Commit Graph

8 Commits

Author SHA1 Message Date
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* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.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
Kent Mein
3ba9069c04 Fixes Makefiles for mac_compat_glext.h by updating some include paths.
Kent
2008-05-06 09:43:28 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
Kent Mein
867e12836b This patch spawns from this game engine issue:
[#7113] GE crash pressing as soon as P on 64 bit


Note:         glext.h has been removed from the source
        If you get errors compiling with it you have 2 options
                download/install 	glext.h        (preferred method)
                or set WITH_BF_GLEXT=false
        If your a user and having problems with game engine try
                setting the env var: WITHOUT_GLEXT 1

Kent
2008-04-16 17:40:59 +00:00
Jean-Luc Peurière
77c4eef90b after much suffering, got GE build and work almost cleanly on Os X
(with make, need to confirm with scons)

after cleaning the changes are in fact minimal, but the situation
is still quite a bit hackish.

Game engine coders, there is also quite a number of warnings that
need to be fixed.

current situation is that everything seems to work, but GLSL shaders
spew a lot of errors on console and blender may crash on exit when
a GLSL shader was used. ARB stuff works fine.
2006-01-16 22:27:30 +00:00
Wouter van Heyst
57a7dfe5a5 - Revert to NaN makefiles 2004-01-05 00:06:11 +00:00
Alejandro Conty Estevez
eff07b8329 Basic initial yafray integration by Eeshlo.
Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.

We added a panel in render space to adjust some yafray settings (GI and so)

Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.

Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)

We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.

So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
2004-01-04 22:10:36 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00