Commit Graph

161 Commits

Author SHA1 Message Date
c27926896f spaces -> tabs (whitespace only changes) 2011-10-06 22:04:01 +00:00
a043133bab Fix for recent Campbell's commit. 2011-09-23 19:33:04 +00:00
Dalai Felinto
b263aefb0e TexFace to Material Settings big patch
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/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
dbd6658d73 svn merge -r 37306:39975 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-07 15:34:04 +00:00
f63d049adc BGE: Adding two new functions to bge.render to allow users to change the anisotropic filtering level used by textures:
* setAnisotropicFiltering(level)
  * getAnisotropicFiltering()
2011-08-31 05:51:51 +00:00
5792bd7cc7 cmake: cleanup include paths, some duplicates and going up some unneeded dirs. 2011-07-17 09:11:13 +00:00
Nick Samarin
5ceb8b3d35 synched with trunk at revision 37212 2011-06-05 18:51:00 +00:00
09da9d4393 cmake maintenance
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
2011-05-31 01:15:44 +00:00
Nick Samarin
a918040902 synched with trunk at revision 36569 2011-05-16 20:30:59 +00:00
cb12337363 Code cleanup: remove source/kernel module, this wasn't really the kernel of
anything, only contained a hash map and functions to pass command line args
to the game engine. Moved those to container and BlenderRoutines modules.
2011-05-06 20:18:42 +00:00
Dalai Felinto
c56fe3efe6 Patch [#26799] 2.5x blenderplayer (BGE) anti-aliasing & embedding by Sebastian Korczak (with some small tweaks) + adding GHOST_PRINTF
The patch can also be found in http://codereview.appspot.com/4431072/

##############
This patch fix anti-aliasing (multisampling) implementation for win32 platform. It also gives opportunity to embed blenderplayer inside parent window.

Usage:
blenderplayer.exe -i 123456 -m 16 file.blend

where:
123456 - parent window handler (integer, default: 0)
16 - multisample level (integer, default: 0, max: 16. Put there maximum level you want. If not supported, player will automatically try 15,14,13,...,3,2,1)
##############

This patch was originally created as part of the Burster (aka webplugin) project but benefit any one embedding the bge in a custom OpenGL context. By the way, to embed the BGE in a .Net application is really straightforward now =)
The Multisampling work for blenderplayer as a whole.

Missing functionalities:
- to expose the multisampling to the ui (so far it only works in console)
- window focus and keyboard messages for embedded blenderplayer (supported in their previous patch for 2.49, yet to be ported over)
- handle resizing (to be investigated, indeed the changes in getState() in GHOST_WindowWin32.cpp are going to get in the way of that if I'm not mistaken. To be addressed together.

Doxygen documentation to be added whenever I sort out how to do so. Sorry Nathan too many stuff to deal with at the same time. The sooner this patch gets in, the sooner the missing functionalities can be patched on top of that.
2011-05-04 01:50:17 +00:00
ca254dd37b add option WITH_BUILTIN_GLEW, so linux packagers can disable to use their own glew library. 2011-04-05 23:31:01 +00:00
737ca9ad5f BGE player was using un-initialized variables for initializing the canvas color. 2011-03-25 00:23:02 +00:00
Nathan Letwory
2d3209c4b3 doxygen: gameengine/Rasterizer tagged. 2011-02-25 13:38:24 +00:00
Nathan Letwory
5e41760a15 doxygen: add bullet to extern libs, some small changes in page names, and fixes around license blocks 2011-02-22 16:12:12 +00:00
Nathan Letwory
79f79e0cac doxygen: BGE Network, Physics, Rasterizer 2011-02-22 12:42:55 +00:00
Nick Samarin
c5f6a01dd5 synched with trunk at revision 34793 2011-02-16 17:07:18 +00:00
0d8416acc7 minor edits, no functional changes.
- BGE was getting MCol array and not using it.
- use list lookup functions for getting constraint from pose bone.
- use const char * in more places.
2011-02-07 22:48:23 +00:00
89c617a116 remove nan-makefiles 2011-01-30 15:29:22 +00:00
fc66b3f2ef BGE: support modifiers without mapping to original mesh both graphically and physically, fixes bug #24942 and #25286.
Support for physics is done by skiping the modifiers that
don't support mapping to original mesh. This mapping is
required to report the hit polygon to the application
by the rayCast() function.

Support for graphics is done by using the same render
function that blender uses for the 3D view. This guantees
equal result.

