Daniel Stokes (kupoman)
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User Since
Jan 2 2010, 2:22 AM (394 w, 1 d)

Recent Activity

Feb 17 2016

Daniel Stokes (kupoman) accepted D1804: BGE: Allow access to original texture openGL Bind code/Id/Number.

This looks better :)

Feb 17 2016, 3:55 AM · Game Engine

Feb 16 2016

Daniel Stokes (kupoman) added a comment to D1802: World Material For The Game Engine.

It this done toward the end of drawing so that the full screen quad can take advantage of depth testing?

Feb 16 2016, 1:29 AM · Game Engine

Feb 15 2016

Daniel Stokes (kupoman) added a comment to D1804: BGE: Allow access to original texture openGL Bind code/Id/Number.

How is this property different from bindId? Taking a quick look at the source code, it looks like this is meant to be an OpenGL name. However, it looks like there are some cases where it has not been set. Could we just make sure m_actTex gets set in more cases?

Feb 15 2016, 7:09 AM · Game Engine
Daniel Stokes (kupoman) added inline comments to D1802: World Material For The Game Engine.
Feb 15 2016, 7:02 AM · Game Engine

Feb 7 2016

Daniel Stokes (kupoman) added a comment to D1762: Parallax mapping implementation for viewport and BGE..

Why is a checkbox needed under mapping? It looks like the Height Scale checkbox could be used for the same thing, especially since it looks like they are the same thing based on tooltips. The tooltips don't seem very helpful, especially since I don't know what SPOM is. Is there any documentation other than youtube videos?

Feb 7 2016, 2:32 AM

Feb 4 2016

Daniel Stokes (kupoman) added a comment to D1762: Parallax mapping implementation for viewport and BGE..

Overall it looks fine to me. Is this a setting that should be restricted to the Blender Game render engine? I'll need to apply the patch this evening to play around with it and get a feel for the user experience.

Feb 4 2016, 10:30 PM

Feb 3 2016

Daniel Stokes (kupoman) added a comment to D1756: Cubemap reflections in the viewport and in the game engine.

Was the texture order issue sorted out? Also, I added some inline comments about some things that looked a little strange in the UI and shader to me.

Feb 3 2016, 6:59 PM

Jan 21 2016

Daniel Stokes (kupoman) added a comment to T34792: game engine node material bug with 2 vertex color channels.

As far as I know, this is still a problem. You are welcome to try to reproduce the bug on a recent build and report your findings here.

Jan 21 2016, 5:36 AM · Game Rendering, Game Engine

Dec 7 2015

Daniel Stokes (kupoman) requested changes to D1661: BGE Rasterizer Cleanup.

That derived mesh stuff is a little ugly, but, since immediate mode is being removed, I'll allow it.

Dec 7 2015, 7:16 PM · Game Rendering, Game Engine

Nov 4 2015

Daniel Stokes (kupoman) accepted D1607: BGE: Cleanup occlusion buffer in CcdPhysicsEnvironment.cpp.

Looks good to me.

Nov 4 2015, 11:23 PM
Daniel Stokes (kupoman) updated subscribers of D1607: BGE: Cleanup occlusion buffer in CcdPhysicsEnvironment.cpp.
Nov 4 2015, 8:03 PM

Aug 9 2015

Daniel Stokes (kupoman) added a comment to D1338: BGE: Adding geometry shader API.

My suggestion is to create a new API and deprecate the old one. This new API should be flexible to changes so this does not happen again if we want to add support for tessellation shaders.

Aug 9 2015, 7:51 PM · Game Python, Game Rendering, Game Engine

Jun 26 2015

Daniel Stokes (kupoman) added a comment to D1374: BGE: add pre-render 2D filters option.

While I like the idea of more built in uniforms, I don't really see the need for the pre render filter. You can already use depth testing in a regular 2D filter to render a background, and it would be cheaper. I see some potential use with logic bricks, but I don't see many people using the built in filters specifically for a background (or at all really).

