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Issue 5491068: BGE Harmony Branch

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Created:
10 years, 5 months ago by Kupoman
Modified:
10 years ago
Reviewers:
Moguri, bf-codereview, brechtvl
Base URL:
https://svn.blender.org/svnroot/bf-blender/trunk/blender/
Visibility:
Public.

Description

The purpose of the Harmony project is to improve the Blender Game Engine’s rendering of light and shadows. The first phase of improvements will focus on the rendering and use of shadows. The scope of this phase includes a revised shadow panel, point light shadows, variance shadow maps, shadow cookies, and shadow color. Changes from original scope: * Point light shadows are not fully functional and have therefore not been added * Sun light orthographic shadows have been added

Patch Set 1 #

Patch Set 2 : Some fixes to sun shadows and other various things. #

Total comments: 21
Unified diffs Side-by-side diffs Delta from patch set Stats (+1960 lines, -1459 lines) Patch
M . View 1 0 chunks +0 lines, -0 lines 0 comments Download
M release/scripts/startup/bl_ui/properties_data_lamp.py View 1 1 chunk +52 lines, -1 line 2 comments Download
M source/blender/blenkernel/intern/lamp.c View 1 1 chunk +1 line, -0 lines 0 comments Download
M source/blender/blenloader/intern/readfile.c View 1 1 chunk +8 lines, -0 lines 0 comments Download
M source/blender/gpu/CMakeLists.txt View 1 1 chunk +5 lines, -0 lines 1 comment Download
M source/blender/gpu/GPU_extensions.h View 1 3 chunks +11 lines, -0 lines 0 comments Download
M source/blender/gpu/SConscript View 1 1 chunk +1 line, -0 lines 0 comments Download
M source/blender/gpu/intern/gpu_codegen.c View 1 1 chunk +3 lines, -0 lines 0 comments Download
M source/blender/gpu/intern/gpu_extensions.c View 1 5 chunks +118 lines, -1 line 10 comments Download
M source/blender/gpu/intern/gpu_material.c View 1 13 chunks +145 lines, -27 lines 4 comments Download
M source/blender/gpu/intern/gpu_shader_material.glsl View 1 1 chunk +44 lines, -1 line 0 comments Download
M source/blender/gpu/intern/gpu_shader_material.glsl.c View 1 1 chunk +1391 lines, -1354 lines 0 comments Download
M source/blender/makesdna/DNA_lamp_types.h View 1 4 chunks +8 lines, -3 lines 0 comments Download
M source/blender/makesrna/intern/rna_lamp.c View 1 5 chunks +136 lines, -72 lines 4 comments Download
M source/gameengine/Ketsji/KX_Light.h View 1 1 chunk +1 line, -0 lines 0 comments Download
M source/gameengine/Ketsji/KX_Light.cpp View 1 2 chunks +17 lines, -0 lines 0 comments Download
M source/gameengine/VideoTexture/Texture.cpp View 1 5 chunks +19 lines, -0 lines 0 comments Download

Messages

Total messages: 6
brechtvl
https://codereview.appspot.com/5491068/diff/2001/release/scripts/startup/bl_ui/properties_data_lamp.py File release/scripts/startup/bl_ui/properties_data_lamp.py (right): https://codereview.appspot.com/5491068/diff/2001/release/scripts/startup/bl_ui/properties_data_lamp.py#newcode221 release/scripts/startup/bl_ui/properties_data_lamp.py:221: col.label("Algorithm:") Algorithm is not really a term to use ...
10 years, 2 months ago (2012-02-29 13:57:22 UTC) #1
Moguri
Most everything else has been pretty simple/straight-forward fixes, but here's a few I had some ...
10 years, 2 months ago (2012-03-05 08:36:38 UTC) #2
brechtvl
https://codereview.appspot.com/5491068/diff/2001/source/blender/gpu/intern/gpu_extensions.c File source/blender/gpu/intern/gpu_extensions.c (right): https://codereview.appspot.com/5491068/diff/2001/source/blender/gpu/intern/gpu_extensions.c#newcode89 source/blender/gpu/intern/gpu_extensions.c:89: } GG = {1, 0, 0, 0, 0, 0}; ...
10 years, 2 months ago (2012-03-05 15:46:52 UTC) #3
Moguri
Okay, so I was looking into fixing up the lamp texture code. This was previously ...
10 years, 2 months ago (2012-03-06 03:53:36 UTC) #4
Moguri
Here is my current solution, which I think should do the trick: if(material->dynproperty & DYN_LAMP_PERSMAT) ...
10 years, 2 months ago (2012-03-06 03:58:36 UTC) #5
brechtvl
10 years ago (2012-04-30 16:15:16 UTC) #6
With the latest commits to svn, LGTM.
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