Commit Graph

2609 Commits

Author SHA1 Message Date
Benoit Bolsee
0b8661ab4d BGE: Occlusion culling and other performance improvements.
Added occlusion culling capability in the BGE. 
More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement
MSVC, scons, cmake, Makefile updated.

Other minor performance improvements:
- The rasterizer was computing the openGL model matrix of the objects too many times
- DBVT view frustrum culling was not properly culling behind the near plane:
  Large objects behind the camera were sent to the GPU
- Remove all references to mesh split/join feature as it is not yet functional
2009-04-13 20:08:33 +00:00
Janne Karhu
c1cf50be79 Mesh effector surface option:
- Most mesh particle effectors can now have their effection point taken per particle as the nearest point on the mesh surface.
- This is activated with the "surface" button in the effector field panel.
- Activating the option adds a "surface" entry to the modifier stack where the state of the mesh is read from.

For an example of usage see http://www.youtube.com/watch?v=3XkO1EAmJks.
2009-04-10 19:40:21 +00:00
Janne Karhu
6121d4b9fe Particle effector falloff maxdist etc. didn't work like it was supposed to. 2009-04-09 23:43:25 +00:00
Benoit Bolsee
2074128fad Patch #18462: Fisheye (Dome) and Spherical Panoramic mode in BGE.
User guide:
http://wiki.blender.org/index.php/Dev:Source/GameEngine/Fisheye_Dome_Camera

Fixed two bugs from original patch:
- deleting a text will clear the warp field from Game framing settings
- removed spurious black dots along the edge of the cube map in the gameplayer 

Known limitation:
- resizing of the screen doesn't work in the gameplayer

Known bugs:
- Texture with reflexion are not rendered correctly
- Spurious problems with light
2009-04-08 15:06:20 +00:00
Benoit Bolsee
51b4145841 BGE Scenegraph and View frustrum culling improvement.
This commit contains a number of performance improvements for the
BGE in the Scenegraph (parent relation between objects in the
scene) and view frustrum culling.

The scenegraph improvement consists in avoiding position update
if the object has not moved since last update and the removal
of redundant updates and synchronization with the physics engine.

The view frustrum culling improvement consists in using the DBVT
broadphase facility of Bullet to build a tree of graphical objects
in the scene. The elements of the tree are Aabb boxes (Aligned 
Axis Bounding Boxes) enclosing the objects. This provides good
precision in closed and opened scenes. This new culling system
is enabled by default but just in case, it can be disabled with
a button in the World settings. There is no do_version in this
commit but it will be added before the 2.49 release. For now you
must manually enable the DBVT culling option in World settings
when you open an old file.

The above improvements speed up scenegraph and culling up to 5x.
However, this performance improvement is only visible when
you have hundreds or thousands of objects.

The main interest of the DBVT tree is to allow easy occlusion
culling and automatic LOD system. This will be the object of further
improvements.
2009-04-07 22:14:06 +00:00
Janne Karhu
a127f259da Fix for: [#18027] Strange behaviour of Explode modifier in combination with SubSurf
- Explode didn't use the dmcache index for getting the particles emitter position.
- One "tri or quad"-comparison tested the wrong index. Leading to one quad converting into a tri.
2009-04-07 03:00:32 +00:00
Janne Karhu
b8270db75c Harmonic effector force wasn't working properly at all. A silly vector normalization where it shouldn't have been. 2009-04-06 23:23:36 +00:00
Janne Karhu
30ce01f23f Fix for: [#18354] Controlling with a texture the particles DENSITY parameter doesn't work.
If the density texture was taken into account with hair parent particles there were cases when there weren't any parents left to interpolate children from. Now a density texture is only taken into account for hair child particles.
2009-04-06 19:32:23 +00:00
Joshua Leung
ab467e7238 2.4x Bugfix #18279 - Copy Vertex Group Location doesn't work with subsurf modifier 2009-04-06 00:22:58 +00:00
Janne Karhu
58b1e04fe0 Fix for: [#18371] VParent breaks fur effects.
-Virtual parents were not randomly selected due to optimization in child particle distribution code.
-Wave-kink had a wrong matrix multiplication.
-Amount of virtual parents wasn't scaled properly to the amount of children rendered.
-Calculating virtual parents is now thread safe.
2009-04-06 00:10:52 +00:00
Janne Karhu
d84dc44835 Fix for [#18017] reactor particles affected by a curve guide emit at a wrong position. 2009-04-04 12:48:40 +00:00
Janne Karhu
3b23224061 Fix for [#18372] object-particle in other layer not editable correctly. 2009-04-03 18:13:51 +00:00
Janne Karhu
bc789af5a9 Cleanup of particle object visualization code. No new features and hopefully no new bugs. 2009-04-03 14:54:29 +00:00
Janne Karhu
e30cb79aaa Major cleanup of particle render & drawing code. No new features and hopefully no new bugs. 2009-04-03 14:50:54 +00:00
Janne Karhu
5934757089 Bug fix: hair or child particles didn't react to density texture. 2009-04-03 14:41:31 +00:00
Guillermo S. Romero
441f26a170 Clean up for the imminent migration from SVN to GIT. 2009-03-31 22:34:34 +00:00
Martin Poirier
1f0e5f5807 [#18455] The new FFMPEG version gives the wrong color
ffmpeg format switched from RGBA32 to BGR32, it's no longer needed to swap color planes.