Jun 26 2015, 3:10 AM · Game Rendering, Game Python, Game Logic, Game Engine

Jun 22 2015

Daniel Stokes (kupoman) requested changes to D1338: BGE: Adding geometry shader API.

I still want the shader APIs to be more consistent. Also, I don't see any documentation changes. With those documentation changes I would like to see a note that this is only partial geometry support since it does not support adjacency information.

Jun 22 2015, 5:57 AM · Game Python, Game Rendering, Game Engine

Jun 6 2015

Daniel Stokes (kupoman) added a comment to D1338: BGE: Adding geometry shader API.

I am assuming in your earlier post you meant to say setSource instead of setSampler. I would like to see the setting of sources to be consistent. So either being able to set them all with setSource with keyword arguments, or adding a setVertexProg, setFragmentProg, and a function to call once all programs are set to actually handle the compiling. If possible it would be nice to replace one shader without replacing all of them. For example, being able to change the vertex shader and continue using the fragment shader that Blender generated. I haven't looked at that part of the code in a while to know how feasible that is.

Jun 6 2015, 10:31 PM · Game Python, Game Rendering, Game Engine

May 12 2015

Daniel Stokes (kupoman) accepted D1293: BGE: Code Cleanup: LOD hysteresis calculation.

As long as the logic has been tested and works, this looks good to me.

May 12 2015, 4:02 AM

May 3 2015

Daniel Stokes (kupoman) added a comment to D1081: BGE : lod remaining.

What is the purpose of this patch? What does it gain us? My intent for the LoD code was to keep it minimal in the BGE and to rely as much as possible on the BKE module to share as much code as possible between Blender and the BGE.

May 3 2015, 11:49 PM · Game Engine
Daniel Stokes (kupoman) updated subscribers of D1278: BGE: Fix T40555: LibLoad material caching issue.
May 3 2015, 11:34 PM · Game Engine
Daniel Stokes (kupoman) added a comment to D1279: BGE: Fix: 16 byte heap alignment compiler warning (level 3 C4316) for Bullet classes.

I do not have a Mac, just a Windows and Linux install. Are these changes sufficient, or do we need to do more to be properly aligned for Bullet? Also, what impact are you seeing with these changes?

May 3 2015, 9:57 PM · Game Engine

Mar 31 2015

Daniel Stokes (kupoman) requested changes to D1165: BGE : depth mask rendering option for alpha mesh.

I'm not convinced that this is even necessary. What use cases do you see for this change? I am also not sold on the name. Something like "Write Depth", while still not great, might be a little more clear to a user what the option does. It also looks like you are displaying the option for both opaque and transparent materials, but you only have the option affecting transparent materials.

Mar 31 2015, 6:01 AM · Game Rendering

Feb 25 2015

Daniel Stokes (kupoman) added a comment to D957: BGE: New hysteresis offset to improve LOD level transitions.

Looks good to me.

Feb 25 2015, 4:31 AM

Feb 23 2015

Daniel Stokes (kupoman) added a comment to D957: BGE: New hysteresis offset to improve LOD level transitions.

The UI still looks like it might be inconsistent with the check box on the Scene's LoD panel header controlling the use of global hysteresis, but the header label is "Level of Detail". It looks like that check box would disable/enable the use of levels of detail instead of controlling the hysteresis setting.

Feb 23 2015, 1:19 AM

Feb 16 2015

Daniel Stokes (kupoman) added a comment to D1081: BGE : lod remaining.

This looks like a mix of refactoring as well as feature/functionality change. Could you separate this out into two patches make it easier to see what should be changing behavior, and what is simply cleanup/refactoring?

Feb 16 2015, 4:59 AM · Game Engine

Feb 14 2015

Daniel Stokes (kupoman) added a comment to D957: BGE: New hysteresis offset to improve LOD level transitions.

The checkbox on the scene panel header seems a little confusing. The UI looks like it should be enabling/disabling LoDs, but the code seems to be enabling/disabling the global hysteresis setting.

