Removing Blender Game Engine from Blender 2.8
authorDalai Felinto <dfelinto@gmail.com>
Mon, 16 Apr 2018 12:07:42 +0000 (14:07 +0200)
committerDalai Felinto <dfelinto@gmail.com>
Tue, 17 Apr 2018 15:51:28 +0000 (17:51 +0200)
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
  that we can wait until then to remove this.

876 files changed:
CMakeLists.txt
build_files/buildbot/config/blender_linux.cmake
build_files/buildbot/config/blender_linux_player.cmake
build_files/cmake/config/blender_full.cmake
build_files/cmake/config/blender_headless.cmake
build_files/cmake/config/blender_lite.cmake
build_files/cmake/config/blender_release.cmake
build_files/cmake/config/bpy_module.cmake
build_files/cmake/config/cycles_standalone.cmake
build_files/cmake/macros.cmake
doc/doxygen/doxygen.source.h
doc/python_api/examples/bge.constraints.py [deleted file]
doc/python_api/examples/bge.texture.1.py [deleted file]
doc/python_api/examples/bge.texture.2.py [deleted file]
doc/python_api/examples/bge.texture.py [deleted file]
doc/python_api/rst/bge.app.rst [deleted file]
doc/python_api/rst/bge.constraints.rst [deleted file]
doc/python_api/rst/bge.events.rst [deleted file]
doc/python_api/rst/bge.logic.rst [deleted file]
doc/python_api/rst/bge.render.rst [deleted file]
doc/python_api/rst/bge.texture.rst [deleted file]
doc/python_api/rst/bge.types.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.BL_ActionActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.BL_ArmatureActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.BL_ArmatureBone.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.BL_ArmatureChannel.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.BL_ArmatureConstraint.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.BL_ArmatureObject.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.BL_Shader.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.BL_ShapeActionActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.CListValue.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.CPropValue.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.CValue.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_ArmatureSensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_BlenderMaterial.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_Camera.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_CameraActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_CharacterWrapper.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_ConstraintActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_ConstraintWrapper.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_FontObject.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_GameActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_LibLoadStatus.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_LightObject.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_MeshProxy.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_MouseActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_MouseFocusSensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_NavMeshObject.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_NearSensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_NetworkMessageActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_NetworkMessageSensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_ObjectActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_ParentActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_PolyProxy.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_RadarSensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_RaySensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_SCA_AddObjectActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_SCA_DynamicActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_SCA_EndObjectActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_SCA_ReplaceMeshActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_Scene.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_SceneActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_SoundActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_StateActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_SteeringActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_TouchSensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_TrackToActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_VehicleWrapper.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_VertexProxy.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_VisibilityActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.KX_WorldInfo.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.PyObjectPlus.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_2DFilterActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_ANDController.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_ActuatorSensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_AlwaysSensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_DelaySensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_IActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_IController.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_ILogicBrick.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_IObject.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_ISensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_JoystickSensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_KeyboardSensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_MouseSensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_NANDController.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_NORController.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_ORController.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_PropertyActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_PropertySensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_PythonController.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_PythonJoystick.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_PythonKeyboard.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_PythonMouse.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_RandomActuator.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_RandomSensor.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_XNORController.rst [deleted file]
doc/python_api/rst/bge_types/bge.types.SCA_XORController.rst [deleted file]
doc/python_api/rst/change_log.rst
doc/python_api/rst/gpu.rst
doc/python_api/rst/info_api_reference.rst
doc/python_api/rst/info_quickstart.rst
doc/python_api/rst/info_tips_and_tricks.rst
extern/CMakeLists.txt
extern/recastnavigation/CMakeLists.txt [deleted file]
extern/recastnavigation/Detour/Include/DetourCommon.h [deleted file]
extern/recastnavigation/Detour/Include/DetourNode.h [deleted file]
extern/recastnavigation/Detour/Include/DetourStatNavMesh.h [deleted file]
extern/recastnavigation/Detour/Include/DetourStatNavMeshBuilder.h [deleted file]
extern/recastnavigation/Detour/Include/DetourTileNavMesh.h [deleted file]
extern/recastnavigation/Detour/Include/DetourTileNavMeshBuilder.h [deleted file]
extern/recastnavigation/Detour/Source/DetourCommon.cpp [deleted file]
extern/recastnavigation/Detour/Source/DetourNode.cpp [deleted file]
extern/recastnavigation/Detour/Source/DetourStatNavMesh.cpp [deleted file]
extern/recastnavigation/Detour/Source/DetourStatNavMeshBuilder.cpp [deleted file]
extern/recastnavigation/Detour/Source/DetourTileNavMesh.cpp [deleted file]
extern/recastnavigation/Detour/Source/DetourTileNavMeshBuilder.cpp [deleted file]
extern/recastnavigation/License.txt [deleted file]
extern/recastnavigation/Readme.txt [deleted file]
extern/recastnavigation/Recast/Include/Recast.h [deleted file]
extern/recastnavigation/Recast/Include/RecastAlloc.h [deleted file]
extern/recastnavigation/Recast/Include/RecastAssert.h [deleted file]
extern/recastnavigation/Recast/Source/Recast.cpp [deleted file]
extern/recastnavigation/Recast/Source/RecastAlloc.cpp [deleted file]
extern/recastnavigation/Recast/Source/RecastArea.cpp [deleted file]
extern/recastnavigation/Recast/Source/RecastContour.cpp [deleted file]
extern/recastnavigation/Recast/Source/RecastFilter.cpp [deleted file]
extern/recastnavigation/Recast/Source/RecastLayers.cpp [deleted file]
extern/recastnavigation/Recast/Source/RecastMesh.cpp [deleted file]
extern/recastnavigation/Recast/Source/RecastMeshDetail.cpp [deleted file]
extern/recastnavigation/Recast/Source/RecastRasterization.cpp [deleted file]
extern/recastnavigation/Recast/Source/RecastRegion.cpp [deleted file]
extern/recastnavigation/readme-blender.txt [deleted file]
extern/recastnavigation/recast-capi.cpp [deleted file]
extern/recastnavigation/recast-capi.h [deleted file]
intern/CMakeLists.txt
intern/decklink/CMakeLists.txt [deleted file]
intern/decklink/DeckLinkAPI.cpp [deleted file]
intern/decklink/DeckLinkAPI.h [deleted file]
intern/decklink/linux/DeckLinkAPI.h [deleted file]
intern/decklink/linux/DeckLinkAPIConfiguration.h [deleted file]
intern/decklink/linux/DeckLinkAPIDeckControl.h [deleted file]
intern/decklink/linux/DeckLinkAPIDiscovery.h [deleted file]
intern/decklink/linux/DeckLinkAPIDispatch.cpp [deleted file]
intern/decklink/linux/DeckLinkAPIModes.h [deleted file]
intern/decklink/linux/DeckLinkAPITypes.h [deleted file]
intern/decklink/linux/DeckLinkAPIVersion.h [deleted file]
intern/decklink/linux/LinuxCOM.h [deleted file]
intern/decklink/win/DeckLinkAPI_h.h [deleted file]
intern/decklink/win/DeckLinkAPI_i.c [deleted file]
intern/moto/CMakeLists.txt [deleted file]
intern/moto/include/MT_CmMatrix4x4.h [deleted file]
intern/moto/include/MT_Matrix3x3.h [deleted file]
intern/moto/include/MT_Matrix3x3.inl [deleted file]
intern/moto/include/MT_Matrix4x4.h [deleted file]
intern/moto/include/MT_Matrix4x4.inl [deleted file]
