Commit Graph

15 Commits

Author SHA1 Message Date
Erwin Coumans
50a1d9fc8b Text patch for game player, from Charlie: TFace from KX_PolygonMaterial, as opposed to KX_BlenderMaterial 2006-05-13 00:08:14 +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
Erwin Coumans
411123b250 - added debug line drawing in gameengine (handy for debugging physics problems)
- added #ifdef for a visual studio 8 crashing problems
- added scaling and tolerances to triangle meshes
2005-07-27 09:30:53 +00:00
Kester Maddock
c844aa265a Big patches:
Erwin Coumans: Abstract the physics engine
Charlie C: Joystick fixes
Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2005-03-25 10:33:39 +00:00
Kent Mein
d32f4a2851 Jacques patch to get things compiling on windows.
basically it returns NULL for two functions that had their entire body
commented out.

Kent
2005-01-19 12:53:47 +00:00
Kester Maddock
3b91ea4309 Unified KX_BlenderPolyMaterial & GPC_PolygonMaterial into KX_PolygonMaterial.
Make game engine materials use Zoffs in Materials.
Added Python material hooks.
2005-01-16 06:02:06 +00:00
Kester Maddock
38de9559bc Fix for reflection mapping unlit faces: normals were not being sent, hence reflection maps weren't being rendered properly (bf-bug #1385)
Set the diffuse material colour - lighting brightness should match blender better. (bf-bug #1385)
2004-06-23 01:12:11 +00:00
Kester Maddock
b468bf726c Lighting updates:
Added specular after texture.
Added Light properties: Negative, No Diffuse, No Specular, Quad, Quad2
2004-06-07 11:01:31 +00:00
Kester Maddock
e5cc9abceb Fix Bug #1309 Disabling Actor leaves Ghost, Dynamic and Rigid Body etc enabled.
Depth sorting for Transparent polygons.  Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
2004-05-26 12:01:08 +00:00
Kester Maddock
22883f9232 Query GL for max number of lights to use. 2004-05-21 08:56:05 +00:00
Nathan Letwory
00291b5cf4 [GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2004-03-22 22:02:18 +00:00
Daniel Dunbar
aedf456938 - split the data structures that actually constitute a mesh
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas
    of source that actually edit mesh *data* vs. areas that just edit
    mesh object information.
2004-03-20 22:55:42 +00:00
Stefan Gartner
3531f874e0 added a buch of
#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
(also for <GL/glu.h>)

so that people don't have to create symlinks in
/System/Library/Frameworks/OpenGL.framework on Mac OS X
(Charles Wardlaw)
2003-01-07 00:18:59 +00:00
Kent Mein
209a2ede2c Last of the config.h mods...
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

added to these files.

Kent
--
mein@cs.umn.edu
2002-11-25 15:29:57 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00