forked from bartvdbraak/blender
cb89decfdc
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.
288 lines
8.4 KiB
Python
288 lines
8.4 KiB
Python
#!BPY
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"""
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Name: 'System Information...'
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Blender: 236
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Group: 'HelpSystem'
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Tooltip: 'Information about your Blender environment, useful to diagnose problems.'
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"""
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__author__ = "Willian P. Germano"
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__url__ = ("blenderartists.org", "blenderartists.org")
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__version__ = "1.1"
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__bpydoc__ = """\
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This script creates a text in Blender's Text Editor with information
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about your OS, video card, OpenGL driver, Blender and Python versions,
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script related paths and more.
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If you are experiencing trouble running Blender itself or any Blender Python
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script, this information can be useful to fix any problems or at least for
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online searches (like checking if there are known issues related to your
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video card) or to get help from other users or the program's developers.
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"""
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# $Id$
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#
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# --------------------------------------------------------------------------
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# sysinfo.py version 1.1 Mar 20, 2005
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2004: Willian P. Germano, wgermano _at_ ig.com.br
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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import Blender
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import Blender.sys as bsys
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from Blender.BGL import *
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import sys
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Blender.Window.WaitCursor(1)
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# has_textwrap = 1 # see commented code below
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output_filename = "system-info.txt"
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warnings = 0
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notices = 0 # non critical warnings
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def cutPoint(text, length):
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"Returns position of the last space found before 'length' chars"
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l = length
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c = text[l]
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while c != ' ':
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l -= 1
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if l == 0: return length # no space found
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c = text[l]
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return l
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def textWrap(text, length = 70):
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lines = []
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while len(text) > 70:
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cpt = cutPoint(text, length)
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line, text = text[:cpt], text[cpt + 1:]
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lines.append(line)
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lines.append(text)
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return lines
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## Better use our own text wrap functions here
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#try:
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# import textwrap
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#except:
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# has_textwrap = 0
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# msg = sys.exc_info()[1].__str__().split()[3]
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# Blender.Draw.PupMenu("Python error:|This script requires the %s module" %msg)
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version = Blender.Get('version') / 100.0
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header = "= Blender %s System Information =" % version
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lilies = len(header)*"="+"\n"
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header = lilies + header + "\n" + lilies
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output = Blender.Text.New(output_filename)
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output.write(header + "\n\n")
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output.write("%s\n\n" % Blender.Get('buildinfo'))
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output.write("Platform: %s\n========\n\n" % sys.platform)
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output.write("Python:\n======\n\n")
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output.write("- Version: %s\n\n" % sys.version)
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output.write("- Paths:\n\n")
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for p in sys.path:
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output.write(p + '\n')
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output.write("\n- Directories:")
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dirlist = [
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['homedir', 'Blender home dir', 1],
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['scriptsdir', 'Default dir for scripts', 1],
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['datadir', 'Default "bpydata/" data dir for scripts', 1],
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['uscriptsdir', 'User defined dir for scripts', 0],
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['udatadir', 'Data dir "bpydata/" inside user defined dir', 0]
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]
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has_dir = {}
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for dir in dirlist:
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dirname, dirstr, is_critical = dir
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dirpath = Blender.Get(dirname)
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output.write("\n\n %s:\n" % dirstr)
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if not dirpath:
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has_dir[dirname] = False
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if is_critical:
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warnings += 1
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output.write(" <WARNING> -- not found")
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else:
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notices += 1
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output.write(" <NOTICE> -- not found")
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else:
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output.write(" %s" % dirpath)
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has_dir[dirname] = True
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if not has_dir['homedir']:
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outmsg = """
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<WARNING> - Blender home dir not found!
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This should probably be "<path>/.blender/"
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where <path> is usually the user's home dir.
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Blender's home dir is where entries like:
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folders scripts/, plugins/ and locale/ and
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files .Blanguages and .bfont.ttf
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are located.
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It's also where Blender stores the Bpymenus file
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with information about registered scripts, so it
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only needs to scan scripts dir(s) when they are
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modified.
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"""
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output.write(outmsg)
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has_uconfdir = False
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if has_dir['udatadir']:
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uconfigdir = bsys.join(Blender.Get('udatadir'), 'config')
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output.write("\n\n User defined config data dir:")
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if bsys.exists(uconfigdir):
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has_uconfdir = True
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output.write(" %s" % uconfigdir)
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else:
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notices += 1
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output.write("""
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<NOTICE> -- not found.