intern/moto/include/MT_MinMax.h [deleted file]
intern/moto/include/MT_Optimize.h [deleted file]
intern/moto/include/MT_Point2.h [deleted file]
intern/moto/include/MT_Point2.inl [deleted file]
intern/moto/include/MT_Point3.h [deleted file]
intern/moto/include/MT_Point3.inl [deleted file]
intern/moto/include/MT_Quaternion.h [deleted file]
intern/moto/include/MT_Quaternion.inl [deleted file]
intern/moto/include/MT_Scalar.h [deleted file]
intern/moto/include/MT_Stream.h [deleted file]
intern/moto/include/MT_Transform.h [deleted file]
intern/moto/include/MT_Tuple2.h [deleted file]
intern/moto/include/MT_Tuple3.h [deleted file]
intern/moto/include/MT_Tuple4.h [deleted file]
intern/moto/include/MT_Vector2.h [deleted file]
intern/moto/include/MT_Vector2.inl [deleted file]
intern/moto/include/MT_Vector3.h [deleted file]
intern/moto/include/MT_Vector3.inl [deleted file]
intern/moto/include/MT_Vector4.h [deleted file]
intern/moto/include/MT_Vector4.inl [deleted file]
intern/moto/include/MT_assert.h [deleted file]
intern/moto/include/MT_random.h [deleted file]
intern/moto/intern/MT_Assert.cpp [deleted file]
intern/moto/intern/MT_CmMatrix4x4.cpp [deleted file]
intern/moto/intern/MT_Matrix3x3.cpp [deleted file]
intern/moto/intern/MT_Matrix4x4.cpp [deleted file]
intern/moto/intern/MT_Point3.cpp [deleted file]
intern/moto/intern/MT_Quaternion.cpp [deleted file]
intern/moto/intern/MT_Transform.cpp [deleted file]
intern/moto/intern/MT_Vector2.cpp [deleted file]
intern/moto/intern/MT_Vector3.cpp [deleted file]
intern/moto/intern/MT_Vector4.cpp [deleted file]
intern/moto/intern/MT_random.cpp [deleted file]
intern/string/CMakeLists.txt
intern/string/STR_HashedString.h [deleted file]
release/scripts/modules/bl_i18n_utils/utils_spell_check.py
release/scripts/modules/bpy_types.py
release/scripts/presets/keyconfig/3dsmax.py
release/scripts/startup/bl_operators/wm.py
release/scripts/startup/bl_ui/__init__.py
release/scripts/startup/bl_ui/properties_data_armature.py
release/scripts/startup/bl_ui/properties_data_bone.py
release/scripts/startup/bl_ui/properties_data_camera.py
release/scripts/startup/bl_ui/properties_data_curve.py
release/scripts/startup/bl_ui/properties_data_lamp.py
release/scripts/startup/bl_ui/properties_data_lattice.py
release/scripts/startup/bl_ui/properties_data_mesh.py
release/scripts/startup/bl_ui/properties_data_metaball.py
release/scripts/startup/bl_ui/properties_data_speaker.py
release/scripts/startup/bl_ui/properties_game.py [deleted file]
release/scripts/startup/bl_ui/properties_material.py
release/scripts/startup/bl_ui/properties_object.py
release/scripts/startup/bl_ui/properties_particle.py
release/scripts/startup/bl_ui/properties_physics_smoke.py
release/scripts/startup/bl_ui/properties_render.py
release/scripts/startup/bl_ui/properties_scene.py
release/scripts/startup/bl_ui/properties_texture.py
release/scripts/startup/bl_ui/properties_view_layer.py
release/scripts/startup/bl_ui/properties_world.py
release/scripts/startup/bl_ui/space_info.py
release/scripts/startup/bl_ui/space_logic.py [deleted file]
release/scripts/startup/bl_ui/space_sequencer.py
release/scripts/startup/bl_ui/space_view3d.py
release/scripts/startup/bl_ui/space_view3d_toolbar.py
release/scripts/templates_py/gamelogic.py [deleted file]
release/scripts/templates_py/gamelogic_module.py [deleted file]
release/scripts/templates_py/gamelogic_simple.py [deleted file]
source/CMakeLists.txt
source/blender/CMakeLists.txt
source/blender/blenkernel/BKE_DerivedMesh.h
source/blender/blenkernel/BKE_action.h
source/blender/blenkernel/BKE_blender_version.h
source/blender/blenkernel/BKE_bullet.h [deleted file]
source/blender/blenkernel/BKE_context.h
source/blender/blenkernel/BKE_global.h
source/blender/blenkernel/BKE_navmesh_conversion.h [deleted file]
source/blender/blenkernel/BKE_object.h
source/blender/blenkernel/BKE_property.h [deleted file]
source/blender/blenkernel/BKE_sca.h [deleted file]
source/blender/blenkernel/BKE_scene.h
source/blender/blenkernel/CMakeLists.txt
source/blender/blenkernel/intern/DerivedMesh.c
source/blender/blenkernel/intern/action.c
source/blender/blenkernel/intern/blendfile.c
source/blender/blenkernel/intern/bullet.c [deleted file]
source/blender/blenkernel/intern/constraint.c
source/blender/blenkernel/intern/context.c
source/blender/blenkernel/intern/ipo.c
source/blender/blenkernel/intern/library_query.c
source/blender/blenkernel/intern/library_remap.c
source/blender/blenkernel/intern/material.c
source/blender/blenkernel/intern/navmesh_conversion.c [deleted file]
source/blender/blenkernel/intern/object.c
source/blender/blenkernel/intern/property.c [deleted file]
source/blender/blenkernel/intern/rigidbody.c
source/blender/blenkernel/intern/sca.c [deleted file]
source/blender/blenkernel/intern/scene.c
source/blender/blenkernel/intern/text.c
source/blender/blenlib/BLI_callbacks.h
source/blender/blenloader/intern/readfile.c
source/blender/blenloader/intern/versioning_250.c
source/blender/blenloader/intern/versioning_260.c
source/blender/blenloader/intern/versioning_270.c
source/blender/blenloader/intern/versioning_280.c
source/blender/blenloader/intern/versioning_defaults.c
source/blender/blenloader/intern/versioning_legacy.c
source/blender/blenloader/intern/writefile.c
source/blender/editors/CMakeLists.txt
source/blender/editors/include/ED_screen.h
source/blender/editors/include/UI_interface.h
source/blender/editors/interface/interface.c
source/blender/editors/interface/interface_handlers.c
source/blender/editors/interface/interface_intern.h
source/blender/editors/interface/interface_templates.c
source/blender/editors/interface/interface_widgets.c
source/blender/editors/interface/resources.c
source/blender/editors/mesh/CMakeLists.txt
source/blender/editors/mesh/mesh_intern.h
source/blender/editors/mesh/mesh_navmesh.c [deleted file]
source/blender/editors/mesh/mesh_ops.c
source/blender/editors/object/CMakeLists.txt
source/blender/editors/object/object_add.c
source/blender/editors/object/object_constraint.c
source/blender/editors/object/object_edit.c
source/blender/editors/object/object_intern.h
source/blender/editors/object/object_lod.c [deleted file]
source/blender/editors/object/object_ops.c
source/blender/editors/object/object_relations.c
source/blender/editors/object/object_select.c
source/blender/editors/screen/screen_ops.c
source/blender/editors/sculpt_paint/paint_image_proj.c
source/blender/editors/sculpt_paint/paint_utils.c
source/blender/editors/space_api/spacetypes.c
source/blender/editors/space_logic/CMakeLists.txt [deleted file]
source/blender/editors/space_logic/logic_buttons.c [deleted file]
source/blender/editors/space_logic/logic_intern.h [deleted file]
source/blender/editors/space_logic/logic_ops.c [deleted file]
source/blender/editors/space_logic/logic_window.c [deleted file]
source/blender/editors/space_logic/space_logic.c [deleted file]
source/blender/editors/space_view3d/CMakeLists.txt
source/blender/editors/space_view3d/drawmesh.c
source/blender/editors/space_view3d/drawobject.c
source/blender/editors/space_view3d/view3d_draw_legacy.c
source/blender/editors/space_view3d/view3d_intern.h
source/blender/editors/space_view3d/view3d_ops.c
source/blender/editors/space_view3d/view3d_view.c
source/blender/gpu/CMakeLists.txt
source/blender/gpu/GPU_draw.h
source/blender/gpu/intern/gpu_draw.c
source/blender/gpu/intern/gpu_lamp.c
source/blender/gpu/intern/gpu_material.c
source/blender/ikplugin/intern/itasc_plugin.cpp
source/blender/imbuf/intern/indexer.c
source/blender/makesdna/DNA_action_types.h
source/blender/makesdna/DNA_actuator_types.h [deleted file]
source/blender/makesdna/DNA_constraint_types.h
source/blender/makesdna/DNA_controller_types.h [deleted file]
source/blender/makesdna/DNA_material_types.h
source/blender/makesdna/DNA_object_force_types.h
source/blender/makesdna/DNA_object_types.h
source/blender/makesdna/DNA_property_types.h [deleted file]
source/blender/makesdna/DNA_scene_types.h
source/blender/makesdna/DNA_sensor_types.h [deleted file]
source/blender/makesdna/DNA_space_types.h
source/blender/makesdna/DNA_userdef_types.h
source/blender/makesdna/DNA_view3d_types.h
source/blender/makesdna/DNA_world_types.h
source/blender/makesdna/intern/makesdna.c
source/blender/makesrna/RNA_access.h
source/blender/makesrna/RNA_enum_types.h
source/blender/makesrna/intern/CMakeLists.txt
source/blender/makesrna/intern/makesrna.c
source/blender/makesrna/intern/rna_actuator.c [deleted file]
source/blender/makesrna/intern/rna_actuator_api.c [deleted file]
source/blender/makesrna/intern/rna_armature.c
source/blender/makesrna/intern/rna_constraint.c
source/blender/makesrna/intern/rna_controller.c [deleted file]
source/blender/makesrna/intern/rna_controller_api.c [deleted file]
source/blender/makesrna/intern/rna_internal.h
source/blender/makesrna/intern/rna_layer.c
source/blender/makesrna/intern/rna_material.c
source/blender/makesrna/intern/rna_object.c
source/blender/makesrna/intern/rna_object_force.c
source/blender/makesrna/intern/rna_property.c [deleted file]
source/blender/makesrna/intern/rna_scene.c
source/blender/makesrna/intern/rna_sensor.c [deleted file]
source/blender/makesrna/intern/rna_sensor_api.c [deleted file]
source/blender/makesrna/intern/rna_sound.c
source/blender/makesrna/intern/rna_space.c
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source/gameengine/Ketsji/KX_SCA_EndObjectActuator.cpp [deleted file]
source/gameengine/Ketsji/KX_SCA_EndObjectActuator.h [deleted file]
source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp [deleted file]
source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.h [deleted file]
source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp [deleted file]
source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.h [deleted file]
