forked from bartvdbraak/blender
272a91f754
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 * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.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.
686 lines
18 KiB
C++
686 lines
18 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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* Blender's Ketsji startpoint
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include <signal.h>
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#include <stdlib.h>
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#ifdef WIN32
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// don't show stl-warnings
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#pragma warning (disable:4786)
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#endif
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#include "GL/glew.h"
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#include "KX_BlenderGL.h"
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#include "KX_BlenderCanvas.h"
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#include "KX_BlenderKeyboardDevice.h"
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#include "KX_BlenderMouseDevice.h"
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#include "KX_BlenderRenderTools.h"
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#include "KX_BlenderSystem.h"
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#include "BL_Material.h"
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#include "KX_KetsjiEngine.h"
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#include "KX_BlenderSceneConverter.h"
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#include "KX_PythonInit.h"
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#include "KX_PyConstraintBinding.h"
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#include "RAS_GLExtensionManager.h"
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#include "RAS_OpenGLRasterizer.h"
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#include "RAS_VAOpenGLRasterizer.h"
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#include "RAS_ListRasterizer.h"
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#include "NG_LoopBackNetworkDeviceInterface.h"
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#include "SND_DeviceManager.h"
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#include "SYS_System.h"
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/***/
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#include "DNA_view3d_types.h"
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#include "DNA_screen_types.h"
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#include "BKE_global.h"
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#include "BIF_screen.h"
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#include "BIF_scrarea.h"
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#include "BKE_main.h"
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#include "BLI_blenlib.h"
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#include "BLO_readfile.h"
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#include "DNA_scene_types.h"
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/***/
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "BSE_headerbuttons.h"
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void update_for_newframe();
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#ifdef __cplusplus
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}
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#endif
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static BlendFileData *load_game_data(char *filename) {
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BlendReadError error;
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//this doesn't work anymore for relative paths, so use BLO_read_from_memory instead
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//BlendFileData *bfd= BLO_read_from_file(filename, &error);
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FILE* file = fopen(filename,"rb");
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BlendFileData *bfd = 0;
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if (file)
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{
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fseek(file, 0L, SEEK_END);
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int len= ftell(file);
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fseek(file, 0L, SEEK_SET);
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char* filebuffer= new char[len];//MEM_mallocN(len, "text_buffer");
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int sizeread = fread(filebuffer,len,1,file);
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if (sizeread==1){
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bfd = BLO_read_from_memory(filebuffer, len, &error);
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} else {
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error = BRE_UNABLE_TO_READ;
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}
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fclose(file);
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// the memory is not released in BLO_read_from_memory, must do it here
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delete filebuffer;
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} else {
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error = BRE_UNABLE_TO_OPEN;
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}
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if (!bfd) {
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printf("Loading %s failed: %s\n", filename, BLO_bre_as_string(error));
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}
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return bfd;
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}
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extern "C" void StartKetsjiShell(struct ScrArea *area,
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char* scenename,
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struct Main* maggie1,
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struct SpaceIpo *sipo,
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int always_use_expand_framing)
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{
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int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
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Main* blenderdata = maggie1;
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char* startscenename = scenename;
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char pathname[160];
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strcpy (pathname, blenderdata->name);
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STR_String exitstring = "";
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BlendFileData *bfd= NULL;
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// Acquire Python's GIL (global interpreter lock)
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// so we can safely run Python code and API calls
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PyGILState_STATE gilstate = PyGILState_Ensure();
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bgl::InitExtensions(true);
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do
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{
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View3D *v3d= (View3D*) area->spacedata.first;
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// get some preferences
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SYS_SystemHandle syshandle = SYS_GetSystem();
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bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
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bool usefixed = (SYS_GetCommandLineInt(syshandle, "fixedtime", 0) != 0);
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bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
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bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
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bool game2ipo = (SYS_GetCommandLineInt(syshandle, "game2ipo", 0) != 0);
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bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0);
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bool usemat = false, useglslmat = false;
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if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
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usemat = (SYS_GetCommandLineInt(syshandle, "blender_material", 0) != 0);
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// create the canvas, rasterizer and rendertools
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RAS_ICanvas* canvas = new KX_BlenderCanvas(area);
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canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
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RAS_IRenderTools* rendertools = new KX_BlenderRenderTools();
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RAS_IRasterizer* rasterizer = NULL;
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// let's see if we want to use vertexarrays or not