NOTE: this commit also attempts to fix the big endian case, but since I don't have a machine to test it, I'd appreciate if someone else would.
2009-03-31 19:39:17 +00:00
Campbell Barton
97af551cb7 [#18439] Controlling the bevel shape for a text object with a curve no longer works.
own fault, broke rev16702.
Curves created by fonts didnt have their radius set. Forgot do do this when making radius calculated with the curve (like tilt)
2009-03-31 06:22:25 +00:00
Campbell Barton
22ad99783a [#18277] Segfault crash by editing mesh with subsurf+ParticleInstance modifiers
Marked as fixed but was still using uninitialized variables.
2009-03-31 00:58:02 +00:00
Campbell Barton
6fd597b304 removed unneeded arg from makeknots() and replaced some numbers with defines 2009-03-28 05:51:18 +00:00
Kent Mein
e392eb4d9c Fixed a couple of null issues spotted by coverity.
CIDS: 42 and 470

Kent
2009-03-27 16:27:48 +00:00
Peter Schlaile
615c5232c7 == FFMPEG ==
Updated ffmpeg to release version 0.5
updated x264 to today's daily build
thanks to ben2610 for first patches (but you got hddaudio.c wrong :)
2009-03-22 19:19:21 +00:00
Campbell Barton
483ee1157e fixes for...
[18429] Typo in IPO Actuator

[18377] Crash fo yofankie (G.curscreen==NULL)
		/* No screen, happens when saving a blendfile in background mode,
		 * then loading in the game engine
		 * just assume we need the mesh info */
2009-03-20 06:12:22 +00:00
Martin Poirier
54a55827ec merging trunk 19093:19274 2009-03-13 18:04:38 +00:00
Kent Mein
d17ca2179d Addes libopenjpeg (jpeg2000) support to the Makefiles
Kent
2009-03-10 16:04:29 +00:00
Martin Poirier
7c830b75f1 merging trunk 17520:19093 2009-02-23 21:00:42 +00:00
Andre Susano Pinto
a3b684d698 [#18277] Segfault crash by editing mesh with subsurf+ParticleInstance modifiers
particleInstanceModifier_applyModifier uses getVertCo,which is not implemented by ccgDM.

getVertCo was used to simply perform a min/max, so it was fixed to use the apropriate min/max
		dm->getMinMax(dm, min_r, max_r);


Maybe the fact ccgDM doesn't implements getVertCo/getVertNo is a bug, since it implements every
other DM function and its strange those are left out.
2009-02-21 12:15:57 +00:00
Campbell Barton
f87a399978 [#18058] Black dots appear when blender renders with multi-thread and material nodes
Without thread locking the function that allocates new threads, black dots appear in renders.

This wont affect composite nodes,
Ton/Brecht - this is possibly too many lock/unlocks but I timed the render from the bug report and it didn't make a noticeable difference.
2009-02-21 04:42:46 +00:00
Robin Allen
09099111e3 Added Scale, fixed bugs incl. patch #18037 2009-02-06 18:09:35 +00:00
Robin Allen
6a669d00b2 Patch #18015, adds "Value to Normal" node 2009-02-06 01:21:38 +00:00
Robin Allen
fbdd75a475 Added compose/decompose, fixed bugs. 2009-02-06 00:55:38 +00:00
Jens Ole Wund
56d2dc7e7f bug fix softbody wind
-compensating factor 1000 that comes from 
pdDoEffectors() since Aug 2008
-give  particles and soft body vertices the same 
polarity on force fields.
2009-01-28 12:34:22 +00:00
Campbell Barton
55150edc92 [#18164] jpeg2000 patch, with some fixes from Peter too.
Support for jpeg2000 and writing DCI Cinema standard files.