source/gameengine/Ketsji/KX_SG_NodeRelationships.cpp [deleted file]
source/gameengine/Ketsji/KX_SG_NodeRelationships.h [deleted file]
source/gameengine/Ketsji/KX_ScalarInterpolator.cpp [deleted file]
source/gameengine/Ketsji/KX_ScalarInterpolator.h [deleted file]
source/gameengine/Ketsji/KX_ScalingInterpolator.cpp [deleted file]
source/gameengine/Ketsji/KX_ScalingInterpolator.h [deleted file]
source/gameengine/Ketsji/KX_Scene.cpp [deleted file]
source/gameengine/Ketsji/KX_Scene.h [deleted file]
source/gameengine/Ketsji/KX_SceneActuator.cpp [deleted file]
source/gameengine/Ketsji/KX_SceneActuator.h [deleted file]
source/gameengine/Ketsji/KX_SoundActuator.cpp [deleted file]
source/gameengine/Ketsji/KX_SoundActuator.h [deleted file]
source/gameengine/Ketsji/KX_StateActuator.cpp [deleted file]
source/gameengine/Ketsji/KX_StateActuator.h [deleted file]
source/gameengine/Ketsji/KX_SteeringActuator.cpp [deleted file]
source/gameengine/Ketsji/KX_SteeringActuator.h [deleted file]
source/gameengine/Ketsji/KX_TimeCategoryLogger.cpp [deleted file]
source/gameengine/Ketsji/KX_TimeCategoryLogger.h [deleted file]
source/gameengine/Ketsji/KX_TimeLogger.cpp [deleted file]
source/gameengine/Ketsji/KX_TimeLogger.h [deleted file]
source/gameengine/Ketsji/KX_TouchEventManager.cpp [deleted file]
source/gameengine/Ketsji/KX_TouchEventManager.h [deleted file]
source/gameengine/Ketsji/KX_TouchSensor.cpp [deleted file]
source/gameengine/Ketsji/KX_TouchSensor.h [deleted file]
source/gameengine/Ketsji/KX_TrackToActuator.cpp [deleted file]
source/gameengine/Ketsji/KX_TrackToActuator.h [deleted file]
source/gameengine/Ketsji/KX_VehicleWrapper.cpp [deleted file]
source/gameengine/Ketsji/KX_VehicleWrapper.h [deleted file]
source/gameengine/Ketsji/KX_VertexProxy.cpp [deleted file]
source/gameengine/Ketsji/KX_VertexProxy.h [deleted file]
source/gameengine/Ketsji/KX_VisibilityActuator.cpp [deleted file]
source/gameengine/Ketsji/KX_VisibilityActuator.h [deleted file]
source/gameengine/Ketsji/KX_WorldInfo.cpp [deleted file]
source/gameengine/Ketsji/KX_WorldInfo.h [deleted file]
source/gameengine/Ketsji/KX_WorldIpoController.cpp [deleted file]
source/gameengine/Ketsji/KX_WorldIpoController.h [deleted file]
source/gameengine/Network/CMakeLists.txt [deleted file]
source/gameengine/Network/LoopBackNetwork/CMakeLists.txt [deleted file]
source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.cpp [deleted file]
source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.h [deleted file]
source/gameengine/Network/NG_NetworkDeviceInterface.h [deleted file]
source/gameengine/Network/NG_NetworkMessage.cpp [deleted file]
source/gameengine/Network/NG_NetworkMessage.h [deleted file]
source/gameengine/Network/NG_NetworkObject.cpp [deleted file]
source/gameengine/Network/NG_NetworkObject.h [deleted file]
source/gameengine/Network/NG_NetworkScene.cpp [deleted file]
source/gameengine/Network/NG_NetworkScene.h [deleted file]
source/gameengine/Physics/Bullet/CMakeLists.txt [deleted file]
source/gameengine/Physics/Bullet/CcdGraphicController.cpp [deleted file]
source/gameengine/Physics/Bullet/CcdGraphicController.h [deleted file]
source/gameengine/Physics/Bullet/CcdPhysicsController.cpp [deleted file]
source/gameengine/Physics/Bullet/CcdPhysicsController.h [deleted file]
source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp [deleted file]
source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h [deleted file]
source/gameengine/Physics/Dummy/CMakeLists.txt [deleted file]
source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp [deleted file]
source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h [deleted file]
source/gameengine/Physics/common/PHY_DynamicTypes.h [deleted file]
source/gameengine/Physics/common/PHY_ICharacter.h [deleted file]
source/gameengine/Physics/common/PHY_IController.h [deleted file]
source/gameengine/Physics/common/PHY_IGraphicController.h [deleted file]
source/gameengine/Physics/common/PHY_IMotionState.h [deleted file]
source/gameengine/Physics/common/PHY_IPhysicsController.h [deleted file]
source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h [deleted file]
source/gameengine/Physics/common/PHY_IVehicle.h [deleted file]
source/gameengine/Physics/common/PHY_Pro.h [deleted file]
source/gameengine/Rasterizer/CMakeLists.txt [deleted file]
source/gameengine/Rasterizer/RAS_2DFilterManager.cpp [deleted file]
source/gameengine/Rasterizer/RAS_2DFilterManager.h [deleted file]
source/gameengine/Rasterizer/RAS_BucketManager.cpp [deleted file]
source/gameengine/Rasterizer/RAS_BucketManager.h [deleted file]
source/gameengine/Rasterizer/RAS_CameraData.h [deleted file]
source/gameengine/Rasterizer/RAS_Deformer.h [deleted file]
source/gameengine/Rasterizer/RAS_FramingManager.cpp [deleted file]
source/gameengine/Rasterizer/RAS_FramingManager.h [deleted file]
source/gameengine/Rasterizer/RAS_ICanvas.cpp [deleted file]
source/gameengine/Rasterizer/RAS_ICanvas.h [deleted file]
source/gameengine/Rasterizer/RAS_ILightObject.h [deleted file]
source/gameengine/Rasterizer/RAS_IOffScreen.h [deleted file]
source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp [deleted file]
source/gameengine/Rasterizer/RAS_IPolygonMaterial.h [deleted file]
source/gameengine/Rasterizer/RAS_IRasterizer.h [deleted file]
source/gameengine/Rasterizer/RAS_ISync.h [deleted file]
source/gameengine/Rasterizer/RAS_MaterialBucket.cpp [deleted file]
source/gameengine/Rasterizer/RAS_MaterialBucket.h [deleted file]
source/gameengine/Rasterizer/RAS_MeshObject.cpp [deleted file]
source/gameengine/Rasterizer/RAS_MeshObject.h [deleted file]
source/gameengine/Rasterizer/RAS_ObjectColor.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_IStorage.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLOffScreen.cpp [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLOffScreen.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLSync.cpp [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLSync.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.h [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.cpp [deleted file]
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.h [deleted file]
source/gameengine/Rasterizer/RAS_Polygon.cpp [deleted file]
source/gameengine/Rasterizer/RAS_Polygon.h [deleted file]
source/gameengine/Rasterizer/RAS_Rect.h [deleted file]
source/gameengine/Rasterizer/RAS_TexMatrix.h [deleted file]
source/gameengine/Rasterizer/RAS_TexVert.cpp [deleted file]
source/gameengine/Rasterizer/RAS_TexVert.h [deleted file]
source/gameengine/Rasterizer/RAS_texmatrix.cpp [deleted file]
source/gameengine/SceneGraph/CMakeLists.txt [deleted file]
source/gameengine/SceneGraph/SG_BBox.cpp [deleted file]
source/gameengine/SceneGraph/SG_BBox.h [deleted file]
source/gameengine/SceneGraph/SG_Controller.cpp [deleted file]
source/gameengine/SceneGraph/SG_Controller.h [deleted file]
source/gameengine/SceneGraph/SG_DList.h [deleted file]
source/gameengine/SceneGraph/SG_IObject.cpp [deleted file]
source/gameengine/SceneGraph/SG_IObject.h [deleted file]
source/gameengine/SceneGraph/SG_Node.cpp [deleted file]
source/gameengine/SceneGraph/SG_Node.h [deleted file]
source/gameengine/SceneGraph/SG_ParentRelation.h [deleted file]
source/gameengine/SceneGraph/SG_QList.h [deleted file]
source/gameengine/SceneGraph/SG_Spatial.cpp [deleted file]
source/gameengine/SceneGraph/SG_Spatial.h [deleted file]
source/gameengine/SceneGraph/SG_Tree.cpp [deleted file]
source/gameengine/SceneGraph/SG_Tree.h [deleted file]
source/gameengine/VideoTexture/BlendType.h [deleted file]
source/gameengine/VideoTexture/CMakeLists.txt [deleted file]
source/gameengine/VideoTexture/Common.h [deleted file]
source/gameengine/VideoTexture/DeckLink.cpp [deleted file]
source/gameengine/VideoTexture/DeckLink.h [deleted file]
source/gameengine/VideoTexture/Exception.cpp [deleted file]
source/gameengine/VideoTexture/Exception.h [deleted file]
source/gameengine/VideoTexture/FilterBase.cpp [deleted file]
source/gameengine/VideoTexture/FilterBase.h [deleted file]
source/gameengine/VideoTexture/FilterBlueScreen.cpp [deleted file]
source/gameengine/VideoTexture/FilterBlueScreen.h [deleted file]
source/gameengine/VideoTexture/FilterColor.cpp [deleted file]
source/gameengine/VideoTexture/FilterColor.h [deleted file]
source/gameengine/VideoTexture/FilterNormal.cpp [deleted file]
source/gameengine/VideoTexture/FilterNormal.h [deleted file]
source/gameengine/VideoTexture/FilterSource.cpp [deleted file]
source/gameengine/VideoTexture/FilterSource.h [deleted file]
source/gameengine/VideoTexture/ImageBase.cpp [deleted file]
source/gameengine/VideoTexture/ImageBase.h [deleted file]
source/gameengine/VideoTexture/ImageBuff.cpp [deleted file]
source/gameengine/VideoTexture/ImageBuff.h [deleted file]
source/gameengine/VideoTexture/ImageMix.cpp [deleted file]
source/gameengine/VideoTexture/ImageMix.h [deleted file]
source/gameengine/VideoTexture/ImageRender.cpp [deleted file]
source/gameengine/VideoTexture/ImageRender.h [deleted file]
source/gameengine/VideoTexture/ImageViewport.cpp [deleted file]
source/gameengine/VideoTexture/ImageViewport.h [deleted file]
source/gameengine/VideoTexture/PyTypeList.cpp [deleted file]
source/gameengine/VideoTexture/PyTypeList.h [deleted file]
source/gameengine/VideoTexture/Texture.cpp [deleted file]
source/gameengine/VideoTexture/Texture.h [deleted file]
source/gameengine/VideoTexture/VideoBase.cpp [deleted file]
source/gameengine/VideoTexture/VideoBase.h [deleted file]
source/gameengine/VideoTexture/VideoDeckLink.cpp [deleted file]
source/gameengine/VideoTexture/VideoDeckLink.h [deleted file]
source/gameengine/VideoTexture/VideoFFmpeg.cpp [deleted file]
source/gameengine/VideoTexture/VideoFFmpeg.h [deleted file]
source/gameengine/VideoTexture/blendVideoTex.cpp [deleted file]
tests/python/bl_rst_completeness.py

