blender/release
Mitchell Stokes ef0473994b BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
  * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
  * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
  * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-18 20:56:25 +00:00
..
bin Workaround for half-transparent windows when running blender-softwaregl 2011-11-15 07:28:18 +00:00
darwin OSX: add plist key High Resolution Capable 2012-12-13 12:46:11 +00:00
datafiles Icons now draw good again! 2012-12-18 19:35:54 +00:00
freedesktop patch to our desktop file from debian, German translation. 2012-04-16 09:56:12 +00:00
scripts BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include: 2012-12-18 20:56:25 +00:00
text Readme and Release Log Links: 2012-11-20 01:55:22 +00:00
windows style cleanup 2012-10-20 18:46:57 +00:00
environment-macosx
environment-mswindows set svn end of lines to native 2011-05-09 08:15:38 +00:00
environment-unix