fffb0b630 Building the game engine with Solid/Sumo is now optional for scons using WITH_BF_SOLID.
Now Sumo is has been deprecated for a while we might want to remove it for 2.5.
2009-02-25 12:07:51 +00:00
Campbell Barton
2eb85c01f3 remove warnings for the BGE
- 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
2009-02-25 03:26:02 +00:00
Ton Roosendaal
f377be3783 2.5
Assorted smaller fixes:

- Fix: modal keymaps for editmode in view3d were not set again
  when you copy areas or go fullscreen.

- Improved "redo last op" (F6) to search back in history for
  a redoable operator. Operator also used wrong pupmenu type.

- On creating new FCurve editor, the channel rainbow colors are
  set correct.

- EditMesh: fixed code for Spin/Screw, correct props, init and
  error reporting. (Spin hotkey ALT+R temporary)

- recompiled all to check for uninitialized variable warnings.
  (compile flag should be -O for this). Fixed some proto's.
2009-02-19 16:22:07 +00:00
Nathan Letwory
c3d74547be SCons:
* giving compileflags, cc_compileflags and cxx_compileflags to BlenderLib() now actually overrides any other setting (so there's no unclarity when ie. conflicting options are being specified in REL_CFLAGS et al). These are set after either release or debug flags, but before any *_WARN flags (so those stay maintained).
* add cxx_compileflags for GE parts on win32-vc to have better performance.
* NOTE: if platform maintainers (OSX and Linux) could check and do the same for their systems. Not vital, but probably very, very much welcomed by GE users.
2009-02-15 23:26:00 +00:00
Brecht Van Lommel
e40803a5b3 Fix for bug #18228: OpenGL specular did not get the correct view
vector in perspective mode. This is default OpenGL behavior, but
by now this optimization is really insignificant. Works in both
the 3d view and game engine.
2009-02-06 19:21:24 +00:00
Brecht Van Lommel
8762737400 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17853:HEAD 2009-01-26 08:34:40 +00:00
Erwin Coumans
9146687ffc let the game engine compile, if WITH_FFPEG is not defined (so we don't have video textures in that case) 2009-01-26 06:31:06 +00:00
Ton Roosendaal
bc63213844 2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:

- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes

Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).

To see it work; also added new feature for region split, 
press SHIFT+ALT+CTRL+S for four-split. 
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.

Note about the code:
- currently view3d still stores some depricated settings, to
  convert from older files. Not all settings are copied over
  though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
  for it should keep track of that.

Bugfix in transform: quat initialize in operator-invoke missed
one zero.

Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
Ton Roosendaal
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
Benoit Bolsee
1c663bbc7e First batch of GE API cleanup.
The principle is to replace most get/set methods of logic bricks by direct property access. 
To make porting of game code easier, the properties have usually the same type and use than
the return values/parameters of the get/set methods. 
More details on http://wiki.blender.org/index.php/GameEngineDev/Python_API_Clean_Up

Old methods are still available but will produce deprecation warnings on the console: 

"<method> is deprecated, use the <property> property instead"

You can avoid these messages by turning on the "Ignore deprecation warnings" option in Game menu.

PyDoc is updated to include the new properties and display a deprecation warning
for the get/set methods that are being deprecated.
2008-12-29 16:36:58 +00:00
Nathan Letwory
0d7027ecab 2.5 / SCons / BGE
* this should bring back BGE with scons building. Tested on scons/msvc, will test scons/gcc in a bit
  NOTE: this is not WITH_BF_PLAYER yet.
2008-12-24 21:33:51 +00:00
Brecht Van Lommel
3bda5490f7 2.5: globals cleanup
* G.version removed, use BLENDER_VERSION
* G.order removed, ENDIAN_ORDER
* G.vd, G.sipo, G.buts, G.sima, .. removed.
* G.qual removed
* G.simulf removed (was unused in 2.4x)
* error() and some other unused stubs removed
2008-12-19 19:11:02 +00:00
Brecht Van Lommel
d9de6fca6c 2.5: Change blenloader module to use the Report system for reporting errors. 2008-12-19 00:50:21 +00:00
Brecht Van Lommel
ec00764dd2 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17434:HEAD 2008-12-14 17:32:24 +00:00
Stefan Gartner
f1474648d3 patch #8583: Add support for gcc on irix
to compile blender with gcc on IRIX, IRIX_USE_GCC needs to be set to true in
user-def.mk.