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bpydata/config/ should be inside the user defined scripts dir.
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It's used by Blender to store scripts configuration data.
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(Since it is on the user defined dir, a new Blender installation
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won't overwrite the data.)
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""")
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configdir = bsys.join(Blender.Get('datadir'), 'config')
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output.write('\n\n Default config data "bpydata/config/" dir:\n')
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if bsys.exists(configdir):
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output.write(" %s" % configdir)
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else:
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warnings += 1
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output.write("""<WARNING> -- not found.
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config/ should be inside the default scripts *data dir*.
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It's used by Blender to store scripts configuration data
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when <user defined scripts dir>/bpydata/config/ dir is
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not available.
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""")
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if has_uconfdir:
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output.write("""
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The user defined config dir will be used.
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""")
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cvsdir = 'release/scripts'
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if bsys.dirsep == '\\': cvsdir = cvsdir.replace('/','\\')
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sdir = Blender.Get('scriptsdir')
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if sdir and sdir.find(cvsdir) >= 0:
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if has_uconfdir:
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notices += 1
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output.write("\n\n<NOTICE>:\n")
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else:
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warnings += 1
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output.write("\n\n<WARNING>:\n")
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output.write("""
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It seems this Blender binary is located in its cvs source tree.
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It's recommended that the release/scripts/ dir tree is copied
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to your blender home dir.
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""")
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if not has_uconfdir:
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output.write("""
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Since you also don't have a user defined scripts dir with the
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bpydata/config dir inside it, it will not be possible to save
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and restore scripts configuration data files, since writing
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to a dir inside a cvs tree is not a good idea and is avoided.
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""")
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missing_mods = [] # missing basic modules
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try:
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from BPyBlender import basic_modules
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for m in basic_modules:
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try: exec ("import %s" % m)
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except: missing_mods.append(m)
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if missing_mods:
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outmsg = """
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<WARNING>:
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Some expected modules were not found.
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Because of that some scripts bundled with Blender may not work.
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Please read the FAQ in the Readme.html file shipped with Blender
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for information about how to fix the problem.
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Missing modules:
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"""
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output.write(outmsg)
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warnings += 1
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for m in missing_mods:
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output.write('-> ' + m + '\n')
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if 'BPyRegistry' in missing_mods:
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output.write("""
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Module BPyRegistry.py is missing!
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Without this module it's not possible to save and restore
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scripts configuration data files.
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""")
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else:
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output.write("\n\n- Modules: all basic ones were found.\n")
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except ImportError:
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output.write("\n\n<WARNING>:\n Couldn't find BPyBlender.py in scripts/bpymodules/ dir.")
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output.write("\n Basic modules availability won't be tested.\n")
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warnings += 1
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output.write("\nOpenGL:\n======\n\n")
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output.write("- Renderer: %s\n" % glGetString(GL_RENDERER))
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output.write("- Vendor: %s\n" % glGetString(GL_VENDOR))
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output.write("- Version: %s\n\n" % glGetString(GL_VERSION))
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output.write("- Extensions:\n\n")
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glext = glGetString(GL_EXTENSIONS)
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glext = textWrap(glext, 70)
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for l in glext:
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output.write(l + "\n")
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output.write("\n\n- Simplistic almost useless benchmark:\n\n")
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t = Blender.sys.time()
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nredraws = 10
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for i in range(nredraws):
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Blender.Redraw(-1) # redraw all windows
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result = Blender.sys.time() - t
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output.write("Redrawing all areas %s times took %.4f seconds.\n" % (nredraws, result))
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if warnings or notices:
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output.write("\n%s%s\n" % (warnings*"#", notices*"."))
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if warnings:
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output.write("\n(*) Found %d warning" % warnings)
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if (warnings > 1): output.write("s") # (blush)
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output.write(", documented in the text above.\n")
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if notices:
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output.write("\n(*) Found %d notice" % notices)
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if (notices > 1): output.write("s") # (blush)
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output.write(", documented in the text above.\n")
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else: output.write("\n==\nNo problems were found (scroll up for details).")
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Blender.Window.WaitCursor(0)
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exitmsg = "Done!|Please check the text %s in the Text Editor window" % output.name
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Blender.Draw.PupMenu(exitmsg)
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