blender/release
Mitchell Stokes ef0473994b BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
  * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
  * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
  * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-18 20:56:25 +00:00
..
bin Workaround for half-transparent windows when running blender-softwaregl 2011-11-15 07:28:18 +00:00
darwin OSX: add plist key High Resolution Capable 2012-12-13 12:46:11 +00:00
datafiles Icons now draw good again! 2012-12-18 19:35:54 +00:00
freedesktop patch to our desktop file from debian, German translation. 2012-04-16 09:56:12 +00:00
scripts BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include: 2012-12-18 20:56:25 +00:00
text Readme and Release Log Links: 2012-11-20 01:55:22 +00:00
windows style cleanup 2012-10-20 18:46:57 +00:00
environment-macosx shapekeys are now stored as customdata in editmode, so edit operations like subdivide work (mostly) correctly. tesselated faces now store correct normals in more situations. and added more missing files from the last merge, there may be more though. 2009-11-02 06:33:16 +00:00
environment-mswindows set svn end of lines to native 2011-05-09 08:15:38 +00:00
environment-unix shapekeys are now stored as customdata in editmode, so edit operations like subdivide work (mostly) correctly. tesselated faces now store correct normals in more situations. and added more missing files from the last merge, there may be more though. 2009-11-02 06:33:16 +00:00