One important thing to keep in mind when using this feature is that you'll need to flip your textures vertically (both the GIMP and Photoshop DDS tools I've seen have support for this on export). This is a quirk in using a texture format originally made for DirectX/DirectDraw, and flipping the compressed data is a real headache. Another quick fix for this issue is to change the Y value for the Size in the Mapping panel in the Texture properties to -1 (default is 1).
24 lines
715 B
Python
24 lines
715 B
Python
#!/usr/bin/python
|
|
Import ('env')
|
|
|
|
sources = env.Glob('intern/*.c')
|
|
sources += env.Glob('shaders/*.c')
|
|
|
|
defs = [ 'GLEW_STATIC' ]
|
|
|
|
incs = '../blenlib ../blenkernel ../makesdna ../makesrna ../include ../blenloader ../nodes ../nodes/intern'
|
|
incs += ' #/extern/glew/include #intern/guardedalloc #intern/smoke/extern ../imbuf .'
|
|
|
|
if env['OURPLATFORM'] in ('win32-vc', 'win32-mingw', 'linuxcross', 'win64-vc', 'win64-mingw'):
|
|
incs += ' ' + env['BF_PTHREADS_INC']
|
|
|
|
incs += ' ' + env['BF_OPENGL_INC']
|
|
|
|
if env['WITH_BF_SMOKE']:
|
|
defs.append('WITH_SMOKE')
|
|
|
|
if env['WITH_BF_DDS']:
|
|
defs.append('WITH_DDS')
|
|
|
|
env.BlenderLib ( 'bf_gpu', sources, Split(incs), defines = defs, libtype=['core','player'], priority=[160,110] )
|