Other changes related to irix:
 * compile solid from extern/
 * don't build plugins (yet) with "make release" when using gcc (the shell
   script used assumes MIPSpro is installed)
 * use statvfs instead of statfs on irix, like done on solaris
 * use external libs from $(LCGDIR) instead of /usr/freeware
 * use glew header files from $(LCGDIR)/glew instead of the ones installed on
   the system (this applies to other platforms as well)
 * ffmpeg support currently is disabled on irix
2008-11-24 14:15:05 +00:00
Brecht Van Lommel
bdfe7d89e2 Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416

Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
  later added in trunk also, but reverted partially, specifically revision
  16683. I have left out this reversion in the 2.5 branch since I think it is
  needed there.
  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
  for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
  -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
  differently. Since this is changed so much, and I don't think those fixes
  would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
  initialized when running with -P. The code that initializes the screen there
  I had to disable, that can't work in 2.5 anymore but left it commented as a
  reminder.

Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.

Still to be done:
* Go over files and functions that were moved to a different location but could
  still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
Benoit Bolsee
773824bbea VideoTexture: support VideoTexture in blenderplayer 2008-11-10 22:17:40 +00:00
Benoit Bolsee
a8c4eef326 VideoTexture module.
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.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00
Benoit Bolsee
77b4c66cc3 Preparation to VideoTexture: everything but the VideoTexture module itself.
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.
2008-10-31 21:06:48 +00:00
Brecht Van Lommel
513b544bbc Fix for two more game engine issues:
* Debug text drawing didn't disable textures correct leaving
  texture state invalid, quite old issue.
* Multitexture materials didn't get enabled correct, recent bug.

Both pointed out by José Ignacio Romero, thanks!
2008-10-11 23:48:37 +00:00
Brecht Van Lommel
9b948cad08 Fix for a relative paths issue in the game engine. G.sce was being
kept as the original file, but that can't work correct for solving
relative paths once a .blend in another directory is loaded. The
reason it went OK with the apricot tech demo is that the images there
were lib linked into the level file, which still worked.

Now it sets G.sce to the current loaded .blend file. Note that the
python config file path still uses the first loaded .blend file so it
looks in the same location each time.

Also added some NULL pointer checks in the joystick code because it
was crashing there on Mac, there's similar checks in related functions
so I'm assuming this was just a missed case.
2008-10-11 00:56:49 +00:00
Benoit Bolsee
3fd204312f BGE bug #17789 fixed: Lock Active Camera and Layer to Scene doesn't work in BGE. This bug fix applies only to games started from the 3D view. Now the BGE will use the layer and camera selected in the 3d viewport under the mouse when the user presses P. Note that there is still a problem with the restart game actuator but that's another bug. 2008-10-10 07:20:42 +00:00
Brecht Van Lommel
32d7a06131 Bugfix: modified game material settings in blender didn't get
taken into account when loading a new .blend.
2008-10-04 17:04:23 +00:00
Erwin Coumans
f8fb61f9fa enable -noaudio option, so it actually works (and doesn't get overwritten by a game flag). audio initialization delays startup of game engine 2 seconds
add -nojoystick commandline option: it takes 5 seconds everytime to start the game engine, while there IS no joystick.

In other words: blender -noaudio -nojoystick improves workflow turnaround times for P - ESC from 7 seconds to 1 second!

Improved Bullet soft body advanced options, still work-in-progress. Make sure to create game Bullet soft bodies from scratch, it is not compatible with last weeks builds.
2008-09-28 03:07:13 +00:00
Campbell Barton
27098d3aa0 [#17679] BGE print statement when start and when finish
from Dalai Felinto (dfelinto) 

would useually not encourage prints in these cases, except its often useful to know if an error happened since you last pressed Pkey and without this you end up needing to manually clear the terminal.
2008-09-25 17:43:06 +00:00
Campbell Barton
7a28ca4398 Make GameLogic work for python autocomplete (after running the BGE once at least)
only clear newly added items from the gameLogic dictionary rather then the whole dictionary.
2008-09-23 00:37:19 +00:00
Brecht Van Lommel
3b153f887a Fix zoom level and clipping to be consistent with the viewport
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.
2008-09-15 00:11:30 +00:00
Brecht Van Lommel
fa825e70e3 Game engine: added Rasterizer.get/setMaterialMode to set texface,
multitexture or glsl materials. This does not affect existing
scenes, only newly created ones.
2008-09-13 19:19:51 +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
84d1dfb89b patch for compilation problem around KX_RayCast::Callback template with gcc 2008-08-28 10:28:06 +00:00
Benoit Bolsee
becd467be8 BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):

The face paremeter determines the orientation of the normal: 
  0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
  1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
    prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
    prop off, xray on : idem.
    prop on,  xray off: return closest hit if it matches prop, no hit otherwise.
    prop on,  xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.

