blender/source
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
..
blender BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include: 2012-12-18 20:56:25 +00:00
blenderplayer Added GPL header to sconscripts! 2012-12-17 08:01:43 +00:00
creator Holiday coding log :) 2012-12-12 18:58:11 +00:00
gameengine BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include: 2012-12-18 20:56:25 +00:00
icons Added GPL header to sconscripts! 2012-12-17 08:01:43 +00:00
tests fix for another error in my own recent commit, beauty fill crashed. 2012-11-30 16:15:49 +00:00
CMakeLists.txt
SConscript Added GPL header to sconscripts! 2012-12-17 08:01:43 +00:00