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int usevta = SYS_GetCommandLineInt(syshandle,"vertexarrays",1);
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bool useVertexArrays = (usevta > 0);
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bool lock_arrays = (displaylists && useVertexArrays);
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if(displaylists){
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if (useVertexArrays)
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rasterizer = new RAS_ListRasterizer(canvas, true, lock_arrays);
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else
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rasterizer = new RAS_ListRasterizer(canvas);
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}
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else if (useVertexArrays && GLEW_VERSION_1_1)
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rasterizer = new RAS_VAOpenGLRasterizer(canvas, lock_arrays);
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else
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rasterizer = new RAS_OpenGLRasterizer(canvas);
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// create the inputdevices
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KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice();
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KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice();
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// create a networkdevice
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NG_NetworkDeviceInterface* networkdevice = new
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NG_LoopBackNetworkDeviceInterface();
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// get an audiodevice
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SND_DeviceManager::Subscribe();
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SND_IAudioDevice* audiodevice = SND_DeviceManager::Instance();
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audiodevice->UseCD();
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// create a ketsji/blendersystem (only needed for timing and stuff)
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KX_BlenderSystem* kxsystem = new KX_BlenderSystem();
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// create the ketsjiengine
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KX_KetsjiEngine* ketsjiengine = new KX_KetsjiEngine(kxsystem);
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// set the devices
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ketsjiengine->SetKeyboardDevice(keyboarddevice);
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ketsjiengine->SetMouseDevice(mousedevice);
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ketsjiengine->SetNetworkDevice(networkdevice);
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ketsjiengine->SetCanvas(canvas);
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ketsjiengine->SetRenderTools(rendertools);
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ketsjiengine->SetRasterizer(rasterizer);
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ketsjiengine->SetNetworkDevice(networkdevice);
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ketsjiengine->SetAudioDevice(audiodevice);
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ketsjiengine->SetUseFixedTime(usefixed);
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ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
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// some blender stuff
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MT_CmMatrix4x4 projmat;
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MT_CmMatrix4x4 viewmat;
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int i;
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for (i = 0; i < 16; i++)
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{
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float *viewmat_linear= (float*) v3d->viewmat;
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viewmat.setElem(i, viewmat_linear[i]);
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}
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for (i = 0; i < 16; i++)
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{
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float *projmat_linear = (float*) area->winmat;
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projmat.setElem(i, projmat_linear[i]);
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}
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float camzoom = (1.41421 + (v3d->camzoom / 50.0));
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camzoom *= camzoom;
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camzoom = 4.0 / camzoom;
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ketsjiengine->SetDrawType(v3d->drawtype);
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ketsjiengine->SetCameraZoom(camzoom);
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// if we got an exitcode 3 (KX_EXIT_REQUEST_START_OTHER_GAME) load a different file
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if (exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME || exitrequested == KX_EXIT_REQUEST_RESTART_GAME)
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{
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exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
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if (bfd) BLO_blendfiledata_free(bfd);
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char basedpath[240];
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// base the actuator filename with respect
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// to the original file working directory
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if (exitstring != "")
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strcpy(basedpath, exitstring.Ptr());
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BLI_convertstringcode(basedpath, pathname);
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bfd = load_game_data(basedpath);
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// if it wasn't loaded, try it forced relative
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if (!bfd)
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{
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// just add "//" in front of it
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char temppath[242];
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strcpy(temppath, "//");
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strcat(temppath, basedpath);
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BLI_convertstringcode(temppath, pathname);
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bfd = load_game_data(temppath);
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}
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// if we got a loaded blendfile, proceed
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if (bfd)
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{
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blenderdata = bfd->main;
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startscenename = bfd->curscene->id.name + 2;
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}
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// else forget it, we can't find it
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else
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{
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exitrequested = KX_EXIT_REQUEST_QUIT_GAME;
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}
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}
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Scene *blscene = NULL;
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if (!bfd)
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{
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blscene = (Scene*) blenderdata->scene.first;
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for (Scene *sce= (Scene*) blenderdata->scene.first; sce; sce= (Scene*) sce->id.next)
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{
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if (startscenename == (sce->id.name+2))
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{
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blscene = sce;
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break;
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}
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}
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} else {
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blscene = bfd->curscene;
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}
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if (blscene)
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{
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int startFrame = blscene->r.cfra;
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ketsjiengine->SetGame2IpoMode(game2ipo,startFrame);
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}
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// Quad buffered needs a special window.
