050f09aa6c
buildsystem cleanup: remove duplicate source & includes for scons,
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add a check for duplicates in BlenderLib()m, if 0'd now.
2012-11-14 01:41:24 +00:00
250109f5ac
add argument so recent bge function mesh.transform_uv() so you can optionally transform between UV1 / UV2
2012-11-10 10:26:39 +00:00
fecc3b9d68
add 2 new utility functions to the BGE mesh py api.
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mesh.transform(matid, matrix)
mesh.transform_uv(matid, matrix, uv_index=-1))
much more efficient then looping over verts in python to transform them.
2012-11-10 09:45:43 +00:00
d25b13d13f
code cleanup: double promotion warnings, also allow cmake to build SDL without audaspace.
2012-11-09 16:15:00 +00:00
617a73c573
code cleanup: unused defines & some formatting.
2012-11-08 06:46:10 +00:00
25591e958d
style cleanup: tabs & whitespace
2012-11-03 15:35:03 +00:00
00acdb6292
remove CD_POLYINDEX customdata layer:
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reported as [#29376 ] BMESH_TODO: remove tessface CD_ORIGINDEX layer
for a single mesh there could be 3 origindex mappings stored, one on the polygons and 2 on the tessfaces.
(CD_POLYINDEX and CD_ORIGINDEX).
as Andrew suggests, now tessfaces (which are really a cache of polygons), using origindex to point to polygons on
the same derived mesh, and polygons only store the original index values.
2012-10-30 19:20:17 +00:00
ddc2dbc2a4
style cleanup
2012-10-22 08:15:51 +00:00
226a5ee834
remove LOD_Decimator (c++ decimator), now replaced by bmesh decimator. also remove CTR c++ classes that are no longer used.
2012-10-22 02:39:26 +00:00
d599b643b7
style cleanup: bge, switch statements mostly.
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also left bmesh decimator on in previous commit.
2012-10-21 07:58:38 +00:00
4d4664d98f
code cleanup: check for msvc directly when using warning pragma's.
2012-10-15 02:15:07 +00:00
8e01b8959e
style cleanup
2012-10-14 13:08:19 +00:00
3a947cf537
code cleanup: remove redundant casts
2012-10-14 08:49:01 +00:00
97d4fb4161
code cleanup: make header defines more consistent, JOYSENSOR header guard had a typo too.
2012-10-09 13:36:42 +00:00
244ce92dbd
BGE: Setting up the RAS_ICanvas interface as the primary way to alter the OpenGL
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viewport. This helps to eliminate OpenGL calls in weird places like the physics
code and to reduce glGet calls, which are expensive.
There should be no functional changes (except maybe a very slight speed improvement).
2012-10-08 03:28:11 +00:00
aedf450746
code cleanup: use checks for empty rather then size in the BGE
2012-10-07 12:28:19 +00:00
5d56a901a8
code cleanup: c++ - use empty() rather than size(), use prefix operators for non-primitive types - recommended for non primitive types.
2012-09-20 00:55:32 +00:00
2fb8292005
style cleanup
2012-09-16 04:58:18 +00:00
Dalai Felinto
622ac250f9
bge cleanup caught by accident while going over the code, it seems someone forgot to use rect_height everywhere (no functional change)
2012-09-13 23:39:09 +00:00
a0ae47f06c
add some missing NULL checks, a few parts of the code used a pointer then checked it for NULL after.
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also made it more clear that some areas assume the pointer isnt null (remove redundant NULL checks).
2012-09-11 02:18:27 +00:00
6972e19fd5
code cleanup:
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- replace (strcmp(vfont->name, FO_BUILTIN_NAME) == 0) with (BKE_vfont_is_builtin(vfont)).
- reduce some double promotions.
2012-08-03 22:12:57 +00:00
a199ae5368
style cleanup: whitespace, also add '?' to save over popup since it wasnt totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
2012-07-31 23:06:12 +00:00
f405d8fa53
BGE: Fixing a performance regression with 2D filters. My changes caused a check to fail every frame resulting in constant recreation of textures.
