2.40 Game engine build(docs added).

Some sensors do not work on objects added to the scene using an add
object actuator. I know for sure this is the case with mouse over and ray sensors.

bump… see page one :slight_smile:

Thank you for the documentation

Great work snailrose! It’s good news to here this will be making it in 2.41!(Thanks to erwin)

Anyway, I don’t think this calls for it’s own topic, so here’s a tiny patch(2.40 cvs):

– Mesh Objects added with ‘Edit Object Actuator’ are now lit by active layer’s lights. (fix)
– Light Objects can now be added and removed with ‘Edit Object Actuator’. (fix)
– Corrected ‘glDisable(GL_TEXTURE)’ line in rasterizer. (fix)
– Set default logic tic rate from 30.0 to 60.0.
– Set BlenderPlayer’s kick timer frequency from 10 to 1.

http://www.filecabin.com/up1/1137067307-patch.txt (patch)

http://www.filecabin.com/up1/1137067406-Demo.zip (Demo runtime + blend)
(In the demo you can press spacebar to remove the white light too)

nice to see improvements…

but what about lightmaps, is it possible?

Hey all,
Some more demos are up and hopefully the shader/armature ones work better.
fobsta,Pooba,Thorgal,
would you guys be so kind as to test out the new demos and see if the GLSL bug is still there?

windows build
demos

scherten, light mapping might be possible. you will have to set the second set manually.


import GameLogic

co = GameLogic.getcurrentController()
obj = co.getOwner()

m_i = 0
mesh = obj.getMesh(m_i) # There can be more than one mesh...

while mesh != None:	
  for mat in range(mesh.getNumMaterials()):
  	for v_index in range(mesh.getVertexArrayLength(mat)):
			
        texvert = mesh.getVertex(mat, v_index)
        texture_unit = 1 # (0-2)
        coords = [1.0,0.0]
        texvert.setUV2(coords, texture_unit)
	
  m_i += 1
	mesh = obj.getMesh(m_i)

Lagan,
Cool! i’ll get this patch in one of my builds as soon as possible

Thanks,
snailrose

snailrose,

should the demos be added to the test suite? Some look they are new ones others we’ve already added. Snailrose, if you could do a screen shot of what sort of output is expect such as erwin did

http://www.continuousphysics.com/ftp/pub/test/blender/2.41graphics_features.jpg

that would be appreciated.

LetterRip

snailrose,

i downloaded new 2.41 build and demos when i run the shader demo or shader armature demo i can see the black patches. is it something wrong with the shader implementation? or is it normal. i have attached the screenshot of the same. by the way i am runnin demos on athlon 64 with nvidia 6100 graphics adapter with latest drivers.

http://img67.imageshack.us/img67/4143/clipboard016tr.jpg

thks,
casanova

cool, the new 2.41 does not remove the IPO from the viewer (walkthrough 1st person camera setup), but it TANKS my system so bad I can’t really do anything within my game.

Hey casanova,
Thanks. Does the toon shader in the new demos above look the same?
I’m trying to narrow it down some… here is how it should look.
http://snailrose.home.bresnan.net/ref.jpg

LetterRip,
The toon shader and the one above are going to need some more work :slight_smile:
Some shots of what everything should look like.
here

thanks,
snailrose

hi snailrose,

i downloaded & checked with the new drivers but still the same issue with shader demos & toon shader look fine without any problem as seen in the pic.

hereby attaching the blender console output.


using python version 2.4
‘import site’ failed; use -v for traceback
Detected GL_ARB_texture_env_combine
Detected GL_ARB_texture_cube_map
Detected GL_ARB_multitexture
Detected GL_ARB_shader_objects
Detected GL_ARB_vertex_shader
Detected GL_ARB_fragment_shader
Detected GL_EXT_separate_specular_color
GL_VERSION: 2.0 (2.0.1)

my graphics adapter is nvidia 6100 with very latest updates(just updated now).

hope u can solve the issue.

thks,
casanova

I have a GeForce FX5200 with OpenGL 2.0.1 but Sebulba doesn’t look like in the image posted but with the black spots or shadows.

Here’s some info:

Using python version 2.4
Detected GL_ARB_texture_env_combine
Detected GL_ARB_texture_cube_map
Detected GL_ARB_multitexture
Detected GL_ARB_shader_objects
Detected GL_ARB_vertex_shader
Detected GL_ARB_fragment_shader
Detected GL_EXT_separate_specular_color
GL_VERSION: 2.0 (2.0.1)
Using python version 2.4

Hi Snailrose,

very interesting work, fine on my Ati Radean 9700pro:
Detected GL_ARB_texture_env_combine
Detected GL_ARB_texture_cube_map
Enabled GL_ARB_multitexture
Enabled GL_ARB_shader_objects
Enabled GL_ARB_vertex_shader
Detected GL_ARB_fragment_shader
Detected GL_EXT_separate_specular_color
GL_VERSION: 2.0 (2.0.5525 WinXP Release)
Supported Extensions…
GL_ARB_shader_objects supported? yes.
GL_ARB_vertex_shader supported? yes.
GL_ARB_fragment_shader supported? yes.
GL_ARB_texture_cube_map supported? yes.
GL_ARB_multitexture supported? yes.
GL_ARB_texture_env_combine supported? yes.
Using Python version 2.4

Using the new build I can report that the

Toonshader (the orange guy looks fine)

but the Star Wars character is still corrupted

Don’t you hate bugs :wink:

Nice patch, but it did not worked very well. Do you have msn?

That’s mine: [email protected], so then we can talk.

Cya.