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if (blscene->r.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
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rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) blscene->r.stereomode);
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if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
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{
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if (v3d->persp != V3D_CAMOB)
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{
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ketsjiengine->EnableCameraOverride(startscenename);
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ketsjiengine->SetCameraOverrideUseOrtho((v3d->persp == V3D_ORTHO));
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ketsjiengine->SetCameraOverrideProjectionMatrix(projmat);
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ketsjiengine->SetCameraOverrideViewMatrix(viewmat);
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}
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// create a scene converter, create and convert the startingscene
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KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata,sipo, ketsjiengine);
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ketsjiengine->SetSceneConverter(sceneconverter);
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sceneconverter->addInitFromFrame=false;
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if (always_use_expand_framing)
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sceneconverter->SetAlwaysUseExpandFraming(true);
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if(usemat)
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sceneconverter->SetMaterials(true);
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if(useglslmat)
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sceneconverter->SetGLSLMaterials(true);
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KX_Scene* startscene = new KX_Scene(keyboarddevice,
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mousedevice,
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networkdevice,
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audiodevice,
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startscenename);
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// some python things
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PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest);
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ketsjiengine->SetPythonDictionary(dictionaryobject);
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initRasterizer(rasterizer, canvas);
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PyObject *gameLogic = initGameLogic(startscene);
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initGameKeys();
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initPythonConstraintBinding();
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if (sceneconverter)
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{
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// convert and add scene
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sceneconverter->ConvertScene(
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startscenename,
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startscene,
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dictionaryobject,
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keyboarddevice,
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rendertools,
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canvas);
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ketsjiengine->AddScene(startscene);
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// init the rasterizer
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rasterizer->Init();
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// start the engine
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ketsjiengine->StartEngine(true);
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// Set the animation playback rate for ipo's and actions
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// the framerate below should patch with FPS macro defined in blendef.h
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// Could be in StartEngine set the framerate, we need the scene to do this
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ketsjiengine->SetAnimFrameRate( (((double) blscene->r.frs_sec) / blscene->r.frs_sec_base) );
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// the mainloop
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while (!exitrequested)
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{
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// first check if we want to exit
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exitrequested = ketsjiengine->GetExitCode();
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// kick the engine
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bool render = ketsjiengine->NextFrame();
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if (render)
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{
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// render the frame
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ketsjiengine->Render();
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}
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// test for the ESC key
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while (qtest())
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{
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short val;
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unsigned short event = extern_qread(&val);
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if (keyboarddevice->ConvertBlenderEvent(event,val))
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exitrequested = KX_EXIT_REQUEST_BLENDER_ESC;
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/* Coordinate conversion... where
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* should this really be?
