Ulysse Martin (youle)
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User Since
Feb 2 2015, 7:31 PM (133 w, 2 d)

Recent Activity

Mon, Aug 14

Ulysse Martin (youle) updated subscribers of T52392: blender 2.8: Node materials (Materials and World) not updated in viewport.
Mon, Aug 14, 9:22 AM · BF Blender: 2.8
Ulysse Martin (youle) created T52392: blender 2.8: Node materials (Materials and World) not updated in viewport.
Mon, Aug 14, 9:22 AM · BF Blender: 2.8

Sun, Aug 13

Ulysse Martin (youle) added a comment to T52385: Blender 2.8: Crash with background nodes.

this patch: http://pasteall.org/509540/diff fixes the issue but I'm not sure this is correct

Sun, Aug 13, 5:55 PM · BF Blender: 2.8
Ulysse Martin (youle) created T52385: Blender 2.8: Crash with background nodes.
Sun, Aug 13, 5:53 PM · BF Blender: 2.8
Ulysse Martin (youle) created D2788: Blender 2.8: Crash with background nodes.
Sun, Aug 13, 5:43 PM

Wed, Aug 2

Ulysse Martin (youle) updated subscribers of T52253: Problem with mesh drawing in viewport when ma->game.flag & GEMAT_INVISIBLE.
Wed, Aug 2, 5:54 PM · BF Blender
Ulysse Martin (youle) created T52253: Problem with mesh drawing in viewport when ma->game.flag & GEMAT_INVISIBLE.
Wed, Aug 2, 5:53 PM · BF Blender

Jun 27 2017

Ulysse Martin (youle) added a comment to rBbafb90480706: Fix T51559: Update draw cache when changing flat/smooth shading.

Awesome, Thanks!

Jun 27 2017, 7:14 AM

May 23 2017

Ulysse Martin (youle) updated subscribers of D2683: 2.8x: Remove texface, use material edit-image instead.
May 23 2017, 1:56 PM

May 15 2017

Ulysse Martin (youle) updated subscribers of D2653: Integrate the gameengine with the depsgraph.

I add a note here. To make upbge merge easier, we'd maybe need to revert https://developer.blender.org/rBc8ab7d46566c4a65c6176cd2ebe27778512f7fef in a first time.
The patch here works in last blender2.8 when we revert this commit and build WITH_GL_PROFILE_COMPAT and WITH_LEGACY_OPENGL in cmake. 15/05/2017

May 15 2017, 4:33 PM

May 12 2017

Ulysse Martin (youle) added a comment to D2653: Integrate the gameengine with the depsgraph.

Disable text drawing (3D and 2D) waiting for refactor, fix a crash, minor stuffs... http://pasteall.org/393419/diff

May 12 2017, 1:23 AM

May 11 2017

Ulysse Martin (youle) added a comment to D2653: Integrate the gameengine with the depsgraph.

restore overlay scenes and I guess background scenes too.

May 11 2017, 6:49 PM

May 9 2017

Ulysse Martin (youle) added a comment to D2653: Integrate the gameengine with the depsgraph.

hello, I tried to restore a part of layers system but I don't know if this is ok: http://pasteall.org/390871/diff . However I'm not 100% sure this is like that it has to work.

May 9 2017, 4:03 PM

May 6 2017

Ulysse Martin (youle) added a comment to D2653: Integrate the gameengine with the depsgraph.

Restored lighting with a temp hack: http://pasteall.org/386423/diff (lines 143/144 -> In gpu_material_bind, there was a problem to update lamp because of that: if (!lamp->hide && (lamp->lay & viewlay)) .

May 6 2017, 2:00 PM

May 5 2017

Ulysse Martin (youle) added a comment to D2653: Integrate the gameengine with the depsgraph.

Hi, I spent some time to find a way to update matrices, but finally just something like that: http://pasteall.org/384984/diff (end of the patch in RAS_ListRasterizer) seems to work. Maybe there are some ways to makes it more elegant :P ... It was just to update bug report. Thanks @Dalai Felinto (dfelinto) for your advice about gpuBindMatrices and @Mike Erwin (merwin) for your comment about ShaderInterface on upbge github.

