Use first material slot for until multiple materials are fully supported.
Also respect setMaterial()'s return value to avoid drawing unnecessary
geometry.
Make it so CCGDM reports 0 number of geometry when it uses GPU backend for
drawing. This screws up a bit statistics in info header and requires to have
some special handle of CCGDM in the drawing code, but makes it so non of the
areas will try to access non-existing geometry.
Mirror modifier was reporting that it depends on geometry of the object
used for mirror center which is incorrect -- only object matrix is needed
for modifier evaluation.
The issue was caused by the following construction:
def = env['SOMETHING']
defs.append('SOMETHING_MORE')
Since first assignment was actually referencing environment option it was totally
polluted hawing weird and wonderful side effects on all other areas of Blender.
The old method:
The "old" method used the node dimensions to get a number of lines and checked if they intersect with the node link. Issue with this is that only a small part of the actual node surface is checked, making the method a bit unpredictable or unresponsive.
The new method:
The new method checks for intersections within the entire node surface. If multiple links are intersected, the node with the smallest distance from the *upper left corner* to the link is chosen.
Reviewed by @campbellbarton (tm)
It works similar to getActionFrame(), you have to give a layer or not (for layer 0) as the argument and it returns the name of the animation that the object is currently playing.
Example:
```
import bge
own = bge.logic.getCurrentController().owner
own.playAction("SomeAction",0,20)
print(own.getActionName())
```
>> SomeAction
Here is an example file, just open the blend file with the terminal opened
and press P, you can see how the current animation is being printed:
{F217484}
Reviewers: moguri, hg1, panzergame, campbellbarton
Reviewed By: panzergame
Subscribers: campbellbarton, hg1, #game_engine
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1443
Use OpenGL 3.2 extension ARB_draw_elements_base_vertex, which allows us
to add offset in index buffer indices automatically. This should reduce
the number of draw calls significantly.
We may have some errors on the Mac with VBO setting off.
OSX OpenGL extensions don't play well with vertex arrays.
Will test that more later.
We might also use a full element buffer here, like we do when hiding
some quads, but this approach keeps the memory savings intended
originally.
The idea of this commit is to make it so we can enable OpenSubdiv by default
for the release builds but keep it limited to the viewport only for a specific
meshes. This is a temporary solution for until all the needed features are
supported on the OpenSubdiv side.
Flag itself is done as a dedicated field in modifier DNA so we can easily
remove it in the future without ending up with some temporary flag hanging
around forever.
Was overdrawing the buffer, in case of fast drawing just use one
draw call. Should also make performance quite smoother.
Note:
Just discovered we are doing one draw call - per grid - in multires
apparently to keep reusing the same element buffer.
This is horribly, dreadfully slow and will check about fixing it later.
The issue was caused by CCG code being confused by number of geometry returned
by utility functions in the case of the skipped grids.
Made it so that code is always only working with CCG data and handled drawing
code in a bit special way now.
This solves such crashes as i.e. snapping.
Cases like using subsurfed object as a boolean operand can't be evaluated
on GPU and needs to have all the CCG on CPU.
This commit resolves existing configuration to survive, but new configurations
would need to have some sort of forced object update so all the data is being
moved on CPU if it was previously on GPU.