index 5cee6b2..8a45cce 100644 (file)
@@ -598,6 +598,7 @@ if(NOT WITH_SDL AND WITH_GHOST_SDL)
        message(FATAL_ERROR "WITH_GHOST_SDL requires WITH_SDL")
 endif()
 
+# python module, needs some different options
 if(WITH_PYTHON_MODULE AND WITH_PYTHON_INSTALL)
        message(FATAL_ERROR "WITH_PYTHON_MODULE requires WITH_PYTHON_INSTALL to be OFF")
 endif()
index 22e88a8..668f3cd 100644 (file)
@@ -23,7 +23,6 @@ endif()
 
 # Default to only build Blender, not the player
 set(WITH_BLENDER             ON  CACHE BOOL "" FORCE)
-set(WITH_PLAYER              OFF CACHE BOOL "" FORCE)
 
 # ######## Linux-specific build options ########
 # Options which are specific to Linux-only platforms
index 69ab984..7758186 100644 (file)
@@ -9,4 +9,3 @@ set(WITH_OPENSUBDIV          OFF CACHE BOOL "" FORCE)
 set(WITH_LIBMV               OFF CACHE BOOL "" FORCE)
 
 set(WITH_BLENDER             OFF CACHE BOOL "" FORCE)
-set(WITH_PLAYER              ON  CACHE BOOL "" FORCE)
index c896c04..6354846 100644 (file)
@@ -16,7 +16,6 @@ set(WITH_CYCLES_OPENSUBDIV   ON  CACHE BOOL "" FORCE)
 set(WITH_FFTW3               ON  CACHE BOOL "" FORCE)
 set(WITH_LIBMV               ON  CACHE BOOL "" FORCE)
 set(WITH_LIBMV_SCHUR_SPECIALIZATIONS ON CACHE BOOL "" FORCE)
-set(WITH_GAMEENGINE          ON  CACHE BOOL "" FORCE)
 set(WITH_COMPOSITOR          ON  CACHE BOOL "" FORCE)
 set(WITH_FREESTYLE           ON  CACHE BOOL "" FORCE)
 set(WITH_GHOST_XDND          ON  CACHE BOOL "" FORCE)
@@ -51,7 +50,6 @@ set(WITH_SDL                 ON  CACHE BOOL "" FORCE)
 set(WITH_X11_XINPUT          ON  CACHE BOOL "" FORCE)
 set(WITH_X11_XF86VMODE       ON  CACHE BOOL "" FORCE)
 
-set(WITH_PLAYER              ON  CACHE BOOL "" FORCE)
 set(WITH_MEM_JEMALLOC        ON  CACHE BOOL "" FORCE)
 
 
index cfde86a..8f2ad03 100644 (file)
@@ -6,7 +6,6 @@
 #
 
 set(WITH_HEADLESS            ON  CACHE BOOL "" FORCE) 
-set(WITH_GAMEENGINE          OFF CACHE BOOL "" FORCE)
 
 # disable audio, its possible some devs may want this but for now disable
 # so the python module doesnt hold the audio device and loads quickly.
index 1a5e6a3..5aa0f4f 100644 (file)
@@ -21,7 +21,6 @@ set(WITH_CYCLES_OPENSUBDIV   OFF CACHE BOOL "" FORCE)
 set(WITH_FFTW3               OFF CACHE BOOL "" FORCE)
 set(WITH_LIBMV               OFF CACHE BOOL "" FORCE)
 set(WITH_LLVM                OFF CACHE BOOL "" FORCE)
-set(WITH_GAMEENGINE          OFF CACHE BOOL "" FORCE)
 set(WITH_COMPOSITOR          OFF CACHE BOOL "" FORCE)
 set(WITH_FREESTYLE           OFF CACHE BOOL "" FORCE)
 set(WITH_GHOST_XDND          OFF CACHE BOOL "" FORCE)
index 26267fd..a21c0d4 100644 (file)
@@ -16,7 +16,6 @@ set(WITH_CYCLES_OPENSUBDIV   ON  CACHE BOOL "" FORCE)
 set(WITH_FFTW3               ON  CACHE BOOL "" FORCE)
 set(WITH_LIBMV               ON  CACHE BOOL "" FORCE)
 set(WITH_LIBMV_SCHUR_SPECIALIZATIONS ON CACHE BOOL "" FORCE)
-set(WITH_GAMEENGINE          ON  CACHE BOOL "" FORCE)
 set(WITH_COMPOSITOR          ON  CACHE BOOL "" FORCE)
 set(WITH_FREESTYLE           ON  CACHE BOOL "" FORCE)
 set(WITH_GHOST_XDND          ON  CACHE BOOL "" FORCE)
@@ -51,7 +50,6 @@ set(WITH_SDL                 ON  CACHE BOOL "" FORCE)
 set(WITH_X11_XINPUT          ON  CACHE BOOL "" FORCE)
 set(WITH_X11_XF86VMODE       ON  CACHE BOOL "" FORCE)
 
-set(WITH_PLAYER              ON  CACHE BOOL "" FORCE)
 set(WITH_MEM_JEMALLOC        ON  CACHE BOOL "" FORCE)
 set(WITH_CYCLES_CUDA_BINARIES ON  CACHE BOOL "" FORCE)
 set(CYCLES_CUDA_BINARIES_ARCH sm_30;sm_35;sm_37;sm_50;sm_52;sm_60;sm_61 CACHE STRING "" FORCE)
index 854d6e4..2371d3f 100644 (file)
@@ -12,9 +12,6 @@ set(WITH_INSTALL_PORTABLE    OFF CACHE BOOL "" FORCE)
 # no point int copying python into python
 set(WITH_PYTHON_INSTALL      OFF CACHE BOOL "" FORCE)
 
-# dont build the game engine
-set(WITH_GAMEENGINE          OFF CACHE BOOL "" FORCE)
-
 # disable audio, its possible some devs may want this but for now disable
 # so the python module doesnt hold the audio device and loads quickly.
 set(WITH_AUDASPACE           OFF CACHE BOOL "" FORCE)
index 45f9c10..1b12f4d 100644 (file)
@@ -6,7 +6,6 @@
 
 # disable Blender
 set(WITH_BLENDER             OFF  CACHE BOOL "" FORCE)
-set(WITH_PLAYER              OFF  CACHE BOOL "" FORCE)
 set(WITH_CYCLES_BLENDER      OFF  CACHE BOOL "" FORCE)
 
 # build Cycles
index dcb8103..e581e59 100644 (file)
@@ -760,10 +760,6 @@ function(SETUP_BLENDER_SORTED_LIBS)
                list_insert_after(BLENDER_SORTED_LIBS "ge_logic_ngnetwork" "extern_bullet")
        endif()
 
-       if(WITH_GAMEENGINE_DECKLINK)
-               list(APPEND BLENDER_SORTED_LIBS bf_intern_decklink)
-       endif()
-
        if(WIN32)
                list(APPEND BLENDER_SORTED_LIBS bf_intern_gpudirect)
        endif()
index 6f159bb..69271e6 100644 (file)
 
 /* ================================ */
 
-/** \defgroup bge Game Engine */
-/** \defgroup gamelogic Game Logic
- *  \ingroup bge
- */
-/** \defgroup bgeconv Converter
- *  \ingroup bge
- */
-/** \defgroup blroutines Blender Routines
- *  \ingroup bge
- */
-/** \defgroup expressions Expressions
- *  \ingroup bge
- */
-/** \defgroup player Game Player
- *  \ingroup bge
- */
-/** \defgroup ketsji Ketsji
- *  \ingroup bge
- *  \todo check all headers and code files for proper licenses
- */
-/** \defgroup ketsjinet Ketsji Network
- *  \ingroup ketsji
- */
-/** \defgroup bgenet Network
- *  \ingroup bge
- */
-/** \defgroup bgenetlb Loopback Network
- *  \ingroup bgenet
- */
-/** \defgroup phys Physics
- *  \ingroup bge
- */
-/** \defgroup physbullet Bullet Physics
- *  \ingroup phys
- */
-/** \defgroup physdummy Dummy Physics (none)
- *  \ingroup phys
- */
-/** \defgroup bgerast Rasterizer
- *  \ingroup bge
- */
-/** \defgroup bgerastoglfilters OpenGL Filters
- *  \ingroup bgerast
- */
-/** \defgroup bgerastogl OpenGL Rasterizer
- *  \ingroup bgerast
- */
-/** \defgroup bgesg BGE SceneGraph
- *  \ingroup bge
- */
-/** \defgroup bgevideotex BGE Video Texture
- *  \ingroup bge
- */
-
-/* ================================ */
-
 /** \defgroup blender Blender */
 