May 5 2017, 11:49 PM

Apr 30 2017

Ulysse Martin (youle) added a comment to D2653: Integrate the gameengine with the depsgraph.

About the problems with objects matrix in GLSL in textured mode, it's because of the modifs in gpu_shader_vertex.glsl. This: https://www.diffchecker.com/jRukVBz5 restores the object matrix in bge

Apr 30 2017, 8:45 PM
Ulysse Martin (youle) abandoned D2623: Blender2.8 BGE: Restore part of old bge in 2.8.
Apr 30 2017, 6:34 PM · BF Blender: 2.8
Ulysse Martin (youle) added a comment to D2623: Blender2.8 BGE: Restore part of old bge in 2.8.

done in https://developer.blender.org/D2653 . Thanks @Dalai Felinto (dfelinto)!

Apr 30 2017, 6:34 PM · BF Blender: 2.8
Ulysse Martin (youle) added a comment to D2653: Integrate the gameengine with the depsgraph.

Oh thanks very much @Dalai Felinto (dfelinto)! I close the other revision. Actually last time I tried to find why in GLSL texture mode, the matrix is incorrect but I didn't found the reason for now.

Apr 30 2017, 6:33 PM

Apr 21 2017

Ulysse Martin (youle) reclaimed D2623: Blender2.8 BGE: Restore part of old bge in 2.8.

Ok, I'm very sorry about my reaction. It is caused by health problems and tiredness. @Porteries Tristan (panzergame): If you want, you can commandeer this revision until I'm better. Or I'll do requested changes when I'll be better.

Apr 21 2017, 10:21 PM · BF Blender: 2.8
Ulysse Martin (youle) abandoned D2623: Blender2.8 BGE: Restore part of old bge in 2.8.

I'm parano or....?

Apr 21 2017, 2:15 PM · BF Blender: 2.8
Ulysse Martin (youle) added inline comments to D2623: Blender2.8 BGE: Restore part of old bge in 2.8.
Apr 21 2017, 1:34 PM · BF Blender: 2.8
Ulysse Martin (youle) added inline comments to D2623: Blender2.8 BGE: Restore part of old bge in 2.8.
Apr 21 2017, 10:19 AM · BF Blender: 2.8
Ulysse Martin (youle) updated the diff for D2623: Blender2.8 BGE: Restore part of old bge in 2.8.

restored physics

Apr 21 2017, 7:13 AM · BF Blender: 2.8

Apr 19 2017

Ulysse Martin (youle) updated the summary of D2623: Blender2.8 BGE: Restore part of old bge in 2.8.
Apr 19 2017, 5:05 PM · BF Blender: 2.8
Ulysse Martin (youle) updated the diff for D2623: Blender2.8 BGE: Restore part of old bge in 2.8.

Removed commented code.

Apr 19 2017, 5:04 PM · BF Blender: 2.8

Apr 16 2017

Ulysse Martin (youle) added a comment to rB30249499c4ed: Gawain: fix compilation on MSVC 2013.

Thanks!

Apr 16 2017, 6:44 PM

Apr 15 2017

Ulysse Martin (youle) added a comment to D2623: Blender2.8 BGE: Restore part of old bge in 2.8.

The goal of this commit is not to be "exact"/"accurate" with new layer system. It's just to restore visibility of meshes so we can do tests and have a reference in blender2.8 git log.

