we cant ensure that a requested buffer can be allocated so report opengl errors when failing to allocate the buffer (rather then printing to console).
this is common enough and generic error isn't too helpful to users.
the two files mikktspace.h and mikktspace.c. These are standalone files
which can be redistributed into any other application and regenerate the
same tangent spaces. The implementation is independent of the ordering
of faces and the vertex ordering of faces.
most local modifier,GPU,ImBuf and Interface functions are now static.
also fixed an error were the fluid modifier definition and the header didnt have the same number of args.
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.
using linking together the precompiled library shader code and
material code and recompiling it all again for each material even
if it gives a performance hit, since the previous workaround only
worked on some driver versions still.
I reversed the order of attaching shader objects for linking to solve an
issue in the driver before, but now it appears it needs to be the other
way around again? I don't know if these are the same cards that now want
it different again due to changes in the glsl code, but I found another
workaround for the first bug in a forum post (leaving out parameter names
in the declarations), so with some luck both cases work?
http://developer.nvidia.com/forums/index.php?showtopic=596
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.