Commit Graph

22 Commits

Author SHA1 Message Date
Brecht Van Lommel
84cf941c29 Added a -noglsl option to disable GLSL from the command line. 2008-10-12 18:32:26 +00:00
Brecht Van Lommel
96e9debe1f - Fix for bug #17825: baking SSS is not supported, but it didn't give
proper results, should bake as if SSS was disabled.
- Fix for GLSL to handle failing shadow buffer creation better.
- Fix for sky/atmosphere version patch, was not doing files from 2.46
  and newer.
2008-10-12 13:32:28 +00:00
Brecht Van Lommel
d241d0a379 Fix for opengl errors being thrown when creating textures, it was
setting the magnification to GL_LINEAR_MIPMAP_NEAREST but that is
only valid for minifaction, should be GL_LINEAR instead. OpenGL
driver should refuse setting this so should be harmless, but better
to fix it anyway.
2008-10-12 00:41:28 +00:00
Brecht Van Lommel
c646a80b53 Actual fix for bug #17819, that doesn't disable the functionality, crash with tiled image textures in the game engine. 2008-10-11 22:16:39 +00:00
Erwin Coumans
ffa67424a9 prevent crash in gpu_draw.c, so tilemode might not have GLSL/GPU features
/* for tiles, copy only part of image into buffer */
	if (GTS.tilemode) {
		return 0; //disabled for now, it causes crashes
	
See tracker issue here:
http://projects.blender.org/tracker/index.php?func=detail&aid=17819&group_id=9&atid=125
2008-10-11 20:54:18 +00:00
Brecht Van Lommel
b79063bd57 Fix for bug #17794: GLSL didn't take into account normal maps
for Nor texture inputs.
2008-10-11 19:34:48 +00:00
Brecht Van Lommel
5bd1bb4899 Fix for bug #17809: crash with glsl materials and nodes refresh,
didn't attach to the right materials to the lamp.
2008-10-11 18:52:36 +00:00
Brecht Van Lommel
1e0f02c2ef Fix for bug #17684: GLSL bug with shadows and material nodes,
missed unbinding a texture giving extremely slow frontbuffer
drawing.
2008-10-04 22:21:46 +00:00
Brecht Van Lommel
7d77b58900 Fix wrong result for GLSL material node with only diffuse output
and shadeless material.
2008-10-04 20:22:43 +00:00
Brecht Van Lommel
1ce81854f7 Fix for bug #17722: sun light in the texture viewmode was broken. 2008-10-02 23:04:28 +00:00
Campbell Barton
bd85367776 disable magnification filtering when mipmap is off. useful for texture low poly models. 2008-09-23 15:21:14 +00:00
Ton Roosendaal
2bd6e1ae82 Patch #8461, by Rob Hausauer
This unifies all usage of FTOCHAR, putting it in utildefines.h
Submitter did several interesting tests for speed, check it here:
http://projects.blender.org/tracker/?func=detail&atid=127&aid=8461&group_id=9
2008-09-20 13:02:06 +00:00
Brecht Van Lommel
0f6fc0b207 Fix again for the NVidia driver bug. This time I'm just giving up
using linking together the precompiled library shader code and
material code and recompiling it all again for each material even
if it gives a performance hit, since the previous workaround only
worked on some driver versions still.
2008-09-19 16:09:26 +00:00
Brecht Van Lommel
35c269e395 Workaround for an Nvidia driver bug on 32 bit linux (maybe windows too).
I reversed the order of attaching shader objects for linking to solve an
issue in the driver before, but now it appears it needs to be the other
way around again? I don't know if these are the same cards that now want
it different again due to changes in the glsl code, but I found another
workaround for the first bug in a forum post (leaving out parameter names
in the declarations), so with some luck both cases work?

http://developer.nvidia.com/forums/index.php?showtopic=596
2008-09-15 18:15:11 +00:00
Brecht Van Lommel
dc2594c81b Added -d debug option for blenderplayer, and remove some
invalid/unnecessary opengl calls on shader errors.
2008-09-15 12:40:17 +00:00
Brecht Van Lommel
fd3a40a129 Fix glsl vertex shader string that was not 0 terminated, no idea
if it caused any problems.
2008-09-15 11:39:49 +00:00
Brecht Van Lommel
21d74deda6 Fixes for game engine runtime on Mac OS X, there were issues
working with relative paths. Still doesn't work optimal, since
paths are relative to game.blend which is in the app bundle
under Contents/Resources, so other files need to be moved there
manually at the moment.
2008-09-12 16:06:17 +00:00
Benoit Bolsee
601979fc15 Fix Windows compile error. Update MSVC project files 2008-09-06 16:53:44 +00:00
Brecht Van Lommel
d8b9ca34a0 GLSL: small optimization if Use Alpha is disabled for textures. 2008-09-05 20:34:35 +00:00
Brecht Van Lommel
2e653838c0 Bugfix for GLSL: no specular/diffuse + only shadow for lamps
didn't work correct.
2008-09-05 15:08:01 +00:00
Brecht Van Lommel
330aa94ecc * GLSL lamps now respect 3d viewport layers.
* Fix undo crash related to sound. Sounds still stop working in
  the game engine after undo, but seems to be a different issue.
2008-09-05 14:33:36 +00:00
Brecht Van Lommel
cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00