Apr 15 2017, 5:45 PM · BF Blender: 2.8
Ulysse Martin (youle) added reviewers for D2623: Blender2.8 BGE: Restore part of old bge in 2.8: Porteries Tristan (panzergame), Dalai Felinto (dfelinto).
Apr 15 2017, 5:37 PM · BF Blender: 2.8

Apr 14 2017

Ulysse Martin (youle) updated the summary of D2623: Blender2.8 BGE: Restore part of old bge in 2.8.
Apr 14 2017, 9:34 AM · BF Blender: 2.8
Ulysse Martin (youle) updated the diff for D2623: Blender2.8 BGE: Restore part of old bge in 2.8.
Apr 14 2017, 4:44 AM · BF Blender: 2.8
Ulysse Martin (youle) created D2623: Blender2.8 BGE: Restore part of old bge in 2.8.
Apr 14 2017, 4:34 AM · BF Blender: 2.8

Apr 12 2017

Ulysse Martin (youle) added a comment to T51188: Blender2.8: Compilation errors on Windows MSVC 2013 update 5.

Sorry @Dalai Felinto (dfelinto), I was not in front of irc when you asked me to test. All is right here with your fix and MSVC 2013 update 5. Thanks!

Apr 12 2017, 7:14 PM · BF Blender: 2.8
Ulysse Martin (youle) updated subscribers of T51188: Blender2.8: Compilation errors on Windows MSVC 2013 update 5.
Apr 12 2017, 5:59 PM · BF Blender: 2.8
Ulysse Martin (youle) created T51188: Blender2.8: Compilation errors on Windows MSVC 2013 update 5.
Apr 12 2017, 5:58 PM · BF Blender: 2.8

Apr 9 2017

Ulysse Martin (youle) added a comment to T51114: PyAPI: Problem to compile API (sphinx_doc_gen.**).

There's a new version of sphinx (1.5.5) which seems to fix the issue. I don't know if all the documentation is compiled but the issue seems fixed. I let you test, confirm and close if this is ok for you. Bye!

Apr 9 2017, 3:34 PM · Documentation, Python, BF Blender

Apr 7 2017

Ulysse Martin (youle) edited the description of T51114: PyAPI: Problem to compile API (sphinx_doc_gen.**).
Apr 7 2017, 8:39 PM · Documentation, Python, BF Blender

Apr 5 2017

Ulysse Martin (youle) awarded D2600: Solution to get rid of glPush/PopAttrib deprecated calls a Like token.
Apr 5 2017, 1:19 PM

Apr 2 2017

Ulysse Martin (youle) updated subscribers of T51114: PyAPI: Problem to compile API (sphinx_doc_gen.**).
Apr 2 2017, 10:22 PM · Documentation, Python, BF Blender
Ulysse Martin (youle) created T51114: PyAPI: Problem to compile API (sphinx_doc_gen.**).
Apr 2 2017, 10:22 PM · Documentation, Python, BF Blender

Mar 7 2017

Ulysse Martin (youle) added a comment to T50606: Video texture don't load png files.

Thanks very much @LazyDodo (LazyDodo) :)

Mar 7 2017, 9:44 PM · Game Python, Game Engine
Ulysse Martin (youle) added a comment to T50606: Video texture don't load png files.

Hello, I did investigations on this bug: https://github.com/UPBGE/blender/issues/415

Mar 7 2017, 1:04 PM · Game Python, Game Engine

Jan 24 2017

Ulysse Martin (youle) added a comment to rB8a6c689f3035: Fix T50386: Crash when spawning pie menus.

Thanks everyone :)

Jan 24 2017, 9:59 PM
Ulysse Martin (youle) added a comment to D2457: UPBGE.

This is so good to see this patch prototype begun to be reviewed :) hehe. Thanks very much for your review and comments.

Jan 24 2017, 1:00 AM

Jan 8 2017

Ulysse Martin (youle) added a comment to T50386: Regression with pie menus addon 'Z' hotkey in master.

I understand nothing but layout_radial can be null so this: http://pasteall.org/185792/diff fixes the issue it seems. But someone who understand should review it :P

Jan 8 2017, 4:42 PM · Addons, BF Blender
Ulysse Martin (youle) added a comment to T50386: Regression with pie menus addon 'Z' hotkey in master.