The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.

Attributes (read-only):
 matname: The name of polygon material, empty if no material.
 material: The material of the polygon
 texture: The texture name of the polygon.
 matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
 v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
 v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
 v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
 v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
     use this to retrieve vertex proxy from mesh proxy
 visible: visible state of the polygon: 1=visible, 0=invisible
 collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
 getMaterialName(): Returns the polygon material name with MA prefix
 getMaterial(): Returns the polygon material
 getTextureName(): Returns the polygon texture name
 getMaterialIndex(): Returns the material bucket index of the polygon. 
 getNumVertex(): Returns the number of vertex of the polygon.
 isVisible(): Returns whether the polygon is visible or not
 isCollider(): Returns whether the polygon is receives collision or not
 getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
 getMesh(): Returns a mesh proxy

New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
 getNumPolygons(): Returns the number of polygon in the mesh.
 getPolygon(index): Gets the specified polygon from the mesh.

More details in PyDoc.
2008-08-27 19:34:19 +00:00
Campbell Barton
812583f1fa Added GameLogic.globalDict, this is a place where data can be stored even when new blend files are loaded. Using for apricot so frankie can go into levels in new blendfiles keeping his inventory, currently it dosnt work for the blenderplayer which stops python before loading new blend files. 2008-08-19 11:53:24 +00:00
Campbell Barton
a7f5109f23 BGE Blend file loading was using BLO_read_from_memory which meant relative linked libraries could not be found.
This is odd because BLO_read_from_file was commented out with """//this doesn't work anymore for relative paths, so use BLO_read_from_memory instead"""
Undoing Erwins changes from r7497, just use normal file loading. From the commit log its not clear if he means relative filenames or relative linked libs but from testing both work now.
2008-08-18 23:48:59 +00:00
Campbell Barton
028d44c075 Made Mathutils its own module rather then GanmeLogic.Mathutils 2008-08-05 22:26:00 +00:00
Brecht Van Lommel
908337bee1 Game Engine: alpha blending and sorting
=======================================

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.
2008-07-29 15:48:31 +00:00
Hamed Zaghaghi
5350d5eb2c BGE Bug Fix:#17349, fixes some problems about 2d-filters 2008-07-20 23:03:01 +00:00
Campbell Barton
38cfe9c1a2 importing the GameLogic module was being done by adding the text "import GameLogic" to the start of all scripts used in the game engine, this meant every error line number was off by 1 (quite annoying). better to do this to the dictionary that the scripts run with. 2008-07-14 00:47:07 +00:00
Hamed Zaghaghi
a49c9c458a improvement of 2d-filter custom shader,
some bugfixes,
now you can use depth buffer and luminance buffer without any settings,
also you can use object's properties in a shader
2008-07-12 10:21:37 +00:00
Brecht Van Lommel
99fdf27af9 Sync with Apricot Game Engine
=============================

* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
  effect, to keep the code in sync with apricot.
2008-07-10 12:47:20 +00:00
Brecht Van Lommel
ab7794392e Fix for bug #7753: after game engine drawing with vertex arrays,
nurbs/curves/text dissappears.

This also removes the "vertex arrays" option and enables it always
for OpenGL version >= 1.1 - there's no need to have an option to
make things render faster disabled by default, also it should work
stable now.
2008-06-29 21:51:27 +00:00
Hamed Zaghaghi
1231a2171a BGE 2d-filter, custom shaders now can have depth texture and luminance texture 2008-06-28 03:18:11 +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
Campbell Barton
c9d1924ea5 Use the scenes framerate for ipo and action framerate in the game engine, was hard coded to 25. 2008-06-17 10:06:38 +00:00
Campbell Barton
9b69c56917 Material color was always overriding OBCOL for blender text. 2008-06-16 09:16:04 +00:00
Benoit Bolsee
da1f38f99d Apply BGE patch 11137: Render objects with negative scaling correctly (as in Blender) 2008-05-25 14:37:39 +00:00
Kent Mein
3ba9069c04 Fixes Makefiles for mac_compat_glext.h by updating some include paths.
Kent
2008-05-06 09:43:28 +00:00
Joshua Leung
e6be454787 More compiler fixes for BLI_convertstringcode calls 2008-05-04 11:09:30 +00:00
Benoit Bolsee
3a430c33d2 fix BGE bug #8869: Added objects are not lit correctly
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.
2008-04-30 19:58:44 +00:00