Commit Graph

424 Commits

Author SHA1 Message Date
5350d5eb2c BGE Bug Fix:#17349, fixes some problems about 2d-filters 2008-07-20 23:03:01 +00:00
4c48b4846e Updated so things compile. (Missing includes needed)
Kent
2008-07-15 18:12:08 +00:00
a49c9c458a improvement of 2d-filter custom shader,
some bugfixes,
now you can use depth buffer and luminance buffer without any settings,
also you can use object's properties in a shader
2008-07-12 10:21:37 +00:00
99fdf27af9 Sync with Apricot Game Engine
=============================

* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
  effect, to keep the code in sync with apricot.
2008-07-10 12:47:20 +00:00
ab7794392e Fix for bug #7753: after game engine drawing with vertex arrays,
nurbs/curves/text dissappears.

This also removes the "vertex arrays" option and enables it always
for OpenGL version >= 1.1 - there's no need to have an option to
make things render faster disabled by default, also it should work
stable now.
2008-06-29 21:51:27 +00:00
7056d63f41 adding explicit cast to get things compiling 2008-06-29 12:25:15 +00:00
1231a2171a BGE 2d-filter, custom shaders now can have depth texture and luminance texture 2008-06-28 03:18:11 +00:00
3f488f4d70 * Fix for a crash in game engine vertex array drawing with texfaces.
* For 2D filters, don't require opengl 2.0 but just the extensions,
  so it works on computers without full 2.0 support too.
* In debug mode, don't print memory statistics for preview render.
2008-06-18 10:30:14 +00:00
2bece8dcb5 BGE Patch: Add Shape Action support and update MSCV_7 project file for glew.
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
2008-06-18 06:46:49 +00:00
272a91f754 Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====

Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.

* According to the GLEW website it works on Windows, Linux, Mac OS X,
  FreeBSD, Irix, and Solaris. There might still be platform specific
  issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
  regardless of the glext.h on the platform where compilation happens.

Game Engine
===========

Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.

The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.

For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.

* The game engine now also uses GLEW for extensions, replacing the
  custom opengl extensions code that was there. Removes a lot of
  #ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
  work around a specific bug and only disabled multitexturing anyway.
  It might also have caused a slowdown since it was retrieving the
  environment variable for every vertex in immediate mode (bug #13680).

* Refactored the code to allow drawing skinned meshes with vertex
  arrays too, removing some specific immediate mode drawing functions
  for this that only did extra normal calculation. Now it always splits
  vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
  required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
  attributes for vertex arrays. These were not being enabled/disabled
  correct according to the opengl spec, leading to crashes. Also tangent
  attributes used an immediate mode call for vertex arrays, which can't
  work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
  deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
6ffadbfb10 fix 2dfilter problem on AMD64, Patches item #13626 2008-06-06 01:28:51 +00:00
fbb56ee997 Issue jms was having with # else on msvc. Seems odd but easy to fix.
Kent
2008-06-04 18:11:48 +00:00
d565e8a02f bugfix #13618 - 2d filters + GLSL python scripts 2008-06-04 02:54:42 +00:00
da1f38f99d Apply BGE patch 11137: Render objects with negative scaling correctly (as in Blender) 2008-05-25 14:37:39 +00:00
7f10f5f66f fix BGE bug #8646: unusable anaglyph settings
The best rules for stereo rendering are now applied to Blender. Here is the new situation:
1) The focal distance is now settable through the GUI: select the camera (each camera can have a different setting) and go to the camera data (F9): the "Dof Dist" and "Dof Ob" can be used to set the focal distance for that camera. The "Dof Ob" is interesting because it sets the focal distance so that the center this object will appear at the surface of the screen when running the game.
2) The eye separation is automatically set to focal_distance/30, which is considered to be a reasonable value. If you need a different value, you can always use Python scripting. 

