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Blender Git Statistics -> Branches -> ge_2df_textures

"Ge_2df_textures" branch

Total commits : 4
Total committers : 1
First Commit : March 20, 2017
Latest Commit : May 4, 2017


Commits by Month

DateNumber of Commits
May, 20171
April, 20171
March, 20172

Committers

AuthorNumber of Commits
Benoit Bolsee4

Popular Files

FilenameTotal Edits
KX_PythonInit.cpp3
RAS_2DFilterManager.cpp2
GPG_ghost.cpp2
ImageRender.cpp2
RAS_OpenGLOffScreen.cpp1
KX_Scene.h1
RAS_OpenGLOffScreen.h1
GPC_Canvas.cpp1
ImageRender.h1
KX_ConvertActuators.cpp1

Latest commits Feed

May 4, 2017, 11:07 (GMT)
BGE: bge.render.offScreenCreate() takes one more parameter, reflect this in the argument format string.
April 3, 2017, 06:46 (GMT)
BGE: Fix 1-pixel bug with viewport and aspect ratio.

The canvas viewport is initially set as (0,0,width,height) but treated at
OGL level as (left,bottom,right,top), which differs by 1 pixel.
This was causing a wrong aspect ratio in the render.
March 31, 2017, 22:57 (GMT)
BGE: new bge.logic.Render() to perform render w/o logic step.

This function works only if python has control:
1. add scene custom property, call it __main__
2. give it string value as the name of a text block
3. code game loop in python in text block. Example:

import bge

bge.logic.setUseExternalClock(True)
t = 0.0;
scene = bge.logic.getCurrentScene()
cam = scene.cameras["Camera"]
cam.setViewport(120,120,370,370)
while not bge.logic.NextFrame():
cam.useViewport = True
# second render with viewport enable, clock time unchanged
bge.logic.Render()
# advance animation for next frame
t += 0.02
bge.logic.setClockTime(t)
cam.useViewport = False
March 20, 2017, 23:26 (GMT)
BGE: 2D filter additions.

gpu_draw: skip color management for textures declared as 'non-color'.

New reserved names in 2D filters: bgl_ObjectTextureX (X=0 to 4) to
access texture channels 0 to 4 of the object on which the 2D filter
is defined.

Force U.use_16bit_textures to 1 in the blender player to give access to
floating point textures in the 2D fitlers shaders.

bge.logic.setOffScreen(True) to define and use a floating point offscreen
render buffer of the same size than the framebuffer in the main BGE loop.
Useful to get floating point results from 2D filters. The offscreen render
buffer will automatically be used by bge.texture.ImageViewport if it's enabled.
It is legal to call bge.logic.setOffScreen(True/False) to disable and reenable
the framebuffer on a frame by frame basis.

New refresh mode for bge.texture.ImageViewport and bge.texture.ImageRender
objects:
iv.refresh(buffer, mode)
mode = "DEPTH" to retrieve floating point depth buffer
= "RG32F" to retrieve red and green channels as floating point.
= "RGB32F" to retrieve red, green and blue channels as floating point
= "RGBA32F" to retrieve red, green, blue and alpha channels as floating point.
For ImageViewport and ImageRender, refresh() bypasses all filters and object
options and retrieve directly from the frame buffer or render buffer.

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