 /** \defgroup blt BlenTranslation
  *  \ingroup editors
  */
 
-/** \defgroup splogic game logic editor
- *  \ingroup editors
- */
-
 /** \defgroup spnla NLA editor
  *  \ingroup editors
  */
diff --git a/doc/python_api/examples/bge.constraints.py b/doc/python_api/examples/bge.constraints.py
deleted file mode 100644 (file)
index c617ac0..0000000
+++ /dev/null
@@ -1,37 +0,0 @@
-"""
-Basic Physics Constraint
-++++++++++++++++++++++++
-Example of how to create a hinge Physics Constraint between two objects.
-"""
-from bge import logic
-from bge import constraints
-
-# get object list
-objects = logic.getCurrentScene().objects
-
-# get object named Object1 and Object 2
-object_1 = objects["Object1"]
-object_2 = objects["Object2"]
-
-# want to use Edge constraint type
-constraint_type = 2
-
-# get Object1 and Object2 physics IDs
-physics_id_1 = object_1.getPhysicsId()
-physics_id_2 = object_2.getPhysicsId()
-
-# use bottom right edge of Object1 for hinge position
-edge_position_x = 1.0
-edge_position_y = 0.0
-edge_position_z = -1.0
-
-# rotate the pivot z axis about 90 degrees
-edge_angle_x = 0.0
-edge_angle_y = 0.0
-edge_angle_z = 90.0
-
-# create an edge constraint
-constraints.createConstraint(physics_id_1, physics_id_2,
-                             constraint_type,
-                             edge_position_x, edge_position_y, edge_position_z,
-                             edge_angle_x, edge_angle_y, edge_angle_z)
diff --git a/doc/python_api/examples/bge.texture.1.py b/doc/python_api/examples/bge.texture.1.py
deleted file mode 100644 (file)
index 732c786..0000000
+++ /dev/null
@@ -1,40 +0,0 @@
-"""
-Texture Replacement
-+++++++++++++++++++
-
-Example of how to replace a texture in game with an external image.
-``createTexture()`` and ``removeTexture()`` are to be called from a
-module Python Controller.
-"""
-from bge import logic
-from bge import texture
-
-
-def createTexture(cont):
-    """Create a new Dynamic Texture"""
-    obj = cont.owner
-
-    # get the reference pointer (ID) of the internal texture
-    ID = texture.materialID(obj, 'IMoriginal.png')
-
-    # create a texture object
-    object_texture = texture.Texture(obj, ID)
-
-    # create a new source with an external image
-    url = logic.expandPath("//newtexture.jpg")
-    new_source = texture.ImageFFmpeg(url)
-
-    # the texture has to be stored in a permanent Python object
-    logic.texture = object_texture
-
-    # update/replace the texture
-    logic.texture.source = new_source
-    logic.texture.refresh(False)
-
-
-def removeTexture(cont):
-    """Delete the Dynamic Texture, reversing back the final to its original state."""
-    try:
-        del logic.texture
-    except:
-        pass
diff --git a/doc/python_api/examples/bge.texture.2.py b/doc/python_api/examples/bge.texture.2.py
deleted file mode 100644 (file)
index 9661900..0000000
+++ /dev/null
@@ -1,237 +0,0 @@
-"""
-Video Capture with DeckLink
-+++++++++++++++++++++++++++
-Video frames captured with DeckLink cards have pixel formats that are generally not directly
-usable by OpenGL, they must be processed by a shader. The three shaders presented here should
-cover all common video capture cases.
-
-This file reflects the current video transfer method implemented in the Decklink module:
-whenever possible the video images are transferred as float texture because this is more
-compatible with GPUs. Of course, only the pixel formats that have a correspondant GL format
-can be transferred as float. Look for fg_shaders in this file for an exhaustive list.
-
-Other pixel formats will be transferred as 32 bits integer red-channel texture but this
-won't work with certain GPU (Intel GMA); the corresponding shaders are not shown here.
-However, it should not be necessary to use any of them as the list below covers all practical
-cases of video capture with all types of Decklink product.
-
-In other words, only use one of the pixel format below and you will be fine. Note that depending
-on the video stream, only certain pixel formats will be allowed (others will throw an exception).
-For example, to capture a PAL video stream, you must use one of the YUV formats.
-
-To find which pixel format is suitable for a particular video stream, use the 'Media Express'
-utility that comes with the Decklink software : if you see the video in the 'Log and Capture'
-Window, you have selected the right pixel format and you can use the same in Blender.
-
-Notes: * these shaders only decode the RGB channel and set the alpha channel to a fixed
-value (look for color.a = ). It's up to you to add postprocessing to the color.
-       * these shaders are compatible with 2D and 3D video stream
-"""
-import bge
-from bge import logic
-from bge import texture as vt
-
-# The default vertex shader, because we need one
-#
-VertexShader = """
-#version 130
-   void main()
-   {
-      gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-      gl_TexCoord[0] = gl_MultiTexCoord0;
-   }
-
-"""
-
-# For use with RGB video stream: the pixel is directly usable
-#
-FragmentShader_R10l = """
-    #version 130
-    uniform sampler2D tex;
-    // stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
-    uniform float stereo;
-    // eye = 0.0 for the left eye, 0.5 for the right eye
-    uniform float eye;
-
-    void main(void)
-    {
-        vec4 color;
-        float tx, ty;
-        tx = gl_TexCoord[0].x;
-        ty = eye+gl_TexCoord[0].y*stereo;
-        color = texture(tex, vec2(tx,ty));
-        color.a = 0.7;
-        gl_FragColor = color;
-    }
-"""
-
-# For use with YUV video stream
-#
-FragmentShader_2vuy = """
-    #version 130
-    uniform sampler2D tex;
-    // stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
-    uniform float stereo;
-    // eye = 0.0 for the left eye, 0.5 for the right eye
-    uniform float eye;
-
-    void main(void)
-    {
-        vec4 color;
-        float tx, ty, width, Y, Cb, Cr;
-        int px;
-        tx = gl_TexCoord[0].x;
-        ty = eye+gl_TexCoord[0].y*stereo;
-        width = float(textureSize(tex, 0).x);
-        color = texture(tex, vec2(tx, ty));
-        px = int(floor(fract(tx*width)*2.0));
-        switch (px) {
-        case 0:
-            Y = color.g;
-            break;
-        case 1:
-            Y = color.a;
-            break;
-        }
-        Y = (Y - 0.0625) * 1.168949772;
-        Cb = (color.b - 0.0625) * 1.142857143 - 0.5;
-        Cr = (color.r - 0.0625) * 1.142857143 - 0.5;
-        color.r = Y + 1.5748 * Cr;
-        color.g = Y - 0.1873 * Cb - 0.4681 * Cr;
-        color.b = Y + 1.8556 * Cb;
-        color.a = 0.7;
-        gl_FragColor = color;
-    }
-"""
-
-# For use with high resolution YUV
-#
-FragmentShader_v210 = """
-    #version 130
-    uniform sampler2D tex;
-    // stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
-    uniform float stereo;
-    // eye = 0.0 for the left eye, 0.5 for the right eye
-    uniform float eye;
-
-    void main(void)
-    {
-        vec4 color, color1, color2, color3;
-        int px;
-        float tx, ty, width, sx, dx, bx, Y, Cb, Cr;
-        tx = gl_TexCoord[0].x;
-        ty = eye+gl_TexCoord[0].y*stereo;
-        width = float(textureSize(tex, 0).x);
-        // to sample macro pixels (6 pixels in 4 words)
-        sx = tx*width*0.25+0.01;
-        // index of display pixel in the macro pixel 0..5
-        px = int(floor(fract(sx)*6.0));
-        // increment as we sample the macro pixel
-        dx = 1.0/width;
-        // base x coord of macro pixel
-        bx = (floor(sx)+0.01)*dx*4.0;
-        color = texture(tex, vec2(bx, ty));
-        color1 = texture(tex, vec2(bx+dx, ty));
-        color2 = texture(tex, vec2(bx+dx*2.0, ty));
-        color3 = texture(tex, vec2(bx+dx*3.0, ty));
-        switch (px) {
-        case 0:
-        case 1:
-            Cb = color.b;
-            Cr = color.r;
-            break;
-        case 2:
-        case 3:
-            Cb = color1.g;
-            Cr = color2.b;
-            break;
-        default:
-            Cb = color2.r;
-            Cr = color3.g;
-            break;
-        }
-        switch (px) {
-        case 0:
-            Y = color.g;
-            break;
-        case 1:
-            Y = color1.b;
-            break;
-        case 2:
-            Y = color1.r;
-            break;
-        case 3:
-            Y = color2.g;
-            break;
-        case 4:
-            Y = color3.b;
-            break;
-        default:
-            Y = color3.r;
-            break;
-        }
-        Y = (Y - 0.0625) * 1.168949772;
-        Cb = (Cb - 0.0625) * 1.142857143 - 0.5;
-        Cr = (Cr - 0.0625) * 1.142857143 - 0.5;
-        color.r = Y + 1.5748 * Cr;
-        color.g = Y - 0.1873 * Cb - 0.4681 * Cr;
-        color.b = Y + 1.8556 * Cb;
-        color.a = 0.7;
-        gl_FragColor = color;
-    }
-"""
-
-# The exhausitve list of pixel formats that are transferred as float texture
-# Only use those for greater efficiency and compatiblity.
-#
-fg_shaders = {
-    '2vuy'       :FragmentShader_2vuy,
-    '8BitYUV'    :FragmentShader_2vuy,
-    'v210'       :FragmentShader_v210,
-    '10BitYUV'   :FragmentShader_v210,
-    '8BitBGRA'   :FragmentShader_R10l,
-    'BGRA'       :FragmentShader_R10l,
-    '8BitARGB'   :FragmentShader_R10l,
-    '10BitRGBXLE':FragmentShader_R10l,
-    'R10l'       :FragmentShader_R10l
-    }
-
-
-#
-# Helper function to attach a pixel shader to the material that receives the video frame.
-#
-
-def config_video(obj, format, pixel, is3D=False, mat=0, card=0):
-    if pixel not in fg_shaders:
-        raise('Unsuported shader')
-    shader = obj.meshes[0].materials[mat].getShader()
-    if shader is not None and not shader.isValid():
-        shader.setSource(VertexShader, fg_shaders[pixel], True)