2012-07-28 09:45:39 +00:00
4c2de5e0c7
fix some types and incorrect info
2012-07-26 17:41:09 +00:00
9b51503307
style cleanup
2012-07-21 22:58:08 +00:00
52d2bae2bf
Fix for [ #32129 ] "2D filter texture width off by one?" reported by Alex Fraser (z0r).
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The GetWidth() and GetHeight() functions of the canvas' display area seem to give values that are both off by one for what OpenGL wants. Adding 1 to both values seems to fix the problem.
2012-07-18 05:51:44 +00:00
b41561a406
Fix for [ #31978 ] "Horizon colour drawn on two edges of screen when a 2D filter is active" reported by Alex Fraser.
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The glViewport used for 2D Filters wasn't quite matching the 3d view. It seems the height and width were both off by one. There may be a deeper bug with the canvas rectangle having slightly wrong dimensions, but this at least fixes the 2D Filters.
2012-07-05 21:03:29 +00:00
aeee798143
code cleanup: bge builds with clang without warnings / errors.
2012-06-29 09:16:59 +00:00
a9a92ae323
Fix for [ #23375 ] "texture2D in custom 2D filters can get texture outside of game, resulting in ugliness" reported by Jacob F.
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The 2D Filter system now only copies the game viewport instead of the whole window. This prevents 2D Filters from grabbing data outside of the game viewport. The textures for 2D filters are now also not forced to be powers of two (if NPOT textures are supported), which can save a little bit of VRAM.
2012-06-28 09:37:30 +00:00
cc0784c1b9
optionally use guarded alloc for tiles compositor, also replace allocation functions with a macro.
2012-06-25 09:14:37 +00:00
a164b7ed25
Comment numberoffilters in constructor too.
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Otherwise it'll for sure give compilation error.
2012-06-14 11:26:46 +00:00
a57c8a37a1
comment unused vars
2012-06-14 11:05:15 +00:00
d5032657ed
style cleanup
2012-06-06 22:38:39 +00:00
2d2d36fe3b
code cleanup:
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- style - multi-line ifs move braces onto new lines.
- iterators - convert some to macros, other split up and move brace.
2012-05-20 19:49:27 +00:00
6327c9aae1
style cleanup: whitespace, braces
2012-05-01 20:08:23 +00:00
343edf2722
style cleanup: function calls & whitespace.
2012-04-29 17:11:40 +00:00
1615b46963
style cleanup
2012-04-21 13:37:26 +00:00
b4a0152e76
code cleanup: float formatting was confusing in some cases - eg: (0.,0.,0.)
2012-04-11 08:15:13 +00:00
07065b27b8
style cleanup
2012-03-28 05:03:24 +00:00
b8a71efeba
style cleanup: follow style guide for/with/if spacing
2012-03-24 07:52:14 +00:00
4f19c1a995
spelling cleanup
2012-03-18 07:38:51 +00:00
3633858fdb
code cleanup:
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* replace 2D vector copy with copy_v2_v2().
* use puts rather then printf for single strings.
* style cleanup for drawobject.c indentation.
2012-03-18 06:01:33 +00:00
89a963fb7f
style cleanup: comment blocks
2012-03-09 18:28:30 +00:00
4f7bdc59d3
style cleanup: spelling.
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also remove large, duplicate comments from sunsky.h
2012-03-09 00:41:09 +00:00
2413523d69
Compilation error fix for game engine caused by recent DM refactoring.
2012-03-08 08:57:38 +00:00
640d766370
style cleanup - remove unneeded ';'s
2012-03-08 03:05:57 +00:00
f6ae27daef
style cleanup - comment spelling + translate some dutch.
2012-03-04 04:35:12 +00:00
7bbf4b7831
style cleanup
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- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-03-02 16:05:54 +00:00
47c373c7a9
style cleanup (mostly whitespace)
2012-02-27 10:35:39 +00:00
b8e019d839
use __ prefix on header guards to avoid mixing up defines with api functions / classes.
2012-02-23 10:41:31 +00:00