Feb 14 2015, 4:21 AM

Jan 22 2015

Daniel Stokes (kupoman) accepted D680: scenegraph cleanup.

Looks good, I had one minor question that I inlined.

Jan 22 2015, 7:21 AM · Game Data Conversion, Game Engine

Jan 16 2015

Daniel Stokes (kupoman) added a comment to D957: BGE: New hysteresis offset to improve LOD level transitions.

I like those UI changes. It would probably be better to call the per object LoD check box "Hysteresis Override" to make it clear that it takes precedence over the global setting.

Jan 16 2015, 8:04 AM

Jan 15 2015

Daniel Stokes (kupoman) accepted D957: BGE: New hysteresis offset to improve LOD level transitions.

Looks good to me, would be nice to get one more approval on this.

Jan 15 2015, 2:28 AM
Daniel Stokes (kupoman) added a comment to D984: BGE soc14 review - physics changes.

What about old files that already are using the combination of Character and Triangle Mesh?

Jan 15 2015, 1:52 AM · Game Physics, Game Engine
Daniel Stokes (kupoman) added a comment to D982: Review for the gsoc UI cleanup for the BGE.

Once that print is gone, you'll have my OK.

Jan 15 2015, 1:39 AM · Game UI
Daniel Stokes (kupoman) added a comment to D957: BGE: New hysteresis offset to improve LOD level transitions.

Hmm . . . fair point. We don't want to force existing projects to use this new feature. If you are only setting it to zero, I am pretty sure you don't even need to bother with a do_version, as I am pretty sure it will automatically be loaded as zero (probably due to a calloc).

Jan 15 2015, 12:14 AM
Daniel Stokes (kupoman) accepted D978: BGE - new read-only attribute in KX_GameObject python api (LOD level).

Looks good to me. I'm busy this evening, but I can try to land this tomorrow.

Jan 15 2015, 12:10 AM · Game Engine

Jan 14 2015

Daniel Stokes (kupoman) added a comment to D978: BGE - new read-only attribute in KX_GameObject python api (LOD level).

I believe I have been spelling it out in many user facing strings as "level of detail", and as "LoD" when I need to abbreviate it to save space. I vote for using "level of detail" in the documentation string (e.g. "index of the level of detail currently").

Jan 14 2015, 7:04 PM · Game Engine
Daniel Stokes (kupoman) added a comment to D978: BGE - new read-only attribute in KX_GameObject python api (LOD level).

Looks like you might have screwed up Differential a bit, try uploading a diff that contains all of your changes for this (docs and the Python attribute). Currently it is only showing the doc change.

Jan 14 2015, 4:09 AM · Game Engine
Daniel Stokes (kupoman) added a comment to D957: BGE: New hysteresis offset to improve LOD level transitions.

I think you meant to set hysteresis to 10 in the do_version, though. Otherwise, looks good to me.

Jan 14 2015, 4:03 AM

Jan 9 2015

Daniel Stokes (kupoman) updated subscribers of T33730: Node Materials Won't Display Multiple UVs.
Jan 9 2015, 4:12 AM · Game Rendering, Game Engine
Daniel Stokes (kupoman) merged task T42111: Game engine in GLSL, multiple UV material, UV maps are wrong or mixed into T33730: Node Materials Won't Display Multiple UVs.
Jan 9 2015, 4:12 AM · Game Engine
Daniel Stokes (kupoman) merged task T43086: UV Mapping Problem when using Nodes in GE into T33730: Node Materials Won't Display Multiple UVs.
Jan 9 2015, 4:12 AM · Game Engine
Daniel Stokes (kupoman) added a comment to D957: BGE: New hysteresis offset to improve LOD level transitions.

If the default value is 0, I don't think you need to bother with a doversion.

Jan 9 2015, 4:04 AM
Daniel Stokes (kupoman) added a comment to D978: BGE - new read-only attribute in KX_GameObject python api (LOD level).

Looks good to me, just needs documentation.