-        shader.setSampler('tex', 0)
-        shader.setUniformEyef("eye")
-        shader.setUniform1f("stereo", 0.5 if is3D else 1.0)
-    tex = vt.Texture(obj, mat)
-    tex.source = vt.VideoDeckLink(format + "/" + pixel + ("/3D" if is3D else ""), card)
-    print("frame rate: ", tex.source.framerate)
-    tex.source.play()
-    obj["video"] = tex
-
-#
-# Attach this function to an object that has a material with texture
-# and call it once to initialize the object
-#
-def init(cont):
-    # config_video(cont.owner, 'HD720p5994', '8BitBGRA')
-    # config_video(cont.owner, 'HD720p5994', '8BitYUV')
-    # config_video(cont.owner, 'pal ', '10BitYUV')
-    config_video(cont.owner, 'pal ', '8BitYUV')
-
-
-#
-# To be called on every frame
-#
-def play(cont):
-    obj = cont.owner
-    video = obj.get("video")
-    if video is not None:
-        video.refresh(True)
diff --git a/doc/python_api/examples/bge.texture.py b/doc/python_api/examples/bge.texture.py
deleted file mode 100644 (file)
index 8b24530..0000000
+++ /dev/null
@@ -1,46 +0,0 @@
-"""
-Basic Video Playback
-++++++++++++++++++++
-Example of how to replace a texture in game with a video.
-It needs to run everyframe.
-To avoid any confusion with the location of the file,
-we will use ``GameLogic.expandPath()`` to build an absolute file name,
-assuming the video file is in the same directory as the blend-file.
-"""
-import bge
-from bge import texture
-from bge import logic
-
-cont = logic.getCurrentController()
-obj = cont.owner
-
-# the creation of the texture must be done once: save the
-# texture object in an attribute of bge.logic module makes it persistent
-if not hasattr(logic, 'video'):
-
-    # identify a static texture by name
-    matID = texture.materialID(obj, 'IMvideo.png')
-
-    # create a dynamic texture that will replace the static texture
-    logic.video = texture.Texture(obj, matID)
-
-    # define a source of image for the texture, here a movie
-    movie = logic.expandPath('//trailer_400p.ogg')
-    logic.video.source = texture.VideoFFmpeg(movie)
-    logic.video.source.scale = True
-
-    # Note that we can change the ``Texture`` source at any time.
-    # Suppose we want to switch between two movies during the game:
-    logic.mySources[0] = texture.VideoFFmpeg('movie1.avi')
-    logic.mySources[1] = texture.VideoFFmpeg('movie2.avi')
-
-    #And then assign (and reassign) the source during the game
-    logic.video.source = logic.mySources[movieSel]
-
-    # quick off the movie, but it wont play in the background
-    logic.video.source.play()
-
-
-# Video playback is not a background process: it happens only when we refresh the texture.
-# So you need to call this function every frame to ensure update of the texture.
-logic.video.refresh(True)
diff --git a/doc/python_api/rst/bge.app.rst b/doc/python_api/rst/bge.app.rst
deleted file mode 100644 (file)
index e8b91ff..0000000
+++ /dev/null
@@ -1,49 +0,0 @@
-
-Application Data (bge.app)
-==========================
-
-Module to access application values that remain unchanged during runtime.
-
-.. module:: bge.app
-
-.. data:: version
-
-   The Blender/BGE version as a tuple of 3 ints, eg. (2, 75, 1).
-
-   .. note::
-
-      Version tuples can be compared simply with (in)equality symbols;
-      for example, ``(2, 74, 5) <= (2, 75, 0)`` returns True (lexical order).
-
-   :type: tuple of three ints
-
-.. data:: version_string
-
-   The Blender/BGE version formatted as a string, eg. "2.75 (sub 1)".
-
-   :type: str
-
-.. data:: version_char
-
-   The Blender/BGE version character (for minor releases).
-
-   :type: str
-
-.. data:: has_texture_ffmpeg
-
-   True if the BGE has been built with FFmpeg support,
-   enabling use of :class:`~bge.texture.ImageFFmpeg` and :class:`~bge.texture.VideoFFmpeg`.
-
-   :type: bool
-
-.. data:: has_joystick
-
-   True if the BGE has been built with joystick support.
-
-   :type: bool
-
-.. data:: has_physics
-
-   True if the BGE has been built with physics support.
-
-   :type: bool
diff --git a/doc/python_api/rst/bge.constraints.rst b/doc/python_api/rst/bge.constraints.rst
deleted file mode 100644 (file)
index 3cca22e..0000000
+++ /dev/null
@@ -1,356 +0,0 @@
-
-Physics Constraints (bge.constraints)
-=====================================
-
-Bullet Physics provides collision detection
-and rigid body dynamics for the Blender Game Engine.
-
-Features:
-
-- Vehicle simulation.
-- Rigid body constraints: hinge and point to point (ball socket).
-- Access to internal physics settings,
-  like deactivation time, and debugging features
-
-.. module:: bge.constraints
-
-.. note:: Note about parameter settings
-
-   Since this API is not well documented, it can be unclear what kind of values to use for setting parameters.
-   In general, damping settings should be in the range of 0 to 1 and
-   stiffness settings should not be much higher than about 10.
-
-
-Examples
---------
-
-.. seealso::
-
-   For more examples of Bullet physics and how to use them
-   see the `pybullet forum <https://pybullet.org/Bullet/phpBB3/viewforum.php?f=17>`__.
-
-.. include:: __/examples/bge.constraints.py
-   :start-line: 1
-   :end-line: 4
-
-.. literalinclude:: __/examples/bge.constraints.py
-   :lines: 6-
-
-
-Functions
----------
-
-.. function:: createConstraint( \
-      physicsid_1, physicsid_2, constraint_type, \
-      pivot_x=0.0, pivot_y=0.0, pivot_z=0.0, \
-      axis_x=0.0, axis_y=0.0, axis_z=0.0, flag=0)
-
-   Creates a constraint.
-
-   :arg physicsid_1: The physics id of the first object in constraint.
-   :type physicsid_1: int
-
-   :arg physicsid_2: The physics id of the second object in constraint.
-   :type physicsid_2: int
-
-   :arg constraint_type: The type of the constraint, see `Create Constraint Constants`_.
-
-   :type constraint_type: int
-
-   :arg pivot_x: Pivot X position. (optional)
-   :type pivot_x: float
-
-   :arg pivot_y: Pivot Y position. (optional)
-   :type pivot_y: float
-
-   :arg pivot_z: Pivot Z position. (optional)
-   :type pivot_z: float
-
-   :arg axis_x: X axis angle in degrees. (optional)
-   :type axis_x: float
-
-   :arg axis_y: Y axis angle in degrees. (optional)
-   :type axis_y: float
-
-   :arg axis_z: Z axis angle in degrees. (optional)
-   :type axis_z: float
-
-   :arg flag: 128 to disable collision between linked bodies. (optional)
-   :type flag: int
-
-   :return: A constraint wrapper.
-   :rtype: :class:`~bge.types.KX_ConstraintWrapper`
-
-.. function:: exportBulletFile(filename)
-
-   Exports a file representing the dynamics world (usually using ``.bullet`` extension).
-
-   See `Bullet binary serialization <http://bulletphysics.org/mediawiki-1.5.8/index.php/Bullet_binary_serialization>`__.
-
-   :arg filename: File path.
-   :type filename: str
-
-.. function:: getAppliedImpulse(constraintId)
-
-   :arg constraintId: The id of the constraint.
-   :type constraintId: int
-
-   :return: The most recent applied impulse.
-   :rtype: float
-
-.. function:: getVehicleConstraint(constraintId)
-
-   :arg constraintId: The id of the vehicle constraint.
-   :type constraintId: int
-
-   :return: A vehicle constraint object.
-   :rtype: :class:`~bge.types.KX_VehicleWrapper`
-
-.. function:: getCharacter(gameobj)
-
-   :arg gameobj: The game object with the character physics.
-   :type gameobj: :class:`~bge.types.KX_GameObject`
-
-   :return: Character wrapper.
-   :rtype: :class:`~bge.types.KX_CharacterWrapper`
-
-.. function:: removeConstraint(constraintId)
-
-   Removes a constraint.
-
-   :arg constraintId: The id of the constraint to be removed.
-   :type constraintId: int
-
-.. function:: setCcdMode(ccdMode)
-
-   .. note::
-      Very experimental, not recommended
-
-   Sets the CCD (Continous Colision Detection) mode in the Physics Environment.
-
-   :arg ccdMode: The new CCD mode.
-   :type ccdMode: int
-
-.. function:: setContactBreakingTreshold(breakingTreshold)
-
-   .. note::
-      Reasonable default is 0.02 (if units are meters)
-
-   Sets tresholds to do with contact point management.
-
-   :arg breakingTreshold: The new contact breaking treshold.
-   :type breakingTreshold: float
-
-.. function:: setDeactivationAngularTreshold(angularTreshold)
-
-   Sets the angular velocity treshold.
-
-   :arg angularTreshold: New deactivation angular treshold.
-   :type angularTreshold: float
-
-.. function:: setDeactivationLinearTreshold(linearTreshold)
-
-   Sets the linear velocity treshold.
-
-   :arg linearTreshold: New deactivation linear treshold.
-   :type linearTreshold: float
-
-.. function:: setDeactivationTime(time)
-
-   Sets the time after which a resting rigidbody gets deactived.
-
-   :arg time: The deactivation time.
-   :type time: float
-
-.. function:: setDebugMode(mode)
-
-   Sets the debug mode.
-
-   :arg mode: The new debug mode, see `Debug Mode Constants`_.
-
-   :type mode: int
-
-.. function:: setGravity(x, y, z)
-
-   Sets the gravity force.
-
-   :arg x: Gravity X force.
-   :type x: float
-
-   :arg y: Gravity Y force.
-   :type y: float
-
-   :arg z: Gravity Z force.
-   :type z: float
-
-.. function:: setLinearAirDamping(damping)
-
-   .. note::
-
-      Not implemented
-
-   Sets the linear air damping for rigidbodies.
-
-.. function:: setNumIterations(numiter)
-
-   Sets the number of iterations for an iterative constraint solver.
-
-   :arg numiter: New number of iterations.
-   :type numiter: int
-
-.. function:: setNumTimeSubSteps(numsubstep)
-
-   Sets the number of substeps for each physics proceed. Tradeoff quality for performance.
-
-   :arg numsubstep: New number of substeps.
-   :type numsubstep: int
-
-.. function:: setSolverDamping(damping)
-
-   .. note::
-      Very experimental, not recommended
-
-   Sets the damper constant of a penalty based solver.
