Note, this is not like GE ffmpg, but Blender Image Texture
display for GLSL materials. Speed can be disappointing,
use smaller images for realtime edits.
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
I tried to make it integrate more with regular render but couldn't
do it well, it still needs a 3D view to take the settings from, and
can't run in a separate thread due to OpenGL.
However, it is now rendering to an offscreen buffer which then gets
displayed in the image window. This requires FBO's to be available, so
a fallback creating a new window is still needed. Currently available
from the Render menu in the top header.
* 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.
* Transparency is now it's own panel, with a boolean toggle
+ enum for z/ray transparency (following mockup made by
William). Also had to change DNA flags for this.
* Disabled radiosity a bit more in render engine, it still had
some effects like auto autosmooth.
* Make some sliders in material buttons percentages in RNA.
* Some other small tweaks in layout and naming.
Checker: DEADCODE (help)
File: base/src/source/blender/gpu/intern/gpu_material.c
Function: GPU_materials_free
Description: Conditional "ma != 0"
was looping over wrong variable I'm guessing a cut and
paste error from above.
Kent
in fact I redid part of the last "fix", making it working properly now.
Before we were changing Lamp->la . This is the Blender Lamp, we shouldn't touch it.
So this part of the code is correct now.
Things that could be tackled:
- color attribute is returning negative values when NEGATIVE is toggled
- objects with no material (default gray one) still don't support lamp spots (not spot lamp but the spot of the lamps)
proper results, should bake as if SSS was disabled.
- Fix for GLSL to handle failing shadow buffer creation better.
- Fix for sky/atmosphere version patch, was not doing files from 2.46
and newer.
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.