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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: 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.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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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_IpoConvert.h
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BGE Animation:
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2011-05-28 07:15:27 +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 |