First bad commit: https://developer.blender.org/rBd5708fdad6a09e1c3b8c6f68e9e852ae673705f2

Jan 8 2017, 10:10 AM · Addons, BF Blender

Jan 7 2017

Ulysse Martin (youle) created T50386: Regression with pie menus addon 'Z' hotkey in master.
Jan 7 2017, 10:20 AM · Addons, BF Blender

Dec 24 2016

Ulysse Martin (youle) added a comment to D2432: Fix CmakeLists for compilation on Visual Studio 2015 WITH_CXX11 enabled.

Hi, all is in the title

Dec 24 2016, 5:52 PM
Ulysse Martin (youle) retitled D2432: Fix CmakeLists for compilation on Visual Studio 2015 WITH_CXX11 enabled from to Fix CmakeLists for compilation on Visual Studio 2015 WITH_CXX11 enabled.
Dec 24 2016, 5:51 PM

Dec 4 2016

Ulysse Martin (youle) updated subscribers of T50098: Mirror.py Crashes Blender.

Hi, the crash seems related to m_sync in ImageRender so I add you as a suscriber Benoit Bolsee to inform you.

Dec 4 2016, 12:54 PM · Game Engine

Sep 29 2016

Ulysse Martin (youle) created T49484: Bug: Crash when MTex has no tex.
Sep 29 2016, 2:11 AM · BF Blender

Sep 27 2016

Ulysse Martin (youle) edited the description of T49466: Bug in sca.c since https://developer.blender.org/rB776a8548f03a049d56f19943e6bc4590ecd53028.
Sep 27 2016, 5:23 PM · BF Blender
Ulysse Martin (youle) created T49466: Bug in sca.c since https://developer.blender.org/rB776a8548f03a049d56f19943e6bc4590ecd53028.
Sep 27 2016, 5:07 PM · BF Blender

Sep 5 2016

Ulysse Martin (youle) added a comment to D2194: Fix cast shadows options (in material tab) not working in the viewport.

Thanks :)

Sep 5 2016, 7:30 PM
Ulysse Martin (youle) added a comment to D2194: Fix cast shadows options (in material tab) not working in the viewport.

Hi! Thanks very much for your reviews. I have not commit rights so I can't commit it myself. So if one of you could commit it, thanks you very much :)

Sep 5 2016, 11:25 AM

Sep 4 2016

Ulysse Martin (youle) updated D2194: Fix cast shadows options (in material tab) not working in the viewport.
Sep 4 2016, 11:55 AM
Ulysse Martin (youle) retitled D2194: Fix cast shadows options (in material tab) not working in the viewport from to Fix cast shadows options (in material tab) not working in the viewport.
Sep 4 2016, 1:13 AM

Jul 5 2016

Ulysse Martin (youle) added a comment to rB40f1c4f34337: BGE: Various render improvements..

Hello! I found a part of the cause of performance decrease on my computer. It's not GPU related but cpu. I made a video: https://youtu.be/gLUFP2NIJxk

Jul 5 2016, 1:42 AM

Jul 2 2016

Ulysse Martin (youle) added a comment to D810: Environment lighting for the GLSL mode.

Cool :) Thanks

Jul 2 2016, 11:25 PM · OpenGL / Gfx, Rendering

Jul 1 2016

Ulysse Martin (youle) closed D2066: BGE: Display Hardware infos only in standalone.

commited here: https://git.blender.org/gitweb/gitweb.cgi/blender.git/commit/dbd38e969fad60dfc15e5398bac1d44c21911a5f

Jul 1 2016, 1:39 PM · Game Engine
Ulysse Martin (youle) updated the diff for D2066: BGE: Display Hardware infos only in standalone.

after discussion with Moguri and Kupoman, we choosed to always display hardware infos in standalone and never in embedded

Jul 1 2016, 2:11 AM · Game Engine
Ulysse Martin (youle) updated the diff for D2066: BGE: Display Hardware infos only in standalone.

add Brackets to the if {}

Jul 1 2016, 12:04 AM · Game Engine

Jun 22 2016

Ulysse Martin (youle) added a reviewer for D2066: BGE: Display Hardware infos only in standalone: Jorge Bernal (lordloki).
Jun 22 2016, 12:26 PM · Game Engine
Ulysse Martin (youle) retitled D2066: BGE: Display Hardware infos only in standalone from to BGE: Choose to display hadware (graphic card) infos at game start.
Jun 22 2016, 6:56 AM · Game Engine

Jun 18 2016

Ulysse Martin (youle) added a comment to rB40f1c4f34337: BGE: Various render improvements..