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*/
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if (event==MOUSEX) {
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val = val - scrarea_get_win_x(area);
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} else if (event==MOUSEY) {
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val = scrarea_get_win_height(area) - (val - scrarea_get_win_y(area)) - 1;
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}
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mousedevice->ConvertBlenderEvent(event,val);
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}
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}
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exitstring = ketsjiengine->GetExitString();
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// when exiting the mainloop
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dictionaryClearByHand(gameLogic);
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ketsjiengine->StopEngine();
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exitGamePythonScripting();
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networkdevice->Disconnect();
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}
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if (sceneconverter)
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{
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delete sceneconverter;
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sceneconverter = NULL;
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}
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}
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// set the cursor back to normal
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canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
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// clean up some stuff
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audiodevice->StopCD();
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if (ketsjiengine)
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{
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delete ketsjiengine;
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ketsjiengine = NULL;
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}
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if (kxsystem)
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{
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delete kxsystem;
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kxsystem = NULL;
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}
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if (networkdevice)
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{
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delete networkdevice;
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networkdevice = NULL;
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}
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if (keyboarddevice)
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{
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delete keyboarddevice;
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keyboarddevice = NULL;
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}
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if (mousedevice)
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{
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delete mousedevice;
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mousedevice = NULL;
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}
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if (rasterizer)
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{
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delete rasterizer;
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rasterizer = NULL;
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}
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if (rendertools)
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{
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delete rendertools;
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rendertools = NULL;
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}
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if (canvas)
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{
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delete canvas;
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canvas = NULL;
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}
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SND_DeviceManager::Unsubscribe();
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} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
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if (bfd) BLO_blendfiledata_free(bfd);
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// Release Python's GIL
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PyGILState_Release(gilstate);
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}
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extern "C" void StartKetsjiShellSimulation(struct ScrArea *area,
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char* scenename,
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struct Main* maggie,
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struct SpaceIpo *sipo,
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int always_use_expand_framing)
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{
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int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
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Main* blenderdata = maggie;
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char* startscenename = scenename;
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char pathname[160];
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strcpy (pathname, maggie->name);
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STR_String exitstring = "";
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BlendFileData *bfd= NULL;
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// Acquire Python's GIL (global interpreter lock)
|
|
// so we can safely run Python code and API calls
|
|
PyGILState_STATE gilstate = PyGILState_Ensure();
|
|
|
|
bgl::InitExtensions(true);
|
|
|
|
do
|
|
{
|
|
|
|
// get some preferences
|
|
SYS_SystemHandle syshandle = SYS_GetSystem();
|
|
bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
|
|
bool usefixed = (SYS_GetCommandLineInt(syshandle, "fixedtime", 0) != 0);
|
|
bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
|
|
bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
|
|
bool game2ipo = true;//(SYS_GetCommandLineInt(syshandle, "game2ipo", 0) != 0);
|
|
bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0);
|
|
bool usemat = false;
|
|
|
|
// create the canvas, rasterizer and rendertools
|
|
RAS_ICanvas* canvas = new KX_BlenderCanvas(area);
|
|
//canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
|
|
RAS_IRenderTools* rendertools = new KX_BlenderRenderTools();
|
|
RAS_IRasterizer* rasterizer = NULL;
|
|
|
|
// let's see if we want to use vertexarrays or not
|
|
int usevta = SYS_GetCommandLineInt(syshandle,"vertexarrays",1);
|
|
bool useVertexArrays = (usevta > 0);
|
|
|
|
bool lock_arrays = (displaylists && useVertexArrays);
|
|
|
|
if(displaylists && !useVertexArrays)
|
|
rasterizer = new RAS_ListRasterizer(canvas);
|
|
else if (useVertexArrays && GLEW_VERSION_1_1)
|
|
rasterizer = new RAS_VAOpenGLRasterizer(canvas, lock_arrays);
|
|
else
|
|
rasterizer = new RAS_OpenGLRasterizer(canvas);
|
|
|
|
// create the inputdevices
|
|
KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice();
|
|
KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice();
|
|
|
|
// create a networkdevice
|
|
NG_NetworkDeviceInterface* networkdevice = new
|
|
NG_LoopBackNetworkDeviceInterface();
|
|
|
|
// get an audiodevice
|
|
SND_DeviceManager::Subscribe();
|
|
SND_IAudioDevice* audiodevice = SND_DeviceManager::Instance();
|
|
audiodevice->UseCD();
|
|
|
|
// create a ketsji/blendersystem (only needed for timing and stuff)
|
|
KX_BlenderSystem* kxsystem = new KX_BlenderSystem();
|
|
|
|
// create the ketsjiengine
|
|
KX_KetsjiEngine* ketsjiengine = new KX_KetsjiEngine(kxsystem);
|
|
|
|
int i;
|
|
|
|
Scene *blscene = NULL;
|
|
if (!bfd)
|
|
{
|
|
blscene = (Scene*) maggie->scene.first;
|
|
for (Scene *sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
|
|
{
|
|
if (startscenename == (sce->id.name+2))
|
|
{
|
|
blscene = sce;
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
blscene = bfd->curscene;
|
|
}
|
|
int cframe,startFrame;
|
|
if (blscene)
|
|
{
|
|
cframe=blscene->r.cfra;
|
|
startFrame = blscene->r.sfra;
|
|
blscene->r.cfra=startFrame;
|
|
update_for_newframe();
|
|
ketsjiengine->SetGame2IpoMode(game2ipo,startFrame);
|
|
}
|
|
|
|
// Quad buffered needs a special window.
