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
Python:
* adds bpy.app.handlers which contains lists, each for an event type:
render_pre, render_post, load_pre, load_post, save_pre, save_post
* each list item needs to be a callable object which takes 1 argument (the ID).
* callbacks are cleared on file load.
Example:
def MyFunc(scene): print("Callback:", data)
bpy.app.handlers.render_post.append(MyFunc)
C:
* This patch adds a generic C callback api which is currently only used by python.
* Unlike python callbacks these are not cleared on file load.
This patch adds anisotropic filtering of textures in the viewport and the BGE. The quality of the filtering is adjustable in the user preferences under System. For more information on anisotropic filtering:
http://en.wikipedia.org/wiki/Anisotropic_filtering
One current limitation of this setup (having the option a user preference) is it makes runtimes more troublesome. Runtimes don't have user preferences set, so for now the blender player defaults to 2x AF. Options will be added later to change this value (probably a command line option).
Copy unifont..ttf.gz from source tree to target datafile path( now ONLY works with cmake );
Set the locale the same with system's setting;
If need unicode font, unzip and load unifont when init ui styles;
Apply gettext() to labels in space_info.py, who are the main menu items.
Each of these should have been commit one by one. As they work well according to my tests, so I just lazily send a long list.
Reported by Thomas Engel
Fix [#26938] Blender Zoom not working after startup (Windows)
Reported by Ilija Boshkov
by applying patch [#26881] Fix for console disappearing in debug mode [Windows]
Submitted by Alexander Kuznetsov (AlexK)
The patch moves console toggling code into GHOST and improves on the toggling behaviour.
The patch changes handling of WM_SYSCOMMAND so that alt-key toggling isn't a problem anymore.
submitted by Tom Edwards
This patch introduces a switch -con and its longer version --start-console. When giving this on cmd-line you'll get the black console window. The new behaviour is to hide it by default. We'll still see briefly the console at startup and during exit, but that's something that cannot be changed.
If you start blender from a cmd.exe, the console will not be hidden.
- rename rna collection structs Main prefix to BlendData: eg, MainObjects --> BlendDataObjects
- printing python collection now prints its type (when available)
- renamed shadowed vars in bpy_rna.c.
- when making functions static I also made debugging/test functions static, reverse and add definitions to headers instead.
Porting the fix when Fullscreen flag is on (~ scene.gm->fullscreen)
I still see some issues with that, a difference between width/height. To be addressed later.
- bpy.app.driver_namespace, read-only dictionary, edit in-place.
- reset on file load and new file.
- on errors the namespace used to be reset, this should not be needed.
simple example.
def driverFunc(val):
return val * val
bpy.app.driver_namespace['driverFunc'] = driverFunc
... now all drivers can access this function.
Both stored the filename of the blend file, but G.sce stored the last opened file.
This will make blender act differently in some cases since a relative path to the last opened file will no longer resolve (which is correct IMHO since that file isnt open and the path might not even be valid anymore).
Tested linking with durian files and rendering to relative paths when no files is loaded however we may need to have some operators give an error if they are used on the default startup.blend.
Rough summary of fixes/changes:
- Blender Py API: GameLogic -> bge.logic
- Blender Py API: Implemented missing KX_PYATTRIBUTE_TODOs and -DUMMYs.
- Fix for [#22924] KX_PolygonMaterial.diffuse does not return expected list[r,g,b]
- Py API: Renaming _owner attribute of mathutils classes to owner.
- Fix some minor errors in mathutils and blf.
- Enabling game engine autoplay again based on a patch by Dalai:
* The biggest 3D view in the open scene is used, if there is none, blender opens the file normally and raises an error.
* The 3D view are is made fullscreen.
* Quad view, header, properties and toolbox panel are all hidden to get the maximum view.
* If the game engine full screen setting is set, the game starts in fullscreen.
- Fix for ipo conversion on file transition in the game engine.
* rename BLI_gethome to BLI_getDefaultDocumentFolder to better reflect how this function is used
* replaced BLI_gethome with getenv("HOME") on Linux and Mac where it retrieves location of bookmarks that are inserted as system bookmarks. BLI_gethome was a thin wrapper around these and in this case the user's home directory is what is actually wanted.
* fix for autosave location -> shouldn't use BLI_gethome anymore
* this frees BLI_gethome of having to emulate the local->user->system search path and can now be truly considered as 'home/default location for .blend files'
* removed setting the default G.sce from read_history, was out of context there.
* fix for creating user dir, leftover from previous commit.
jesterKing, please review -> if there are any issues I will fix or revert.
path -> filepath (for rna and operators, as agreed on with elubie)
path -> data_path (for windowmanager context functions, this was alredy used in many places)
tile cache code in imbuf, but it is not hooked up to the render engine.
Imbuf module: some small refactoring and removing a lot of unused or old code
(about 6.5k lines).
* Added a ImFileType struct with callbacks to make adding an file format type,
or making changes to the API easier.
* Move imbuf init/exit code into IMB_init()/IMB_exit() functions.
* Increased mipmap levels from 10 to 20, you run into this limit already with
a 2k image.
* Removed hamx, amiga, anim5 format support.
* Removed colormap saving, only simple colormap code now for reading tga.
* Removed gen_dynlibtiff.py, editing this is almost as much work as just
editing the code directly.
* Functions removed that were only used for sequencer plugin API:
IMB_anim_nextpic, IMB_clever_double, IMB_antialias, IMB_gamwarp,
IMB_scalefieldImBuf, IMB_scalefastfieldImBuf, IMB_onethird, IMB_halflace,
IMB_dit0, IMB_dit2, IMB_cspace
* Write metadata info into OpenEXR images. Can be viewed with the command
line utility 'exrheader'
For the image tile cache code, see this page:
http://wiki.blender.org/index.php/Dev:2.5/Source/Imaging/ImageTileCache