Notes
* 12 and 16bit channel depths are converted from/to blenders float buffer.
* Grayscale/RGB with alpha supported.
* Theres an option to save color channels as YCC rather then RGB.
* Quality 100 saves lossless
* The UI is a bit weired because of the DCI standards need to be given to the encoder.
2009-01-23 21:08:01 +00:00
Campbell Barton
882d85a968 Patch from Banlu Kemiyatorn
replace VecMulf(var,-1) with new VecNegf(var) function.
2008-12-16 12:32:10 +00:00
Campbell Barton
aa40953210 Projection Painting, merge from branch
Additions/Features...
 - Painting onto multiple images at once.
 - Clone with an offset similar to the gimp, also an option to clone between UV layers, (not both offset and between layers atm)
 - Stencil layer, similar to The Gimp's quickmask.
 - Face mask mode - (painting onto only selected faces).
 - Texture brushes (so image and texture-node brushes too)
 - Seam bleed so you don't see gaps when painting over UV seams (new option set in the panit panel)
 - Occlusion (only point onto the first face under the paintbrush, can also be used for masking out parts of the model to paint onto) - (new option set in the paint panel)
 - Muti-threaded, each thread operates on its own bucket.
 - Support partial updates to speedup OpenGL texture refreshing.
 - Support tile based multiple undo's
 - Support float image buffers.
 - Backface culling (new option set in the paint panel)
 - All color blending modes - Add/Multiply.. etc.
 - Airbrush rate. (used to be broken) 
 - Improve the way paint is mixed when painting, so painting with 0.2 alpha will not accumulate above 0.2 alpha on the image as you paint.
 - Option to use normals to fade out strokes on the edge of a surface to avoid ugly edges. (same as Vertex Paints "Normal" option) 

Known Problems
 - Not directly related to painting but changes in selection flags are not updated on the final derived mesh.
 - Smear tool has some distortion when in perspective mode. 
 - While in perspective view any faces with 1 vert behind the viewpoint, will be completely ignored.
 - Painting can be initially slow while buckets are being initialized, a number of solutions exist.
 - Size 1 brushes don't work yet.
 - When painting onto large faces its still possible to get artifacts.
 - Spatial optimizations are needed to skip occluded faces and test pixel occlusion. (will look into using blenders BVH )
2008-12-12 18:59:17 +00:00
Campbell Barton
6dc2714c78 fix for [18069] open nurbs curve snaps end to centerpoint
made nurbs surface curves use the same number of points as nurbs curves.
2008-12-10 11:42:26 +00:00
Campbell Barton
2ef5af67ca merge from trunk - r17500 to HEAD 2008-12-10 09:45:48 +00:00
Campbell Barton
4251912b54 * tablet pressure changing opacity while painting didnt work
* pixels with <= the current opacity are not painted onto, speeds up painting especially with low spacing. (only when airbrush is disabled)
* use qsort rather then own crufty sorting function
* grouped projection painting functions together.
2008-12-09 08:21:53 +00:00
Campbell Barton
69298b7b76 * layer mask (similar to the gimp), uses a UV layer's image as mask for painting.
* cloning between layers was broken
* Added buttons for selecting the souce clone/mask layer in the UV layer list.
2008-12-07 19:24:41 +00:00
Robin Allen
402fbd95cc 2 things:
* Patch #17998
* tex_input_vec now takes 3-vector as first argument (was 4-vector).
2008-11-26 13:07:24 +00:00
Campbell Barton
6adeff5778 * brush and airbrush match The Gimp, where the total color applied to a pixel during a stroke is limited by the brush opacity. With the airbrush option enabled it will accumulation over the opacity level (as it did before, irrespective of the settings).
* float buffer support for all painting operation and undo.
* only run brush_sample_tex() for textures brushes.
* redraw the brush outline even when nothing is painted.
2008-11-24 02:13:24 +00:00
Martin Poirier
6eda50f8d9 Merging trunk 17342:17457 2008-11-14 16:09:23 +00:00
Martin Poirier
3d6be3536f Fix saving and loading of the template variable (it incorrectedly counted as a user). 2008-11-13 18:57:10 +00:00
Ton Roosendaal
8030cb03fd Patch #7897 Texture Nodes!
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!

I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node

A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual

On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
  (as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
  output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
  should not show. NodeTree should ignore other nodetrees to keep things sane
  for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
  superior antialising of checkers/bricks.

General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I 
rather wait for a solid and very well thought out design proposal for this, 
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
2008-11-12 19:03:50 +00:00
Campbell Barton
db67426dbf fix for [#17959] NURBS Circle: pie-shaped deformation, sticking to object origin 2008-11-11 05:03:03 +00:00
Martin Poirier
d99550e35e merging 17300:17342 2008-11-06 01:30:24 +00:00
Nathan Letwory
f59f5e67a5 * doing some warning cleaning
* accidently left priority tests around.
2008-11-04 23:46:01 +00:00
Matt Ebb
a19366f34a * Changed the constant colorband interpolation to work left->right,
rather than right -> left. This is how it works now:

http://mke3.net/blender/etc/constant_ss.png
2008-11-04 22:16:57 +00:00
Andre Susano Pinto
ca80578e4e Simple warning fixes 2008-11-04 01:05:44 +00:00
Matt Ebb
1f83dffeb4 Added a new interpolation type for colorbands: Constant
This can be useful for toon shading etc.

Example: http://mke3.net/blender/etc/constant_ss.png
2008-11-04 00:15:27 +00:00