Now the default eye separation value is 0.10 (reasonable for games with 1 meter == 1 B.U.
The focallength used is the camera focal length (DOF settings). It allow you to even use different focal lengths for different scenes (good for UI)
In order to change it you can change the camera focal length or use Rasterizer.setFocalLength.
If you use the Rasterizer method it will use this value for all the cameras.
ToDo:
- Blenderplayer settings
- Update wiki documentation (any volunteer)?
* Note to stereo fans:
I don't have a real stereo environment to test it (other than cheap cyan-red glasses). If you can give it a try in a more robust system and report bugs or problems with BGE current system please let me know. I would be glad to help to make it work 100% by the time Blender 2.5 is out.
For the record, BGE is using the method known as 'parallel axis asymmetric frustum perspective projection'. This method is well documented here:
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/
- Generated and uploaded api docs - http://www.blender.org/documentation/250PythonDoc
- Added Edit docs menu item & operators as discussed with Mindrones, Brecht, Stani & Letterip @ bconf, needs some web backend. python operator can aparently use xml/rpc to upload docstrings.
- Added operator invoke function - context.manager.invoke_props_popup(self.__operator__, event)
this calls a popup for invoke by default (which intern calls execute())
- Own recent commit to game framing applied to non-camera views too.
- v3d->persp is deprecated but still used in some places.
- Transforming strips could overlap 1 frame if moving them below frame 0
- Transforming overlapping strips could go into an eternal loop (though overlapping strips should not exist)
a system crash and other issues on ATI/Apple, due to a buggy driver
(similar issues reported for other OpenGL applications). For now, work
around it by not using non-power-of-two textures on this combination.
* Added Shading and Performance panels in the scene buttons,
containing the options previously in the 2.4x game menu.
* Added show framerate/debug/physics/warnings back in game menu.
* Moved these settings from G.fileflags to scene GameData.
* Enabled Display Lists by default.
* Some other small game scene button tweaks.
* Clean up File menu, added back recover last session op.
* .blend compress now behaves a bit different, previously
it would only respect the user preference. Now it saves
existing files the same way they are saved, and new files
following the user preference. The save operator has a
Compress toggle in the file browser left panels now.
* Add menu working again, some fixes to make these operators
work outside the 3d view were needed.
* Timeline menu removed, its contents will be moved to the
timeline header menus.
* Game menu can now start game, changed the start game op
to choose another 3d view if none is available.
* Render menu has a few items now.
* Help menu contains a few links again.
(it's the 3rd commit in a row. But as they say, the 3rd is always a charm ;)
I still think we have a little mess with the DEFINE parameters in BGE (as in RAS_IRasterizer::StereoMode).
We used to have them duplicated and hardcoded in 2.4xx, but I think we can do it in another way now.
(I didn't change gameplayer, but I can do it once we have it linking and building properly)
Logic Panel:
- world settings (moved from world)
... that includes physic engine selection + gravity
- game player (from gamesettings, it wasn't wrapped)
- stereo/dome (from gamesettings, it wasn't wrapped)
... separated stereom into stereoflag and stereomode
- properties
... (didn't touch it)
Buttons Game Panel:
(wip panel)
- Physics (moved from Logic Panel)
... it will be a datablock in the future (right Campbell ?)
- Material Physics (not currently implemented)
... a datablock link to the materials of an object + the dynamic physic variables
* NOTE:
in readfile.c::do_version I couldn't do if(scene->world). There is something wrong with scenes with an unlinked world. So so far we are ignoring the old values....
at the moment only files from blender 2.4x will display in 2.5x, compared area and window structs in both cases and dont see any differences.
This doesnt fix the problem but corrects a few things related to window drawing with the BGE,
also adds a hack because I noticed the window and area pointers in the KX_BlenderCanvas were offset after initialized, maybe need to use <static cast> ?
* pressing P starts the BGE in the 3D view
* redraw window clipping isnt right
* BGE python api works in py3k (without __import__ override or Mathutils, BGL, Geometry)
* no events yet (so there is no way to exit)
* Missing changes to release/windows/installer
* Sequencer fixes in source/blender/src/seqaudio.c dont apply to 2.5
* brechts fix for #18855 r20763 wasnt merged, does this apply to 2.5?
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
the original blendfile path wasn't reset when loading new blendfiles.
blenderplayer was ok, but running the BGE from blender would set the blendfile original path and never reset it on loading other blend files.
- Size adjustments can be accomplished with warp mesh data now. So we get a free spot in the GUI for a tilt option.
- Tilt option to tilt the camera (for planetarium domes).
Angle is in degree from -180 to +180. It's needed for planetarium domes (as this one http://domejunky.blogspot.com/2009/05/dome-corrected-bge.html ).
- This is the last commit regarding dome code I expected to 2.49. I consider this feature full implemented now. (working on docs now)
- the gp_GamePythonPath relative path variable wasnt updated when loading new files.
- missing NULL check for scene crashed blender when it failed to load a file.
Both problems dont affect blenderplayer
User guide:
http://wiki.blender.org/index.php/Dev:Source/GameEngine/Fisheye_Dome_Camera
Fixed two bugs from original patch:
- deleting a text will clear the warp field from Game framing settings
- removed spurious black dots along the edge of the cube map in the gameplayer
Known limitation:
- resizing of the screen doesn't work in the gameplayer
Known bugs:
- Texture with reflexion are not rendered correctly
- Spurious problems with light
Previously this only worked with the Blender API.
- bpy_internal_import small C file that Blender scripting and the game engine use.
- Tested with blender, blenderplayer, loading files
- Needed to use a hack to override the Main struct since the game engine doesn't set G.main
- when the sandbox is set, only internal scripts can be imported.
Notes:
* Sequence transform strip uses G.scene global, this is commented
out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
2.5 got merged, but no new files were added. Calls to these files
are commented out with "XXX etch-a-ton". editarmature.c and
transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
(player still fails to link).
- variables that shadow vers declared earlier
- Py_Fatal print an error to the stderr
- gcc was complaining about the order of initialized vars (for classes)
- const return values for ints and bools didnt do anything.
- braces for ambiguous if statements
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.