Notes: 
- If you switch camera during the game, the focal distance will also change unless you have set the focal distance by scripting, in which case it overwrites the focal distance setting of all cameras.
- If you don't set the focal distance in the camera data or by scripting, the default value will be used. The default value corresponds more of less to the near clipping plane which means that all the objects will be very far with little 3D effect.
- If you don't set the eye separation by scripting, it is automatically computed as focal_distance/30, regardless on how the focal distance was set.
2008-05-24 08:34:04 +00:00
3ba9069c04 Fixes Makefiles for mac_compat_glext.h by updating some include paths.
Kent
2008-05-06 09:43:28 +00:00
eef2b7e125 Complement to bug fix #8869: crash with alpha mesh 2008-05-01 12:35:21 +00:00
3a430c33d2 fix BGE bug #8869: Added objects are not lit correctly
The current layer information is now stored in KX_GameObject and inherited from the parent object when dynamically added. This information is used during the rendering the select the lamps. As the selected lamps are always coming from active layers, their position and orientation are correct.
2008-04-30 19:58:44 +00:00
b6a6507ddf getting ARB shaders working again in GE.
This is is a kludge, and only to get a release
working. later solution is to use glew
2008-04-29 16:22:13 +00:00
9098de4479 second attempt to fix compilation problem with 2D shaders on systems without GLExt or without shader support: use GL_ARB_shader_objects to conditionally compile the 2D shader code 2008-04-20 21:01:13 +00:00
1fc1fb117e BGE: fix compilation error with 2D filters on System without GL extenstion: add conditional compile statements 2008-04-18 22:22:50 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
867e12836b This patch spawns from this game engine issue:
[#7113] GE crash pressing as soon as P on 64 bit


Note:         glext.h has been removed from the source
        If you get errors compiling with it you have 2 options
                download/install 	glext.h        (preferred method)
                or set WITH_BF_GLEXT=false
        If your a user and having problems with game engine try
                setting the env var: WITHOUT_GLEXT 1

Kent
2008-04-16 17:40:59 +00:00
b20f6e27ff Commit patch #8724:
This patch modifies the BL_ConvertMesh method from the data conversion module in order to reduce the number of polygon
material objects that are created.

Normally, there should be only one material object for each material bucket(the group of meshes that are rendered together
with a single material). However, the number of materials that are created right now in the converter is much higher
and eats a lot of memory in scenes with large polygon counts. This patch deletes those material objects(KX_BlenderMaterial)
that are used only temporarily in the converter(and are now deleted only when the converter is destroyed, at the end
of the game).

For a cube that's subdivided 7 times(90+ k polygons) I get 200 MB usage in the game engine in 2.45 and 44 MB with a
svn build with this patch applied if the "Use Blender Materials" option is activated in the Game menu.
2008-03-23 23:12:40 +00:00
1f0ae739cb BGE memleak fix: OpenGL Display Lists not deleted when switching scene
This fix also improves performance of Display List for replica objects: Display List ID caching is now enabled for replica objects which avoids a tree search on each frame and for each replica.
2008-03-09 22:02:32 +00:00
Nathan Letwory
f6dcb28560 * remove constness. 2008-02-10 20:41:59 +00:00
Nathan Letwory
8a91b29b0f * make some explicit casts to make some compilers happy 2008-02-10 20:00:25 +00:00
47b53510a5 merging game_engine branch changes into trunk, 2d-filters and opengl speedup 2008-02-04 02:33:27 +00:00
Nathan Letwory
15da2232f7 * tweak linking priorities - should help for GCC users
* some lib renaming
2008-01-08 09:47:44 +00:00
Chris Want
5e3cffc64a Patch to change license to GPL only, from GSR. 2008-01-07 19:13:47 +00:00
7b2e348d4f This is a modified version of this patch:
[#7660] Solaris 10 x86 support (Makefiles)

Hopefully it will not mess up anything for anyone else.  I removed
some hardcoded static libs and made NAN_*_LIB definitions so they could be 
overridden, to allow greater flexability.

Let me know if there are any problems/questions.