Ok, thanks for your tests.

Jun 18 2016, 4:13 AM

Jun 14 2016

Ulysse Martin (youle) added a comment to rB40f1c4f34337: BGE: Various render improvements..

ok thanks!

Jun 14 2016, 3:39 PM
Ulysse Martin (youle) added a comment to rB40f1c4f34337: BGE: Various render improvements..

Thanks for the tips! I'll test with BUFFER instead of TEXTURE and without g.reflection.source.render()

Jun 14 2016, 2:58 PM
Ulysse Martin (youle) added a comment to rB40f1c4f34337: BGE: Various render improvements..

Hi! I noticed a performance decrease since this commit with the water demo files from Martinsh: http://blenderartists.org/forum/showthread.php?242940-unlimited-planar-reflections-amp-refraction-(update)&highlight=water+bge

Jun 14 2016, 1:33 PM

Jun 12 2016

Ulysse Martin (youle) added a comment to rB40f1c4f34337: BGE: Various render improvements..

OOOOOOOOOOOOOHHHHHHHHHHHHHHHH. This looks awesome!!!!!!!!!!!!!!!!!!!

Jun 12 2016, 10:52 PM
Ulysse Martin (youle) added a comment to T48638: Viewport glsl bug.

Precision: alabd says that this bug is only on upbge... It's a bit weird as it seems it's cycles related. But I'll help him to build last upbge sources and we'll see if the bug is still there. I'll close the bug report if we find a solution...

Jun 12 2016, 5:14 PM · BF Blender

Apr 1 2016

Ulysse Martin (youle) added a comment to D1828: Add an option to draw volume that represent camera frustum in the viewport.

@Pablo Vazquez (venomgfx): It seems that Campbell Barton made a more advanced and better patch than mine in the past. So I abandon this one but you can discuss with him to see if he could eventually change his mind about his feature :)

Apr 1 2016, 2:31 PM · BF Blender

Mar 21 2016

Ulysse Martin (youle) abandoned D1828: Add an option to draw volume that represent camera frustum in the viewport.

I'm not convinced about the usefulness of this too finally. So I close the task for the moment, and if users request such a feature, I'll reopen it. Thanks anyway for your reviews and comments.

Mar 21 2016, 1:14 PM · BF Blender

Mar 11 2016

Ulysse Martin (youle) updated the diff for D1828: Add an option to draw volume that represent camera frustum in the viewport.

Updated patch for last Blender sources.

Mar 11 2016, 8:37 AM · BF Blender

Mar 3 2016

Ulysse Martin (youle) updated the diff for D1828: Add an option to draw volume that represent camera frustum in the viewport.

Fixed compilation error on Linux (replaced "min" with "min_ff")

Mar 3 2016, 1:44 AM · BF Blender

Mar 2 2016

Ulysse Martin (youle) updated the diff for D1828: Add an option to draw volume that represent camera frustum in the viewport.

I think I've got the right frustum behavior now...

Mar 2 2016, 6:16 PM · BF Blender

Mar 1 2016

Ulysse Martin (youle) updated subscribers of D1828: Add an option to draw volume that represent camera frustum in the viewport.
Mar 1 2016, 10:20 PM · BF Blender
Ulysse Martin (youle) updated the diff for D1828: Add an option to draw volume that represent camera frustum in the viewport.

