37381ef492
BGE: correct for last commit
2014-02-03 21:41:36 +11:00
c7029f06d9
Add new BGE Stereo mode: 3DTV top-bottom.
...
This mode is designed for passive 3D TV: the viewport is split
horizontally - left eye above, right eye below - but the original camera
viewport is squashed in each half (with half the vertical resolution).
This is necessary to restore the aspect ratio in the 3D output because the TV expands each half to the full screen size.
2014-01-02 00:26:15 +01:00
d94db03ac8
Style cleanup: BGE
2013-12-24 05:44:54 +11:00
d4a11388bf
Code Cleanup: warnings
2013-11-22 11:30:40 +11:00
0c0bed3b16
Fix: Game Engine regression drawing text from recent cleanup
2013-11-20 00:01:20 +11:00
cbbf6bfe25
* More fixes to make scons / Windows happy. :)
2013-11-04 22:33:02 +00:00
93de84f267
Fix for recent BGE commits, when building with c++ guardedalloc.
2013-11-04 22:22:54 +00:00
ee854a04fa
* Fix blenfont scons include after recent GE changes.
...
Mitchell: Please check if these includes also need to be added in scons: https://projects.blender.org/scm/viewvc.php/trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt?root=bf-blender&r1=61087&r2=61086&pathrev=61087
2013-11-04 22:14:04 +00:00
efa40ea590
BGE: Fixing up a small issue from merging Rasterizer cleanup code.
2013-11-04 19:22:56 +00:00
64c346ed1e
BGE Rasterizer Cleanup: The Blenderplayer now loads the monospace font so it can properly draw the framerate and profile display.
2013-11-04 19:22:15 +00:00
fb94a53978
BGE Rasterizer Cleanup: Cleaning up some includes.
2013-11-04 19:22:10 +00:00
a35e9daaef
BGE Rasterizer Cleanup: Moving the RAS_OpenGLRasterizer::ApplyLights() code into RAS_OpenGLRasterizer::ProcessLighting().
2013-11-04 19:21:37 +00:00
c1e617d26b
BGE Rasterizer Cleanup: Removing the need to reference KX_BlenderMaterial or KX_PolygonMaterial in RAS_OpenGLRasterizer.
2013-11-04 19:21:32 +00:00
5348682f3a
BGE Rasterizer Cleanup: Getting rid of the BL_Material.h include in RAS_OpenGLRasterizer.cpp.
2013-11-04 19:21:25 +00:00
e2c91b570d
BGE Rasterizer Cleanup: Getting rid of RAS_IRasterizer::RenderText(), and just adding the code to IndexPrimitives_3DText(), which is the only function that uses RenderText().
2013-11-04 19:21:21 +00:00
cf9fe8f329
BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing.
2013-11-04 19:21:07 +00:00
494687908c
BGE: Potential fix for [ #35522 ] Broken game engine compatibility since 2.66a on some ATI cards?
...
Disabling display lists for legacy ATI cards since they don't support display lists well.
Also removing an unused variable from the display list rasterizer.
2013-09-11 23:24:45 +00:00
6cc3aec8bc
Fixing a problem with variance shadow maps blurring out on transparent receivers in the Game Engine reported by Sam Cameron on the IRC.
...
Also correcting some slight blurring over time by making sure the color buffer is cleared for shadows.
2013-09-05 22:05:52 +00:00
e131447582
BGE: Making sure m_drawingmode is initialized in the various RAS_Storage constructors.
2013-08-03 05:02:03 +00:00
02ba328ca8
clang/cmake - quiet warnings for external libs and reference moto as a system include.
2013-07-15 08:26:16 +00:00
1f091fd234
add missing gpl headers
2013-07-02 09:47:22 +00:00
fad1da062d
correct typos in comments.
2013-06-25 22:58:23 +00:00
Dalai Felinto
c72653cca0
BGE bugfix/patch "[ #26075 ] game anaglyph colors are inverted" by Juha Maki-Kanto (kanttori)
...
Later I will try to find when this bug was introduced. But it's definitively broken in trunk.
2013-06-22 08:04:02 +00:00
9cf6e305a9
split bge includes for scons onto their own lines (for easier merging)
2013-05-29 21:56:55 +00:00
225c5fee6b
move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)
...
remove MEM_sys_types.h which was a duplicate.
2013-05-28 19:35:26 +00:00
3f7f07faf5
style cleanup
2013-04-18 01:52:38 +00:00
d2b14ed4f0
BGE: Adding mipmapping control to bge.render via bge.render.setMipmapping() and bge.render.getMipmapping().
2013-04-14 00:40:24 +00:00
6297eb7da7
BGE: Cleaning up the VBO code to use RAS_TexVert more directly instead of copying out pieces. This also gets rid of MapBuffers, which isn't available in OpenGL ES. Scenes that require constant VBO updates (like my skeletal mesh stress test) are now 10~13% faster.
2013-04-05 01:28:38 +00:00
1356e3b490
BGE: getting rid of a few maybe-uninitialized warnings.
2013-03-23 03:04:02 +00:00
2822a14e5d
Fix #34483 : game engine multi UV glsl materials not working correct after changes
...
to support more than 2 UV maps. This code indirectly depended on the order of
OpenGL attribute ID's assigned by the OpenGL driver being the same as the
attributes being declared in the GLSL shader code, which is not always the case.
2013-03-01 20:45:42 +00:00
f924750463
fix for error using uninitialized draw mode with 'm_failsafe_storage' in the BGE.
2013-02-23 02:45:12 +00:00
2005f7c6c0
style cleanup: also some typos
2013-02-11 00:49:00 +00:00
9da4cab9fd
style cleanup: comment format
2013-02-02 04:48:21 +00:00
4bd3477e29
BGE: Adding preliminary alpha shadow support for Simple shadow maps. They do not work in the viewport nor do they work for Variance shadow maps.
2013-01-12 20:01:58 +00:00
c7b7cba238
code cleanup: warnings
2013-01-04 02:13:29 +00:00
3bc3e178b3
style cleanup
2012-12-20 00:29:31 +00:00
0ddc77f913
code cleanup: warnings
2012-12-19 01:48:54 +00:00
ef0473994b
BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
...
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
* Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
* Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
* Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-18 20:56:25 +00:00
050f09aa6c
buildsystem cleanup: remove duplicate source & includes for scons,
...
add a check for duplicates in BlenderLib()m, if 0'd now.
2012-11-14 01:41:24 +00:00
00acdb6292
remove CD_POLYINDEX customdata layer:
...
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
d599b643b7
style cleanup: bge, switch statements mostly.
...
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
97d4fb4161
code cleanup: make header defines more consistent, JOYSENSOR header guard had a typo too.
2012-10-09 13:36:42 +00:00
aedf450746
code cleanup: use checks for empty rather then size in the BGE
2012-10-07 12:28:19 +00:00
2fb8292005
style cleanup
2012-09-16 04:58:18 +00:00
6972e19fd5
code cleanup:
...
- 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
9b51503307
style cleanup
2012-07-21 22:58:08 +00:00
aeee798143
code cleanup: bge builds with clang without warnings / errors.
2012-06-29 09:16:59 +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