Jan 9 2015, 3:50 AM · Game Engine

Jul 30 2014

Daniel Stokes (kupoman) edited projects for T41259: Shape actions are broken in 2.71, added: Game Animation, Game Engine; removed BF Blender.
Jul 30 2014, 11:56 PM · Game Engine, Game Animation
Daniel Stokes (kupoman) added inline comments to D680: scenegraph cleanup.
Jul 30 2014, 10:06 PM · Game Data Conversion, Game Engine

Jul 28 2014

Daniel Stokes (kupoman) added a comment to D680: scenegraph cleanup.

Did an initial code review pass. There are a few methods I haven't looked through yet, including: bl_ConvertBlenderObject_Single, KX_BoneParentRelation:UpdateChildCoordinates, KX_NormalParentRelation:UpdateChildCoordinates, and KX_SlowParentRelation:UpdateChildCoordinates. Most of the in line comments are probably answered by commit messages, but it wouldn't hurt to answer them here as well.

Jul 28 2014, 11:30 PM · Game Data Conversion, Game Engine

Jul 26 2014

Daniel Stokes (kupoman) added a comment to T41166: Blender 2.71 GE crash.

Is there any way for you to create a small file that reproduces the problem?

Jul 26 2014, 2:09 AM · Game Engine

Jul 25 2014

Daniel Stokes (kupoman) closed T20635: In Texture Face mode, the color of the object is ignored in Text faces as "Invalid".

Singletexture mode is no longer in the BGE.

Jul 25 2014, 7:40 AM · Game Rendering, Game Engine
Daniel Stokes (kupoman) updated subscribers of T40684: Triangle mesh BGE character mode crash.

◀ Merged tasks: T33151.

Jul 25 2014, 7:34 AM · Game Engine, Game Physics
Daniel Stokes (kupoman) closed T33151: Character Physics crash as a duplicate.

✘ Merged into T40684.

Jul 25 2014, 7:34 AM · Game Engine, Game Physics
Daniel Stokes (kupoman) lowered the priority of T41166: Blender 2.71 GE crash from "Normal" to "Incomplete".
Jul 25 2014, 7:31 AM · Game Engine
Daniel Stokes (kupoman) reopened T41166: Blender 2.71 GE crash as "Open".

Meant to mark as incomplete instead of invalid.

Jul 25 2014, 7:31 AM · Game Engine
Daniel Stokes (kupoman) closed T41166: Blender 2.71 GE crash as "Invalid".

Not enough information to reproduce the bug. As Sergey mentioned, really needs at least a file, but preferably more details about the problem (such as what is involved in "shooting at a monster").

Jul 25 2014, 7:26 AM · Game Engine
Daniel Stokes (kupoman) closed T41167: BGE ignores multiple UV maps in material nodes when game is running as a duplicate.

✘ Merged into T33730.

Jul 25 2014, 7:13 AM · Game Engine
Daniel Stokes (kupoman) updated subscribers of T33730: Node Materials Won't Display Multiple UVs.

◀ Merged tasks: T41167.

Jul 25 2014, 7:13 AM · Game Rendering, Game Engine
Daniel Stokes (kupoman) updated subscribers of T41167: BGE ignores multiple UV maps in material nodes when game is running.

Looks like a duplicate of T33730

Jul 25 2014, 7:10 AM · Game Engine

Jul 2 2014

Daniel Stokes (kupoman) edited this Maniphest Task.
Jul 2 2014, 3:14 PM · BF Blender

Jun 27 2014

Daniel Stokes (kupoman) added a comment to T40823: Remove Level of Details command = crash.

I don't think it is necessary. I experimented with adding and removing LoDs while in edit mode, and it did not appear to be a problem. To be honest, that poll method was most likely used because it was probably what the operator I was using as a reference used.

Jun 27 2014, 8:11 AM · BF Blender
Daniel Stokes (kupoman) updated subscribers of T40823: Remove Level of Details command = crash.