Limitation: there is still a known bug if all these conditions are met:
- Display list enabled
- Old tex face with a several textures mapped to the same material
- no armature or shape keys
- active modifiers

In this case, only a part of the mesh will be rendered
with the wrong texture. To avoid this bug, use the GLSL
materials or make sure to have 1 material=1 texture in
your old tex face objects.
2011-01-23 17:17:21 +00:00
f71ff8639c Fix to make two-side texface option work with modifiers in the BGE. However, there appear to be some issues when a mesh has mixed two-side and non two-side faces. I think it's a problem in the converter and possibly related to this bug: https://projects.blender.org/tracker/index.php?func=detail&aid=24948&group_id=9&atid=306 2011-01-04 07:43:32 +00:00
5e382eb8e5 rename blenderlib to blender_add_lib 2010-12-22 23:09:30 +00:00
afacd18498 use lowercase for cmake builtin names and macros, remove contents in else() and endif() which is no longer needed. 2010-12-08 08:43:06 +00:00
1dd1cea06e fix for error when changing DISBALE_PYTHON -> WITH_PYTHON,
This define wasn't set in some parts of the BGE causing problems with the view matrix.
in CMake define for the entire BGE fixes this.
2010-11-29 07:56:45 +00:00
e8397e6193 include headers in cmake source, added a script to check for consistency, reporting missing headers & C files.
this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
2010-11-29 04:35:56 +00:00
da1f288f50 rename libs internal libs for CMake + SCons (used in MSVC project files)
for game engine use "ge_" prefix & make names generally more descriptive.
2010-11-18 11:42:05 +00:00
c6976e7351 use explicit file paths for CMake rather then globing, This is recommended by cmake devs.
globbing vs explicit is discussed here.
http://www.cmake.org/pipermail/cmake/2008-December/025694.html

Practical implications are:
- developers need to keep CMakeLists.txt files up to date.
- Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
2010-10-23 04:05:55 +00:00
Nathan Letwory
a293f76cdf Use DEBUG instead of NDEBUG 2010-10-18 06:52:10 +00:00
Nathan Letwory
663ce490e0 Enable CXX_GUARDEDALLOC support through SCons. 2010-10-08 20:39:56 +00:00
Nick Samarin
90ab716cd5 synched with trunk at revision 32129 2010-10-03 16:28:28 +00:00
9b518710c6 update for MingW/CMake
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings.
- the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
2010-09-15 16:13:32 +00:00
95aa8cfa4a Update address in license block. 2010-08-10 21:22:26 +00:00
Nick Samarin
f09cd6974e synched with trunk at revision 31065 2010-08-05 13:54:56 +00:00
940d1dcd0a remove commented scons lines from cmake files, fixed use of pointer poll function for ID drobdowns (currently unused) 2010-08-03 08:12:55 +00:00
5e5b0cbb26 Game engine was not updated yet to disable vertex/normal state on exit as
other parts of Blender expect, might have caused issues with VBO's in some
cases.
2010-07-27 11:07:34 +00:00
Nick Samarin
81021db4f9 synched with trunk at revision 30243 2010-07-14 07:35:39 +00:00
f65c15cd5a Fix #22772: remove unnecessary -fpascal-strings flag on OS X, only
some debug code in webplugin needed it.
2010-07-07 15:26:02 +00:00
Nick Samarin
12b33ca099 Added debug circle rendering (extended OglDebugLine to OglDebugShape, created new function KX_RasterizerDrawDebugCircle) 2010-06-10 00:25:04 +00:00
ed338da8c9 - WITH_CXX_GUARDEDALLOC working again
- CMake building without python or fluidsim working again (broke in recent commit)
- remove BLI_short_filename(), it wasnt used anywhere.
2010-06-06 01:15:44 +00:00
Dalai Felinto
c6bec43330 reverting previous commit from Mitchell. His commit went to the trunk instead of the branch :)
svn merge -r 29067:29066 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2010-05-29 21:31:57 +00:00
9d3157eed0 Reversing the last merge because I botched it. 2010-05-29 21:22:24 +00:00
8f1500da00 remove config.h references, was added for automake build system rev around 124-126 but isnt used by any build systems now. 2010-04-18 10:28:37 +00:00
2ae418e0a8 Fix compilation error in MinGW with my last commit. 2010-03-25 08:48:31 +00:00
f1cfb5f13c BGE: bug #21684 fixed: multiple material with static modifier now supported with display list. 2010-03-24 22:55:45 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
Dalai Felinto
90e2b22fee BGE: fix for [#20684] Game Render blanks screen on Anaglyph Stereo view
The problem was: the Blender default camera has DOF distance as 0.0. Since we are using this as Focal Length for the stereo calculation we had terrible stereo by default.

Fix: whenever DOF == 0.0 we use focal length as eye separation * 30.0 (known to be a reasonable value)
2010-02-01 15:13:05 +00:00
Dalai Felinto
e37e3845a1 BGE: stereoscopic settings changes: (1) eye separation is the UI (2) focallength uses camera focallength
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/
2009-12-29 15:47:20 +00:00
Dalai Felinto
d875f4927e patch [#19796] GLEW update by Mitchell Stokes (Moguri)
GLEW update to version 1.5.1 [11-03-08]
this opens room for Geometry Shader support.

* - Brecht, Campbell told me you did some local changes in order to make it right in Linux. I get to you in order to know what those changes are (or feel free to commit them directly)
2009-11-21 20:36:03 +00:00
641072a769 BGE: when letterbox is enabled use the camera framing as a clipping area (good for avoiding the HUD showing outside the bounds), use the framing color too (from dalai and myself) 2009-10-27 00:25:38 +00:00
839ac92f65 added SetDisplayArea, GetDisplayArea was used in a confusing way 2009-10-26 22:33:43 +00:00