-
-   :arg damping: New damping for the solver.
-   :type damping: float
-
-.. function:: setSolverTau(tau)
-
-   .. note::
-      Very experimental, not recommended
-
-   Sets the spring constant of a penalty based solver.
-
-   :arg tau: New tau for the solver.
-   :type tau: float
-
-.. function:: setSolverType(solverType)
-
-   .. note::
-      Very experimental, not recommended
-
-   Sets the solver type.
-
-   :arg solverType: The new type of the solver.
-   :type solverType: int
-
-.. function:: setSorConstant(sor)
-
-   .. note::
-      Very experimental, not recommended
-
-   Sets the successive overrelaxation constant.
-
-   :arg sor: New sor value.
-   :type sor: float
-
-.. function:: setUseEpa(epa)
-
-   .. note::
-
-      Not implemented
-
-
-Constants
-+++++++++
-
-.. attribute:: error
-
-   Symbolic constant string that indicates error.
-
-   :type: str
-
-
-Debug Mode Constants
-^^^^^^^^^^^^^^^^^^^^
-
-Debug mode to be used with :func:`setDebugMode`.
-
-
-.. data:: DBG_NODEBUG
-
-   No debug.
-
-.. data:: DBG_DRAWWIREFRAME
-
-   Draw wireframe in debug.
-
-.. data:: DBG_DRAWAABB
-
-   Draw Axis Aligned Bounding Box in debug.
-
-.. data:: DBG_DRAWFREATURESTEXT
-
-   Draw features text in debug.
-
-.. data:: DBG_DRAWCONTACTPOINTS
-
-   Draw contact points in debug.
-
-.. data:: DBG_NOHELPTEXT
-
-   Debug without help text.
-
-.. data:: DBG_DRAWTEXT
-
-   Draw text in debug.
-
-.. data:: DBG_PROFILETIMINGS
-
-   Draw profile timings in debug.
-
-.. data:: DBG_ENABLESATCOMPARISION
-
-   Enable sat comparision in debug.
-
-.. data:: DBG_DISABLEBULLETLCP
-
-   Disable Bullet LCP.
-
-.. data:: DBG_ENABLECCD
-
-   Enable Continous Collision Detection in debug.
-
-.. data:: DBG_DRAWCONSTRAINTS
-
-   Draw constraints in debug.
-
-.. data:: DBG_DRAWCONSTRAINTLIMITS
-
-   Draw constraint limits in debug.
-
-.. data:: DBG_FASTWIREFRAME
-
-   Draw a fast wireframe in debug.
-
-
-Create Constraint Constants
-^^^^^^^^^^^^^^^^^^^^^^^^^^^
-
-Constraint type to be used with :func:`createConstraint`.
-
-
-.. data:: POINTTOPOINT_CONSTRAINT
-
-   .. to do
-
-.. data:: LINEHINGE_CONSTRAINT
-
-   .. to do
-
-.. data:: ANGULAR_CONSTRAINT
-
-   .. to do
-
-.. data:: CONETWIST_CONSTRAINT
-
-   .. to do
-
-.. data:: VEHICLE_CONSTRAINT
-
-   .. to do
-
-.. data:: GENERIC_6DOF_CONSTRAINT
-
-   .. to do
diff --git a/doc/python_api/rst/bge.events.rst b/doc/python_api/rst/bge.events.rst
deleted file mode 100644 (file)
index 4213592..0000000
+++ /dev/null
@@ -1,250 +0,0 @@
-
-Game Keys (bge.events)
-======================
-
-*****
-Intro
-*****
-
-This module holds key constants for the SCA_KeyboardSensor.
-
-.. module:: bge.events
-
-.. code-block:: python
-
-   # Set a connected keyboard sensor to accept F1
-   import bge
-
-   co = bge.logic.getCurrentController()
-   # 'Keyboard' is a keyboard sensor
-   sensor = co.sensors["Keyboard"]
-   sensor.key = bge.events.F1KEY
-
-   code-block:: python
-
-   # Do the all keys thing
-   import bge
-
-   co = bge.logic.getCurrentController()
-   # 'Keyboard' is a keyboard sensor
-   sensor = co.sensors["Keyboard"]
-
-   for key,status in sensor.events:
-       # key[0] == bge.events.keycode, key[1] = status
-       if status == bge.logic.KX_INPUT_JUST_ACTIVATED:
-               if key == bge.events.WKEY:
-                       # Activate Forward!
-               if key == bge.events.SKEY:
-                       # Activate Backward!
-               if key == bge.events.AKEY:
-                       # Activate Left!
-               if key == bge.events.DKEY:
-                       # Activate Right!
-
-   code-block:: python
-
-   # The all keys thing without a keyboard sensor (but you will
-   # need an always sensor with pulse mode on)
-   import bge
-
-   # Just shortening names here
-   keyboard = bge.logic.keyboard
-   JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
-
-   if keyboard.events[bge.events.WKEY] == JUST_ACTIVATED:
-       print("Activate Forward!")
-   if keyboard.events[bge.events.SKEY] == JUST_ACTIVATED:
-       print("Activate Backward!")
-   if keyboard.events[bge.events.AKEY] == JUST_ACTIVATED:
-       print("Activate Left!")
-   if keyboard.events[bge.events.DKEY] == JUST_ACTIVATED:
-       print("Activate Right!")
-
-
-*********
-Functions
-*********
-
-.. function:: EventToString(event)
-
-   Return the string name of a key event. Will raise a ValueError error if its invalid.
-
-   :arg event: key event constant from :mod:`bge.events` or the keyboard sensor.
-   :type event: int
-   :rtype: string
-
-.. function:: EventToCharacter(event, shift)
-
-   Return the string name of a key event. Returns an empty string if the event cant be represented as a character.
-
-   :type event: int
-   :arg event: key event constant from :mod:`bge.events` or the keyboard sensor.
-   :type shift: bool
-   :arg shift: set to true if shift is held.
-   :rtype: string
-
-****************
-Keys (Constants)
-****************
-
-.. _mouse-keys:
-
-==========
-Mouse Keys
-==========
-
-.. data:: LEFTMOUSE
-.. data:: MIDDLEMOUSE
-.. data:: RIGHTMOUSE
-.. data:: WHEELUPMOUSE
-.. data:: WHEELDOWNMOUSE
-.. data:: MOUSEX
-.. data:: MOUSEY
-
-.. _keyboard-keys:
-
-=============
-Keyboard Keys
-=============
-
--------------
-Alphabet keys
--------------
-
-.. data:: AKEY
-.. data:: BKEY
-.. data:: CKEY
-.. data:: DKEY
-.. data:: EKEY
-.. data:: FKEY
-.. data:: GKEY
-.. data:: HKEY
-.. data:: IKEY
-.. data:: JKEY
-.. data:: KKEY
-.. data:: LKEY
-.. data:: MKEY
-.. data:: NKEY
-.. data:: OKEY
-.. data:: PKEY
-.. data:: QKEY
-.. data:: RKEY
-.. data:: SKEY
-.. data:: TKEY
-.. data:: UKEY
-.. data:: VKEY
-.. data:: WKEY
-.. data:: XKEY
-.. data:: YKEY
-.. data:: ZKEY
-
------------
-Number keys
------------
-
-.. data:: ZEROKEY
-.. data:: ONEKEY
-.. data:: TWOKEY
-.. data:: THREEKEY
-.. data:: FOURKEY
-.. data:: FIVEKEY
-.. data:: SIXKEY
-.. data:: SEVENKEY
-.. data:: EIGHTKEY
-.. data:: NINEKEY
-
---------------
-Modifiers Keys
---------------
-
-.. data:: CAPSLOCKKEY
-.. data:: LEFTCTRLKEY
-.. data:: LEFTALTKEY
-.. data:: RIGHTALTKEY
-.. data:: RIGHTCTRLKEY
-.. data:: RIGHTSHIFTKEY
-.. data:: LEFTSHIFTKEY
-
-----------
-Arrow Keys
-----------
-
-.. data:: LEFTARROWKEY
-.. data:: DOWNARROWKEY
-.. data:: RIGHTARROWKEY
-.. data:: UPARROWKEY
-
---------------
-Numberpad Keys
---------------
-
-.. data:: PAD0
-.. data:: PAD1
-.. data:: PAD2
-.. data:: PAD3
-.. data:: PAD4
-.. data:: PAD5
-.. data:: PAD6
-.. data:: PAD7
-.. data:: PAD8
-.. data:: PAD9
-.. data:: PADPERIOD
-.. data:: PADSLASHKEY
-.. data:: PADASTERKEY
-.. data:: PADMINUS
-.. data:: PADENTER
-.. data:: PADPLUSKEY
-
--------------
-Function Keys
--------------
-
-.. data:: F1KEY
-.. data:: F2KEY
-.. data:: F3KEY
-.. data:: F4KEY
-.. data:: F5KEY
-.. data:: F6KEY
-.. data:: F7KEY
-.. data:: F8KEY
-.. data:: F9KEY
-.. data:: F10KEY
-.. data:: F11KEY
-.. data:: F12KEY
-.. data:: F13KEY
-.. data:: F14KEY
-.. data:: F15KEY
-.. data:: F16KEY
-.. data:: F17KEY
-.. data:: F18KEY
-.. data:: F19KEY
-
-----------
-Other Keys
-----------
-
-.. data:: ACCENTGRAVEKEY
-.. data:: BACKSLASHKEY
-.. data:: BACKSPACEKEY
-.. data:: COMMAKEY
-.. data:: DELKEY
-.. data:: ENDKEY
-.. data:: EQUALKEY
-.. data:: ESCKEY
-.. data:: HOMEKEY
-.. data:: INSERTKEY
-.. data:: LEFTBRACKETKEY
-.. data:: LINEFEEDKEY
-.. data:: MINUSKEY
-.. data:: PAGEDOWNKEY
-.. data:: PAGEUPKEY
-.. data:: PAUSEKEY
-.. data:: PERIODKEY
-.. data:: QUOTEKEY
-.. data:: RIGHTBRACKETKEY
-.. data:: RETKEY (Deprecated: use bge.events.ENTERKEY)
-.. data:: ENTERKEY
-.. data:: SEMICOLONKEY
-.. data:: SLASHKEY
-.. data:: SPACEKEY
-.. data:: TABKEY
diff --git a/doc/python_api/rst/bge.logic.rst b/doc/python_api/rst/bge.logic.rst
deleted file mode 100644 (file)
index 5cdb8eb..0000000
+++ /dev/null
@@ -1,1407 +0,0 @@
-
-Game Logic (bge.logic)
-======================
-
-************
-Introduction
-************
-
-Module to access logic functions, imported automatically into the python controllers namespace.
-
-.. module:: bge.logic
-
-.. code-block:: python
-
-   # To get the controller thats running this python script:
-   cont = bge.logic.getCurrentController() # bge.logic is automatically imported
-   
-   # To get the game object this controller is on:
-   obj = cont.owner
-
-:class:`~bge.types.KX_GameObject` and :class:`~bge.types.KX_Camera` or :class:`~bge.types.KX_LightObject` methods are available depending on the type of object
-
-.. code-block:: python
-
-   # To get a sensor linked to this controller.
-   # "sensorname" is the name of the sensor as defined in the Blender interface.
-   # +---------------------+  +--------+
-   # | Sensor "sensorname" +--+ Python +
-   # +---------------------+  +--------+
-   sens = cont.sensors["sensorname"]
-
-   # To get a sequence of all sensors:
-   sensors = co.sensors
-
-See the sensor's reference for available methods:
-
-.. hlist::
-   :columns: 3
-
-   * :class:`~bge.types.KX_MouseFocusSensor`
-   * :class:`~bge.types.KX_NearSensor`
-   * :class:`~bge.types.KX_NetworkMessageSensor`
-   * :class:`~bge.types.KX_RadarSensor`
-   * :class:`~bge.types.KX_RaySensor`
-   * :class:`~bge.types.KX_TouchSensor`
-   * :class:`~bge.types.SCA_DelaySensor`
-   * :class:`~bge.types.SCA_JoystickSensor`
-   * :class:`~bge.types.SCA_KeyboardSensor`
-   * :class:`~bge.types.SCA_MouseSensor`
-   * :class:`~bge.types.SCA_PropertySensor`
-   * :class:`~bge.types.SCA_RandomSensor`
-
-You can also access actuators linked to the controller
-
-.. code-block:: python
-
-   # To get an actuator attached to the controller:
-   #                          +--------+  +-------------------------+
-   #                          + Python +--+ Actuator "actuatorname" |
-   #                          +--------+  +-------------------------+