Something like this?
https://developer.blender.org/differential/diff/2006/

Jun 27 2014, 2:16 AM · BF Blender

Jun 18 2014

Daniel Stokes (kupoman) updated subscribers of T40612: End object crashing game engine.

Can not reproduce using Blender 2.70a on Windows 7 64bit.

Jun 18 2014, 10:03 AM · Game Engine

May 12 2014

Daniel Stokes (kupoman) edited this Maniphest Task.
May 12 2014, 4:48 PM · Game Engine

May 6 2014

Daniel Stokes (kupoman) updated subscribers of T37653: Specular material hardness influence for texture maps not working correctly or at all with certain specular types.

Is this problem unique to the Game Engine, or does it apply to the viewport and the material system in general?

May 6 2014, 10:34 AM · Game Engine
Daniel Stokes (kupoman) updated subscribers of T20635: In Texture Face mode, the color of the object is ignored in Text faces.

Since we no longer have Singletexture mode, is this still a valid bug report?

May 6 2014, 10:20 AM · Game Rendering, Game Engine
Daniel Stokes (kupoman) updated subscribers of T40003: Start game with a "2d filter" actuator(set to custom filter) without a filter established do blender crash.

Can not reproduce using 2.70 on Windows 7 Pro 64bit and an NVIDIA GeForce GTX 260.

May 6 2014, 10:02 AM · Game Engine

Apr 16 2014

Daniel Stokes (kupoman) closed T35130: Additive Blending Requires Texture in Single-Texture mode as "Resolved".

SingleTexture mode no longer supported.

Apr 16 2014, 9:31 AM · Game Rendering, Game Engine
Daniel Stokes (kupoman) closed T38989: Halo only works when mesh on Y-axis as "Resolved".

Feature is working as intended, no bug.

Apr 16 2014, 9:23 AM · Game Engine
Daniel Stokes (kupoman) triaged T39747: Unable to update mesh vertex properties via Python when mesh is influenced by armature as "Normal" priority.
Apr 16 2014, 5:58 AM · Game Engine
Daniel Stokes (kupoman) updated subscribers of T39747: Unable to update mesh vertex properties via Python when mesh is influenced by armature.

Can confirm the problem. Deleting the modifier works as well.

Apr 16 2014, 5:56 AM · Game Engine
Daniel Stokes (kupoman) triaged T39492: Strange happenings (to be taken seriously, somewhat) as "Incomplete" priority.

No clear steps to reproduce, no simple file demonstrating the problem, and the description is unclear as to what the problem is. Also, a more descriptive title would also be nice.

Apr 16 2014, 5:30 AM · Game Engine
Daniel Stokes (kupoman) updated subscribers of T39311: Bug in BGE new blender 2.7.

Ralson, could you please change the title to something more descriptive?

Apr 16 2014, 5:24 AM · Game Engine
Daniel Stokes (kupoman) closed T39509: Crash when assign an empty as a LoD as "Resolved".

Closed by commit rB70f089b6f5b7.

Apr 16 2014, 5:07 AM · Game Engine
Daniel Stokes (kupoman) edited this Maniphest Task.
Apr 16 2014, 5:07 AM · Game Engine
Daniel Stokes (kupoman) claimed T39509: Crash when assign an empty as a LoD.
Apr 16 2014, 4:05 AM · Game Engine
Daniel Stokes (kupoman) placed T35692: Vertex colors fail when mesh contains quads and tris up for grabs.
Apr 16 2014, 4:02 AM · Game Engine, Game Rendering
Daniel Stokes (kupoman) placed T35888: Ray casting script behaves much differently on 2.67 then 2.66a up for grabs.
Apr 16 2014, 4:02 AM · Game Engine, Game Physics

Dec 5 2013

Daniel Stokes (kupoman) added a comment to T37708: Unable to load png images using bge.texture.ImageFFmpeg.

This sounds familiar. I build with MSVC 2012, but I will need to wait until I get home to double check this.

Dec 5 2013, 9:51 PM · Game Engine, Platform: Windows