Mostly added missing :arg: clauses -- these caused the :type:-clauses
that were already in the RST files to be hidden from the output HTML.
I also fixed some argument types from 'list' to 'Vector' where applicable
and corrected some obvious mistakes.
The documentation for bge.render.{setWindowSize,setFullScreen,getFullScreen}
did not mention that those functions are no-ops when using the Blender-
embedded player.
This patch adds a new API function to get the actual display dimensions in pixels.
Reviewers: dfelinto, sybren, lordloki, moguri
Reviewed By: lordloki, moguri
Differential Revision: https://developer.blender.org/D648
This patch can be used to remove the old world bge.render API if the new world API D157 is used.
If the new world API is applied we can remove the old API because the old has newer worked.
The patch keep the two old working methods for backward compatibility.
Reviewers: campbellbarton, moguri
Reviewed By: campbellbarton, moguri
Subscribers: brecht
Differential Revision: https://developer.blender.org/D158
This Patch will add a the world API (mist, background, ambient) to KX_WorldInfo.
The new API uses now attributes.
Reviewers: campbellbarton, moguri
Reviewed By: moguri
Subscribers: klauser, brecht
Differential Revision: https://developer.blender.org/D157
This patch adds the missing setMistType() and setMistIntensity() to the API
Reviewers: campbellbarton, brecht, moguri
Reviewed By: campbellbarton, brecht, moguri
Subscribers: campbellbarton, dingto
Differential Revision: https://developer.blender.org/D149
This patch fix the existing word API for mist and global ambient lighting.
Add deprecated message to disableMist()
Add setUseMist(enable).
Reviewers: dfelinto, campbellbarton, moguri
Reviewed By: moguri
Subscribers: solarlune, jta, brecht
Projects: #bf_blender:_next
Differential Revision: https://developer.blender.org/D148
This function allows the user to run specific code for each of the
rendered stereoscopic eyes in the Game Engine.
The initial use case is to set the camera projection matrix in
a scene.pre_draw callback function for each eye, to be used in VR
(Virtual Reality) installations.
Reviewed by Mitchell Stokes and Campbell Barton, thank you guys.
Sample Test Python Script:
"""
import bge
import bgl
import blf
def init():
"""init function - runs once"""
scene = bge.logic.getCurrentScene()
scene.post_draw.append(write)
def write():
"""write on screen - depending on the eye"""
width = bge.render.getWindowWidth()
height = bge.render.getWindowHeight()
# OpenGL setup
bgl.glMatrixMode(bgl.GL_PROJECTION)
bgl.glLoadIdentity()
bgl.gluOrtho2D(0, width, 0, height)
bgl.glMatrixMode(bgl.GL_MODELVIEW)
bgl.glLoadIdentity()
eye = bge.render.getStereoEye()
if eye == bge.render.LEFT_EYE:
blf.position(0, (width * 0.2), (height * 0.3), 0)
blf.size(0, 40, 72)
blf.draw(0, "Left")
else: # bge.render.RIGHT_EYE:
blf.position(0, (width * 0.7), (height * 0.3), 0)
blf.size(0, 40, 72)
blf.draw(0, "Right")
"""
while the docs said it followed the settings in the Output panel, other file
formats work now.
Benderplayer still only saves PNG now as documented, but I cleaned up the code
there to reuse existing imbuf functions rather than using own libpng code.
Description:
This patch allows the user to change the size of the window (or the resolution in fullscreen mode) using the new bge.render.setWindowSize() method. This only works in the Blenderplayer since it doesn't make a whole lot of sense for the embedded player.
I named all the BGE modules with their actual names (e.g. Rasterizer, Video Texture, ...). so in the API index.html page they look more like the other Blender modules.
I did the same for the bgl module.
For bge.constraints this patch exposes the constants values for debug mode and createConstraints (they were hardcoded innts before).
+ making all the "todo" and #comments into rst comments (.. comments)
Thanks Solano, it's great to get help to those tasks :)
First commit to make some structure in doc/ directory.
- moved source/blender/python/doc -> doc/python_api
- moved source/gameengine/PyDoc/*.rst -> doc/python_api/rst
- modified accordingly sphinx_doc_gen.py and sphinx_doc_gen.sh
(later on I'll try alternative/ scripts by neXyon as promised :)
- source/gameengine/PyDoc/ is still there because contains epydoc stuff for the bge, will ask more and look into it later