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BL_ActionActuator.cpp
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BGE Animations: Updating BL_ActionActuator.frame to work with the new actuator.
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2011-08-11 03:27:47 +00:00 |
BL_ActionActuator.h
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BGE Animations: Updating BL_ActionActuator.frame to work with the new actuator.
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2011-08-11 03:27:47 +00:00 |
BL_ArmatureActuator.cpp
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Code cleanup: remove source/kernel module, this wasn't really the kernel of
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2011-05-06 20:18:42 +00:00 |
BL_ArmatureActuator.h
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Code cleanup: remove source/kernel module, this wasn't really the kernel of
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2011-05-06 20:18:42 +00:00 |
BL_ArmatureChannel.cpp
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includes for building with gcc 4.6 on fedora.
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2011-03-30 16:14:54 +00:00 |
BL_ArmatureChannel.h
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Code cleanup: remove source/kernel module, this wasn't really the kernel of
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2011-05-06 20:18:42 +00:00 |
BL_ArmatureConstraint.cpp
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Code cleanup: remove source/kernel module, this wasn't really the kernel of
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2011-05-06 20:18:42 +00:00 |
BL_ArmatureConstraint.h
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Code cleanup: remove source/kernel module, this wasn't really the kernel of
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2011-05-06 20:18:42 +00:00 |
BL_ArmatureObject.cpp
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BGE Animations: Adding a new choice for vertex deformation for armatures, which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4).
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2011-07-26 06:10:05 +00:00 |
BL_ArmatureObject.h
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BGE Animations: Adding a new choice for vertex deformation for armatures, which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4).
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2011-07-26 06:10:05 +00:00 |
BL_BlenderDataConversion.cpp
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BGE Animations: Lamp and Camera IPOs are now handled like object IPOs, which means lamps and cameras are no longer stuck to just their active action. However, the Blender UI seems a little restrictive in this area.
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2011-08-17 09:38:50 +00:00 |
BL_BlenderDataConversion.h
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Code cleanup: remove source/kernel module, this wasn't really the kernel of
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2011-05-06 20:18:42 +00:00 |
BL_DeformableGameObject.cpp
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BGE Animations: Adding blendin for Shape Actions.
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2011-06-29 01:05:12 +00:00 |
BL_DeformableGameObject.h
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BGE Animations: Making shape actions work again:
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2011-06-23 19:09:09 +00:00 |
BL_MeshDeformer.cpp
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Code cleanup: remove source/kernel module, this wasn't really the kernel of
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2011-05-06 20:18:42 +00:00 |
BL_MeshDeformer.h
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Code cleanup: remove source/kernel module, this wasn't really the kernel of
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2011-05-06 20:18:42 +00:00 |
BL_ModifierDeformer.cpp
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Code cleanup: remove source/kernel module, this wasn't really the kernel of
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2011-05-06 20:18:42 +00:00 |
BL_ModifierDeformer.h
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doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji
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2011-02-22 10:33:14 +00:00 |
BL_ShapeActionActuator.cpp
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BGE Animations: Making shape actions work again:
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2011-06-23 19:09:09 +00:00 |
BL_ShapeActionActuator.h
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BGE Animations: Making shape actions work again:
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2011-06-23 19:09:09 +00:00 |
BL_ShapeDeformer.cpp
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BGE Animations: Fixing issues with initialization order in BL_ShapeDeformer
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2011-08-09 03:27:05 +00:00 |
BL_ShapeDeformer.h
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BGE Animations: Shape drivers are now working again.
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2011-06-30 19:33:13 +00:00 |
BL_SkinDeformer.cpp
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BGE Animations: BGEDeformVerts() now handles normals instead of relying on BL_MeshDeformer::RecalcNormals(), which BlenderDeformVerts() still uses. As expected, the BGEDeformVerts() version isn't as accurate, but it avoids a sqrt per vertex. This gives about a 15~20% improvement in time spent on the rasterizer in my test scene, which resulted in about 5 more fps. However, the main reason for the new normal code is it will be easier to do on the GPU (doesn't rely on neighbor information).
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2011-08-01 23:02:10 +00:00 |
BL_SkinDeformer.h
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BGE Animations: BGEDeformVerts() now handles normals instead of relying on BL_MeshDeformer::RecalcNormals(), which BlenderDeformVerts() still uses. As expected, the BGEDeformVerts() version isn't as accurate, but it avoids a sqrt per vertex. This gives about a 15~20% improvement in time spent on the rasterizer in my test scene, which resulted in about 5 more fps. However, the main reason for the new normal code is it will be easier to do on the GPU (doesn't rely on neighbor information).
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2011-08-01 23:02:10 +00:00 |
BlenderWorldInfo.cpp
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doxygen: gameengine/Converter tagged.
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2011-02-25 13:30:41 +00:00 |
BlenderWorldInfo.h
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doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji
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2011-02-22 10:33:14 +00:00 |
CMakeLists.txt
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BGE Animations: Adding a new choice for vertex deformation for armatures, which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4).
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2011-07-26 06:10:05 +00:00 |
KX_BlenderScalarInterpolator.cpp
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BGE Animation:
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2011-05-28 07:15:27 +00:00 |
KX_BlenderScalarInterpolator.h
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BGE Animation:
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2011-05-28 07:15:27 +00:00 |
KX_BlenderSceneConverter.cpp
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Merging trunk up to r39145.
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2011-08-07 15:25:06 +00:00 |
KX_BlenderSceneConverter.h
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BGE Animations: The IPO conversion code relied on objects having an adt, but this isn't always the case. object->adt can be NULL, which causes a crash. Now BL_InterpolatorLists are cached by action instead of adt.
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2011-08-07 04:57:23 +00:00 |
KX_ConvertActuators.cpp
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3D Audio GSoC:
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2011-08-07 11:54:58 +00:00 |
KX_ConvertActuators.h
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doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji
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2011-02-22 10:33:14 +00:00 |
KX_ConvertControllers.cpp
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doxygen: gameengine/Converter tagged.
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2011-02-25 13:30:41 +00:00 |
KX_ConvertControllers.h
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doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji
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2011-02-22 10:33:14 +00:00 |
KX_ConvertProperties.cpp
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doxygen: gameengine/Converter tagged.
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2011-02-25 13:30:41 +00:00 |
KX_ConvertProperties.h
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doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji
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2011-02-22 10:33:14 +00:00 |
KX_ConvertSensors.cpp
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quiet msvc/mingw compiler warnings.
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2011-04-10 09:37:04 +00:00 |
KX_ConvertSensors.h
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doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji
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2011-02-22 10:33:14 +00:00 |
KX_IpoConvert.cpp
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fix for bug with all rotation modes being treated as euler by the BGE, this bug is in trunk too but fixing here because this code will replace whats in trunk.
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2011-08-27 03:13:54 +00:00 |
KX_IpoConvert.h
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BGE Animations: Lamp and Camera IPOs are now handled like object IPOs, which means lamps and cameras are no longer stuck to just their active action. However, the Blender UI seems a little restrictive in this area.
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2011-08-17 09:38:50 +00:00 |
KX_SoftBodyDeformer.cpp
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Code cleanup: remove source/kernel module, this wasn't really the kernel of
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2011-05-06 20:18:42 +00:00 |
KX_SoftBodyDeformer.h
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Code cleanup: remove source/kernel module, this wasn't really the kernel of
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2011-05-06 20:18:42 +00:00 |
SConscript
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BGE Animations: Adding a new choice for vertex deformation for armatures, which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4).
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2011-07-26 06:10:05 +00:00 |