|
|
if (blscene->r.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
|
|
rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) blscene->r.stereomode);
|
|
|
|
if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
|
|
{
|
|
// create a scene converter, create and convert the startingscene
|
|
KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(maggie,sipo, ketsjiengine);
|
|
ketsjiengine->SetSceneConverter(sceneconverter);
|
|
sceneconverter->addInitFromFrame=true;
|
|
|
|
if (always_use_expand_framing)
|
|
sceneconverter->SetAlwaysUseExpandFraming(true);
|
|
|
|
if(usemat)
|
|
sceneconverter->SetMaterials(true);
|
|
|
|
KX_Scene* startscene = new KX_Scene(keyboarddevice,
|
|
mousedevice,
|
|
networkdevice,
|
|
audiodevice,
|
|
startscenename);
|
|
// some python things
|
|
PyObject* dictionaryobject = initGamePythonScripting("Ketsji", psl_Lowest);
|
|
ketsjiengine->SetPythonDictionary(dictionaryobject);
|
|
initRasterizer(rasterizer, canvas);
|
|
PyObject *gameLogic = initGameLogic(startscene);
|
|
initGameKeys();
|
|
initPythonConstraintBinding();
|
|
|
|
if (sceneconverter)
|
|
{
|
|
// convert and add scene
|
|
sceneconverter->ConvertScene(
|
|
startscenename,
|
|
startscene,
|
|
dictionaryobject,
|
|
keyboarddevice,
|
|
rendertools,
|
|
canvas);
|
|
ketsjiengine->AddScene(startscene);
|
|
|
|
// start the engine
|
|
ketsjiengine->StartEngine(false);
|
|
|
|
ketsjiengine->SetUseFixedTime(true);
|
|
|
|
ketsjiengine->SetTicRate(
|
|
(double) blscene->r.frs_sec /
|
|
(double) blscene->r.frs_sec_base);
|
|
|
|
// the mainloop
|
|
while ((blscene->r.cfra<=blscene->r.efra)&&(!exitrequested))
|
|
{
|
|
printf("frame %i\n",blscene->r.cfra);
|
|
// first check if we want to exit
|
|
exitrequested = ketsjiengine->GetExitCode();
|
|
|
|
// kick the engine
|
|
ketsjiengine->NextFrame();
|
|
blscene->r.cfra=blscene->r.cfra+1;
|
|
update_for_newframe();
|
|
|
|
}
|
|
exitstring = ketsjiengine->GetExitString();
|
|
}
|
|
if (sceneconverter)
|
|
{
|
|
delete sceneconverter;
|
|
sceneconverter = NULL;
|
|
}
|
|
}
|
|
blscene->r.cfra=cframe;
|
|
// set the cursor back to normal
|
|
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
|
|
|
|
// clean up some stuff
|
|
audiodevice->StopCD();
|
|
if (ketsjiengine)
|
|
{
|
|
delete ketsjiengine;
|
|
ketsjiengine = NULL;
|
|
}
|
|
if (kxsystem)
|
|
{
|
|
delete kxsystem;
|
|
kxsystem = NULL;
|
|
}
|
|
if (networkdevice)
|
|
{
|
|
delete networkdevice;
|
|
networkdevice = NULL;
|
|
}
|
|
if (keyboarddevice)
|
|
{
|
|
delete keyboarddevice;
|
|
keyboarddevice = NULL;
|
|
}
|
|
if (mousedevice)
|
|
{
|
|
delete mousedevice;
|
|
mousedevice = NULL;
|
|
}
|
|
SND_DeviceManager::Unsubscribe();
|
|
|
|
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
|
|
if (bfd) BLO_blendfiledata_free(bfd);
|
|
|
|
// Release Python's GIL
|
|
PyGILState_Release(gilstate);
|
|
}
|