Rendering system of the Blender Game Engine
Jun 29 2019
Apr 13 2019
Nov 10 2018
Hello! Please help me to make 3d models in correct way with only one rendered detail and all other should not be rendered achiving millions of details!!! I will make 3d model of big school for example from only 15 simple details... I have to use Geometry shader for this... But I do not know from what to start please help me and explane in simple cube example. Thank You! (I work already 8 years in 3d only do 3d models... But need to redo them with Geometry Shader) Please help... I do not see answers in internet for this modelling my email email@example.com Will wait from You help for future work! Thanks a lot!
Sep 30 2018
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Jan 9 2018
I tried with sample files submitted in T43086 and T42111 in blender 2.79.
Adding a modifier (eg: subsurf, array, decimate, triangulate, mirror) worked for me.
I set parameters so there is no effective modification of the mesh. Even if modifier appear red. It's OK.
Works both in internal player and standalone player.
Jan 4 2018
The workaround (adding a modifier) did not work for me in blender 2.79.
This makes it impossible to use light maps along with tiles texture in BGE because UV map for light maps are not convinient for tiles as far as I know.
Hope this will be fixed some day
Bug is still present in blender 2.79 :-\
Sep 11 2017
As the code is done, changing amount to float, it does weird results. "uniform int amout" is the real solution.
Your uniform value for amount is set as float in shader, but declared as integer in camera properties. Now, thing is, before 2.76 (commit rB97b431e4) all shader uniforms were binding as floats, but it's not what you always want so proper int/float binding was implemented. What happens in your scene is that binding uniform fails because BGE tries to bind it as integer, while it is float in shader itself.
Aug 17 2017
Aug 3 2017
This bug is fixed in UPBGE in this commit: 3b9afe545f49d8cc47fd4ae895db5dab1fc88325. I noticed blender developers about this issue and get no answers on the way i'm fixing it.
Tristan, do you think you could take a look at this when you get a chance?