Finally I added transparent faces to draw the frustum. The display is more clear. But we had a discussion with @Daniel Stokes (kupoman) about openGL states. I'd like to have your opinion Mike Erwin if you've got the time: When in draw_cam_persp_frustum (for example) we "restore" openGL states: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glDepthMask(1); glDisable(GL_CULL_FACE); glCullFace(GL_BACK); , how could we be sure that the previous states (before calling draw_cam_persp_frustum) were these states? Is the code openGL safe? As glPush/PopAttrib are deprecated, how can we deal with this? (The code is taken from draw_transp_sun_volume and draw_transp_spot_volume in drawobject.c)

Mar 1 2016, 10:18 PM · BF Blender

Feb 27 2016

Ulysse Martin (youle) retitled D1828: Add an option to draw volume that represent camera frustum in the viewport from to Add an option to draw lines that represent camera frustum in the viewport.
Feb 27 2016, 7:03 PM · BF Blender

Feb 22 2016

Ulysse Martin (youle) abandoned D1668: BGE: Fix T46394 Memory leak when exiting the blenderplayer.

This revision cause issues.

Feb 22 2016, 10:17 PM · Game Engine

Feb 18 2016

Ulysse Martin (youle) added a comment to D1804: BGE: Allow access to original texture openGL Bind code/Id/Number.

@Dalai Felinto (dfelinto): This was my first intention to replace existing attribute (bindId) that returns m_actTex (dynamic texture generated in Texture.cpp) openGL binId with the original texture bind Id, because I don't understand in what case m_actTex can be useful.

Feb 18 2016, 3:40 PM · Game Engine

Feb 17 2016

Ulysse Martin (youle) updated the diff for D1804: BGE: Allow access to original texture openGL Bind code/Id/Number.

inline comments done

Feb 17 2016, 6:42 PM · Game Engine

Feb 16 2016

Ulysse Martin (youle) updated the diff for D1804: BGE: Allow access to original texture openGL Bind code/Id/Number.

Sorry, a mistake in the previous patch.

Feb 16 2016, 4:57 AM · Game Engine
Ulysse Martin (youle) updated the diff for D1804: BGE: Allow access to original texture openGL Bind code/Id/Number.

I changed the place of the code (moved from Texture.cpp to KX_BlenderMaterial.cpp) because of the discussion I had with Kupoman: http://www.pasteall.org/64685

Feb 16 2016, 4:54 AM · Game Engine
Ulysse Martin (youle) updated D1804: BGE: Allow access to original texture openGL Bind code/Id/Number.
Feb 16 2016, 4:50 AM · Game Engine
Ulysse Martin (youle) accepted D1802: World Material For The Game Engine.

For me, all is ok :)

Feb 16 2016, 1:07 AM · Game Engine

Feb 15 2016

Ulysse Martin (youle) added a comment to D1802: World Material For The Game Engine.

@Diego Lopes (TwisterGE): Here is an example that HG1 gave me in the past if you want (to avoid glBegin...): http://www.pasteall.org/64654

Feb 15 2016, 8:56 AM · Game Engine
Ulysse Martin (youle) added a comment to D1804: BGE: Allow access to original texture openGL Bind code/Id/Number.

I don't know in what case existing "bindId" attribute can be used. But I nevertheless replaced "OpenGL Bind Name" with "OpenGL Bind code/Id/Number" (I know that we don't have to make "unrelated" patch modifs but it's a small modification).

Feb 15 2016, 6:49 AM · Game Engine
Ulysse Martin (youle) retitled D1804: BGE: Allow access to original texture openGL Bind code/Id/Number from to BGE: Allow access to original texture openGL Bind code/Id/Number.
Feb 15 2016, 6:30 AM · Game Engine

Feb 14 2016

Ulysse Martin (youle) added a comment to D1762: Parallax mapping implementation for viewport and BGE..

@Jorge Bernal (lordloki): Hi! We had a problem with size: http://www.pasteall.org/pic/show.php?id=99218 . To fix it: http://www.pasteall.org/64601/diff

Feb 14 2016, 4:57 PM
Ulysse Martin (youle) created T47405: Bug when applying subsurf modifier on smooth objects..
Feb 14 2016, 2:13 AM · BF Blender

Feb 11 2016

Ulysse Martin (youle) added a comment to D810: Environment lighting for the GLSL mode.

