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tristan edited this page Sep 19, 2018 · 1 revision

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Uv dynamic transformation

A new UV rotation angle is implemented in the UI:

true This option rotate the UV from it center independently of the offset or the size applied to the UV. For a angle of 30 degrees, the result looks like:

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In addition to the rotation option, these three values: size, offset and rotation are accessible from the BL_Texture, the material texture:

tex = material.textures[0]

tex.uvOffset = Vector((1, 8, -9))
tex.uvSize = Vector((5, 2, 5))
tex.uvRotation = pi

See also: BL_Texture

KX_GameObject layer

The render layer of the object are now exposed. These layer are used only for real-time cube map render and shadow render, not for regular viewport render. The layer value is accessible through:

KX_GameObject.layer

See also: KX_GameObject.layer

Real-time cube map lod update

The cube are now able to manage a lod update stage before their render. To avoid using the same lod quality than the viewport render, the real-time cube map use a custom lod distance factor. This factor is accessible at:

KX_CubeMap.lodDistanceFactor

See also: KX_CubeMap.lodDistanceFactor

Parallax minor improvements

Before the parallax was using a dynamic number of steps without control, this is replaced by a constant number of steps. In addition the parallax height is no longer dependent of the texture size.

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Clean up and refactors

  • Refactor and allow switching more than two lod levels. (see #f9b99b2)
  • Use wstring_convert instead of blender utf8 conversion function in SCA_KeyboardSensor::LogKeystrokes. (see #387b11d)
  • Replace STR_String by std::string. (see #38cc2eb)
  • Use names table for scene callbacks list. (see #aa5758c)
  • Cleanup GPG_Canvas.[h/cpp] KX_BlenderCanvas.[h/cpp]. (see #07b9671)

Bugs fixed

  • Fix parallax mapping artifacts. (see #9f621ad)
  • Avoid bind scene of physics environment during scene conversion. (see #bfe217c)
  • Fix lod update using always the scene active camera. (see #26e7a92)
  • Update lod after culling pass. (see #310aaf1)
  • Avoid using text full length. (see #38ad9cc)
  • Add missing representation for KX_[Constraint/Vehicle/Character]Wrapper. (see #86adc3c)
  • Initialize components during first update. (see #814afdf)
  • Temporary fix for parallax discard option. (see #20be643)
  • Fix keyboard sensor typed text. (see #9bafe7e)
  • Fix tangent not transformed in geometry instancing. (see #2eaa0c6)
  • Fix absolute active mesh color layer index. (see #24c227f)
  • Acces component list of an object without components. (see #ee07eba)
  • Fix Copy Game Physics Properties To Selected. (see #8f1ffcf)
  • Fix filter reading and writing to same off screen. (see #0f8a297)
  • Fix ImageRender image pixel buffer copy. (see #5ae8cbd)
  • Fix lib loaded realtime cube map. (see #fa27850)
  • Fix mouse actuator event manager not repalced. (see #28f1ef4)
  • Fix normal update in BL_MeshDeformer::RecalcNormals. (see #fe751d0)
  • Fix object friction setting convertion from defautl material. (see #64aa152)
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