Kent
2007-12-05 16:58:52 +00:00
bf4d79c47b Patch [#7743] Enable display lists when vertex arrays are enabled, by Ovidiu Sabou.
this patch enable GE two use both vertex array and display lists. and speed up the engine a little, by the way thanks ovidiu.
2007-11-06 18:39:16 +00:00
af169b41fd 2d Filters updated, now you can use custom filter and write your own GLSL shader program to filter rendering result. 2007-11-06 12:16:12 +00:00
86278584f3 Tweaks I needed to get blender compiling on my new macbook running leopard.
Kent
2007-11-05 17:27:11 +00:00
aa774427f6 GE Patch(#7684) by Ovidiu Sabou, Speedup patch for GE in OpenGL Display Lists. 2007-11-04 05:31:20 +00:00
ef9ead78f2 GE Patch(#7684) by Ovidiu Sabou, Speedup patch for GE in OpenGL Display Lists. 2007-10-29 19:41:25 +00:00
21eb3e11e0 2d-Filters feature and actuators. 2007-10-22 20:24:26 +00:00
51b56a4d3f GE Patch by Hamed Zaghaghi - Adding Motion Blur to the Game Engine.
I reviewed the code, suggested an update ( initialising accumulation buffer ), and tested the resulting update successfully.

It's great to see more GE developers!GE Patch by Hamed Zaghaghi to add motion blur to the GE ( using the accumulation buffer ).

I reviewed code and tested, gave some feedback ( initialising accumulation buffer ) which was implemented straight away, and re-reviewed.

It's great to have another GE coder on the team!
2007-09-29 18:51:01 +00:00
4e2143f639 This commit fixes up a bunch of svn properties to hopefully make things a little nicer for everyone.
Patch provied by gsrb3d

bug tracker #7061

Kent
2007-08-28 10:07:08 +00:00
fbbc038cb6 Fix provided by Mal:
- 3D Window, textured drawmode shows lighted again for non-textured faces
- Engine: faces show lighted again when 3d windows was Solid draw mode

Example:
http://www.candointeractive.com/blender/BlenderViewport.jpg
2007-05-20 15:55:49 +00:00
c0dcbacd4b post release update of the scons build system for os x powerpc
assume os x 10.4 as defaut
2007-05-19 22:57:28 +00:00
afdd54fa37 moved source and text to american spelling
* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
2007-04-04 13:18:41 +00:00
3947f9b885 1). Fix for cube maps in the player.
ImBuf pointer was being overridden causing the ibuf->rect to be zero.

2). Added vertex attributes for tangents in in vertex arrays.
This, probably needs the extensions enabled (glEnableVertexAttribArrayARB, glDisableVertexAttribArrayARB), but am a little
weary about enabling them right now.
2007-02-01 02:10:38 +00:00
56a4f529fd Two errors caused by previous commit;
One related to extension handling on Linux, the other is a fix for compiling with Irix and STL
2007-01-23 13:25:20 +00:00
557360224f Klockwork (http://www.klocwork.com) report; game engine fixes, related to 'Use Blender Materials'
/source/gameengine/Ketsji/BL_Material.cpp;16;18;Critical;1;
/source/gameengine/Ketsji/BL_Shader.cpp;293;30;Critical;1;
/source/gameengine/Ketsji/BL_Shader.cpp;314;30;Critical;1;
/source/gameengine/Ketsji/BL_Shader.cpp;341;30;Critical;1;
/source/gameengine/Ketsji/BL_Shader.cpp;1264;40;Critical;1;
/source/gameengine/Ketsji/BL_Shader.cpp;1194;40;Critical;1;
/source/gameengine/Ketsji/BL_Shader.cpp;916;30;Critical;1;
/source/gameengine/Ketsji/KX_BlenderMaterial.cpp;257;24;Critical;1;
/source/gameengine/Ketsji/KX_BlenderMaterial.cpp;262;24;Critical;1;
/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp;195;24;Error;3;
/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp;1209;16;Critical;1;
2007-01-21 04:45:44 +00:00
cc041b114b Add a break, to get the bumpmap demo running again! 2007-01-13 09:00:17 +00:00
4a1a766a16 = game engine fixes=
two fixes to the GE by Charlie
2007-01-08 04:22:23 +00:00
4a70681ce2 patch by Charlie, related to recent changes of multi-uv/lightmap generation. This fix makes it possible to use lightmaps in the game engine. 2007-01-07 04:39:39 +00:00
627261da50 Patch by Vladimír Marek (neuron), part of bugfix #5298
Solaris CC compiler choked on wrong .h prototypes for functions using
'const' arguments.
2006-11-25 16:35:56 +00:00
24f4440d05 CMake lists initial submission. Documentationand further verification for different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on. 2006-11-17 02:27:12 +00:00