inconsistent with similar functions & math notation:
mul_m4_m4m4(R, B, A) => mult_m4_m4m4(R, A, B)
mul_m3_m3m4(R, B, A) => mult_m3_m3m4(R, A, B)
For branch maintainers, it should be relatively simple to fix things manually,
it's also possible run this script after merging to do automatic replacement:
http://www.pasteall.org/27459/python
This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs.
To use the functionality change the bump mapping method to "best quality"
Previous "best quality" setting becomes "medium quality" now.
For non OpenGL 3.0 GPUs this becomes the same as "medium quality"
Also:
* added tooltip descriptions to the bump method settings.
* modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL.
Bicubic shader by Morten Mikkelsen. Thanks a lot!
Oh...and FIRST!
"The Blender Foundation also sells licenses for use in proprietary software under the Blender Licens"
also remove NaN references from files that have been added since blender went opensource.
Now, compositing, shading and texture nodes have a consistent muting system, with default behaving as previous (for compo), and which can be optionaly customized by each node.
Shader nodes are also GLSL muted.
However, Cycles is currently unaware of muted nodes, will try to address this…
effect for a render engine using new shading nodes. In short:
* No longer uses images assigned to faces in the uv layer, rather the active
image texture node is what is edited/painted/drawn.
* Textured draw type now shows the active image texture node, with solid
lighting.
* Material draw mode shows GLSL shader of a simplified material node tree,
using solid lighting.
* Textures for modifiers, brushes, etc, are now available from a dropdown in
the texture tab in the properties editor. These do not use new shading nodes
yet.
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
Files created in blender before this revision should be rendered in
exactly the same way they used to render before.
Patch by Morten Mikkelsen, finished by Ton and me.
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFacehttp://codereview.appspot.com/4289041/
Problem was caused by CRLF line ending instead of LF line ending.
Re-generate pu_shader_material to use LF line ending and made gpu codegen
treat \r as space character.
shader = gpu.export_shader(scene,material)
Returns the GLSL shader that blender generates to produce the visual effect
of material in scene for the purpose of reusing the shader in an external engine.
This function is meant to be used in a material exporter so that the GLSL
shader can be exported entirely. The return value is a dictionary containing the
shader source code and all associated data.
The full documentation is under sphinx.
Warning: there has been an API between the patch and this commit:
uniform['lamp'] and uniform['image'] now return python reference to
ID block instead of ID name as before. The X3D exporter that uses this
function must be adapted.
This branch adds mostly organizational improvements to the node system by renaming the node folders and files. A couple of internal features have been added too.
Detailed information can be found on the wiki page:
http://wiki.blender.org/index.php/User:Phonybone/Particles2010
* replace by BLI_snprintf in various places, note _snprintf on windows
does not properly null terminate the string.
* fix overflow in sequencer proxy code due to buffer being smaller than
specified size.
* fix some usage of snprintf as strcpy, this is will go wrong if the
string contains % characters.
* remove BLI_dynstr_printf function in gpu module, use BLI_dynstr_appendf
- particle.c wasn't setting all components of the vector when reading cache and setting dummy velocity values.
- some functions incorrectly took a float[3] argument when the 4th value was set.
- remove a few redundant lines of code.
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code