I hope we could see this patch in the master soon. I personnaly like it. And It's a nice thing for the BGE. And even if it's an approximation, this would make the viewport nicer and offer the possibility for the Blender internal artists to have a better preview of what will have in their final rendered image, and for the BGE designers to have the exact look they will have in the bge (This lines: (STREQ(mat->scene->r.engine, "BLENDER_RENDER") || STREQ(mat->scene->r.engine, "BLENDER_GAME"))) are really needed? as it works both for GE and Blender render?)

Feb 11 2016, 4:53 PM · OpenGL / Gfx, Rendering
Ulysse Martin (youle) added a comment to D1786: Mirror influence of environment texture in Blender viewport.

Hi! This is very cool. I just tested and it fit the internal render, no problem for me. I've no particular comment about the code as I don't understand it. (we have a patch for game engine to have the viewport background, so Blender Internal + Viewport + BGE will have almost exaclty the same look. That's very cool :) )

Feb 11 2016, 4:19 PM

Feb 7 2016

Ulysse Martin (youle) added a comment to D1762: Parallax mapping implementation for viewport and BGE..
  • Why a checkbox needed under mapping? this checkbox is a boolean and is used to enable MTEX_PARALLAX_UV flag that is needed in gpu_material.c .
  • In properties_textures.py, you can see that use_parallax_uv is used both for the checkbox under mapping and for "parallax uv shift", so if you enable use parallax uv, it enables parallax uv shift and if you enable parallax uv shift, it enables use parallax uv... This could be changed indeed.
  • We didn't modify RNA tooltips from Angelo Miner (I think. I didn't modified it), but the tooltips could be improved with USA or UK or Australia or commonwealth natives people (or english teachers). SPOM means silhouette parallax occlusion mapping. (And I agree to say that "height Scale" is not a good name for parallax_uv_shift :) ).
Feb 7 2016, 10:05 AM

Feb 5 2016

Ulysse Martin (youle) added a comment to D1762: Parallax mapping implementation for viewport and BGE..

@Daniel Stokes (kupoman): The thing is this parallax works only with an appropriate UV mapping. The normal map texture has the parallax depth encoded in its alpha channel. I made tutos on how to use it here: https://doc.upbge.fr/releases.php?id=0.0.3 .
I briefly tested yesterday with cubemap reflections but I tried with Suzanne and I didn't obtained good result. But I guess with a cube it can be fine.

Feb 5 2016, 1:00 AM

Feb 4 2016

Ulysse Martin (youle) added a comment to D1762: Parallax mapping implementation for viewport and BGE..

Hi! @Jorge Bernal (lordloki): Thanks to have adapt it for Blender official :) I agree with what we have done hehe. The only thing to know is that it doesn't work in orthographic view. We haven't found a solution yet but maybe there's just a simple formula to make it work in orthographic view... But I accept the revision :) (I can't apply the patch with the last Blender sources)

Feb 4 2016, 8:39 PM
Ulysse Martin (youle) updated D1756: Cubemap reflections in the viewport and in the game engine.
Feb 4 2016, 5:14 PM
Ulysse Martin (youle) updated the diff for D1756: Cubemap reflections in the viewport and in the game engine.
Feb 4 2016, 5:14 PM
Ulysse Martin (youle) commandeered D1756: Cubemap reflections in the viewport and in the game engine.
Feb 4 2016, 5:13 PM
Ulysse Martin (youle) updated D1756: Cubemap reflections in the viewport and in the game engine.
Feb 4 2016, 5:12 PM
Ulysse Martin (youle) added a comment to D1756: Cubemap reflections in the viewport and in the game engine.

http://www.pasteall.org/64259/diff (The summary of the revision will have to be updated (UI: existing UI)) :)

Feb 4 2016, 4:52 PM