-   actuator = co.actuators["actuatorname"]
-   
-   # Activate an actuator
-   controller.activate(actuator)
-
-See the actuator's reference for available methods
-
-.. hlist::
-   :columns: 3
-   
-   * :class:`~bge.types.BL_ActionActuator`
-   * :class:`~bge.types.KX_CameraActuator`
-   * :class:`~bge.types.KX_ConstraintActuator`
-   * :class:`~bge.types.KX_GameActuator`
-   * :class:`~bge.types.KX_MouseActuator`
-   * :class:`~bge.types.KX_NetworkMessageActuator`
-   * :class:`~bge.types.KX_ObjectActuator`
-   * :class:`~bge.types.KX_ParentActuator`
-   * :class:`~bge.types.KX_SCA_AddObjectActuator`
-   * :class:`~bge.types.KX_SCA_DynamicActuator`
-   * :class:`~bge.types.KX_SCA_EndObjectActuator`
-   * :class:`~bge.types.KX_SCA_ReplaceMeshActuator`
-   * :class:`~bge.types.KX_SceneActuator`
-   * :class:`~bge.types.KX_SoundActuator`
-   * :class:`~bge.types.KX_StateActuator`
-   * :class:`~bge.types.KX_TrackToActuator`
-   * :class:`~bge.types.KX_VisibilityActuator`
-   * :class:`~bge.types.SCA_2DFilterActuator`
-   * :class:`~bge.types.SCA_PropertyActuator`
-   * :class:`~bge.types.SCA_RandomActuator`
-
-Most logic brick's methods are accessors for the properties available in the logic buttons.
-Consult the logic bricks documentation for more information on how each logic brick works.
-
-There are also methods to access the current :class:`bge.types.KX_Scene`
-
-.. code-block:: python
-
-   # Get the current scene
-   scene = bge.logic.getCurrentScene()
-
-   # Get the current camera
-   cam = scene.active_camera
-
-Matricies as used by the game engine are **row major**
-``matrix[row][col] = float``
-
-:class:`bge.types.KX_Camera` has some examples using matrices.
-
-*********
-Variables
-*********
-
-.. data:: globalDict
-
-   A dictionary that is saved between loading blend files so you can use it to store inventory and other variables you want to store between scenes and blend files.
-   It can also be written to a file and loaded later on with the game load/save actuators.
-
-   .. note:: only python built in types such as int/string/bool/float/tuples/lists can be saved, GameObjects, Actuators etc will not work as expected.
-
-.. data:: keyboard
-
-   The current keyboard wrapped in an :class:`~bge.types.SCA_PythonKeyboard` object.
-
-.. data:: mouse
-
-   The current mouse wrapped in an :class:`~bge.types.SCA_PythonMouse` object.
-
-.. data:: joysticks
-
-   A list of attached :class:`~bge.types.SCA_PythonJoystick`.
-   The list size is the maximum number of supported joysticks.
-   If no joystick is available for a given slot, the slot is set to None.
-
-*****************
-General functions
-*****************
-
-.. function:: getCurrentController()
-
-   Gets the Python controller associated with this Python script.
-   
-   :rtype: :class:`bge.types.SCA_PythonController`
-
-.. function:: getCurrentScene()
-
-   Gets the current Scene.
-   
-   :rtype: :class:`bge.types.KX_Scene`
-
-.. function:: getSceneList()
-
-   Gets a list of the current scenes loaded in the game engine.
-   
-   :rtype: list of :class:`bge.types.KX_Scene`
-   
-   .. note:: Scenes in your blend file that have not been converted wont be in this list. This list will only contain scenes such as overlays scenes.
-
-.. function:: loadGlobalDict()
-
-   Loads bge.logic.globalDict from a file.
-
-.. function:: saveGlobalDict()
-
-   Saves bge.logic.globalDict to a file.
-
-.. function:: startGame(blend)
-
-   Loads the blend file.
-   
-   :arg blend: The name of the blend file
-   :type blend: string
-
-.. function:: endGame()
-
-   Ends the current game.
-
-.. function:: restartGame()
-
-   Restarts the current game by reloading the .blend file (the last saved version, not what is currently running).
-   
-.. function:: LibLoad(blend, type, data, load_actions=False, verbose=False, load_scripts=True, async=False)
-   
-   Converts the all of the datablocks of the given type from the given blend.
-   
-   :arg blend: The path to the blend file (or the name to use for the library if data is supplied)
-   :type blend: string
-   :arg type: The datablock type (currently only "Action", "Mesh" and "Scene" are supported)
-   :type type: string
-   :arg data: Binary data from a blend file (optional)
-   :type data: bytes
-   :arg load_actions: Search for and load all actions in a given Scene and not just the "active" actions (Scene type only)
-   :type load_actions: bool
-   :arg verbose: Whether or not to print debugging information (e.g., "SceneName: Scene")
-   :type verbose: bool
-   :arg load_scripts: Whether or not to load text datablocks as well (can be disabled for some extra security)
-   :type load_scripts: bool   
-   :arg async: Whether or not to do the loading asynchronously (in another thread). Only the "Scene" type is currently supported for this feature.
-   :type async: bool
-   
-   :rtype: :class:`bge.types.KX_LibLoadStatus`
-
-   .. note:: Asynchronously loaded libraries will not be available immediately after LibLoad() returns. Use the returned KX_LibLoadStatus to figure out when the libraries are ready.
-   
-.. function:: LibNew(name, type, data)
-
-   Uses existing datablock data and loads in as a new library.
-   
-   :arg name: A unique library name used for removal later
-   :type name: string
-   :arg type: The datablock type (currently only "Mesh" is supported)
-   :type type: string
-   :arg data: A list of names of the datablocks to load
-   :type data: list of strings
-   
-.. function:: LibFree(name)
-
-   Frees a library, removing all objects and meshes from the currently active scenes.
-
-   :arg name: The name of the library to free (the name used in LibNew)
-   :type name: string
-   
-.. function:: LibList()
-
-   Returns a list of currently loaded libraries.
-   
-   :rtype: list [str]
-
-.. function:: addScene(name, overlay=1)
-
-   Loads a scene into the game engine.
-
-   .. note::
-
-      This function is not effective immediately, the scene is queued
-      and added on the next logic cycle where it will be available
-      from `getSceneList`
-
-   :arg name: The name of the scene
-   :type name: string
-   :arg overlay: Overlay or underlay (optional)
-   :type overlay: integer
-
-.. function:: sendMessage(subject, body="", to="", message_from="")
-
-   Sends a message to sensors in any active scene.
-   
-   :arg subject: The subject of the message
-   :type subject: string
-   :arg body: The body of the message (optional)
-   :type body: string
-   :arg to: The name of the object to send the message to (optional)
-   :type to: string
-   :arg message_from: The name of the object that the message is coming from (optional)
-   :type message_from: string
-
-.. function:: setGravity(gravity)
-
-   Sets the world gravity.
-   
-   :arg gravity: gravity vector
-   :type gravity: Vector((fx, fy, fz))
-
-.. function:: getSpectrum()
-
-   Returns a 512 point list from the sound card.
-   This only works if the fmod sound driver is being used.
-   
-   :rtype: list [float], len(getSpectrum()) == 512
-
-.. function:: getMaxLogicFrame()
-
-   Gets the maximum number of logic frames per render frame.
-   
-   :return: The maximum number of logic frames per render frame
-   :rtype: integer
-
-.. function:: setMaxLogicFrame(maxlogic)
-
-   Sets the maximum number of logic frames that are executed per render frame.
-   This does not affect the physic system that still runs at full frame rate.   
-    
-   :arg maxlogic: The new maximum number of logic frames per render frame. Valid values: 1..5
-   :type maxlogic: integer
-
-.. function:: getMaxPhysicsFrame()
-
-   Gets the maximum number of physics frames per render frame.
-   
-   :return: The maximum number of physics frames per render frame
-   :rtype: integer
-
-.. function:: setMaxPhysicsFrame(maxphysics)
-
-   Sets the maximum number of physics timestep that are executed per render frame.
-   Higher value allows physics to keep up with realtime even if graphics slows down the game.
-   Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
-   maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
-    
-   :arg maxphysics: The new maximum number of physics timestep per render frame. Valid values: 1..5.
-   :type maxphysics: integer
-
-.. function:: getLogicTicRate()
-
-   Gets the logic update frequency.
-   
-   :return: The logic frequency in Hz
-   :rtype: float
-
-.. function:: setLogicTicRate(ticrate)
-
-   Sets the logic update frequency.
-   
-   The logic update frequency is the number of times logic bricks are executed every second.
-   The default is 60 Hz.
-   
-   :arg ticrate: The new logic update frequency (in Hz).
-   :type ticrate: float
-
-.. function:: getPhysicsTicRate()
-
-   Gets the physics update frequency
-   
-   :return: The physics update frequency in Hz
-   :rtype: float
-   
-   .. warning: Not implimented yet
-
-.. function:: setPhysicsTicRate(ticrate)
-
-   Sets the physics update frequency
-   
-   The physics update frequency is the number of times the physics system is executed every second.
-   The default is 60 Hz.
-   
-   :arg ticrate: The new update frequency (in Hz).
-   :type ticrate: float
-
-   .. warning: Not implimented yet
-
-.. function:: getAnimRecordFrame()
-
-    Gets the current frame number used for recording animations. This
-    number is incremented automatically by Blender when the "Record
-    animation" feature is turned on.
-
-    :rtype: int
-
-.. function:: setAnimRecordFrame(framenr)
-
-    Sets the current frame number used for recording animations. This
-    number is automatically incremented by Blender when the "Record
-    animation" feature is turned on.
-
-    The frame number Must be non-negative, unless Blender has
-    :attr:`bpy.types.UserPreferencesEdit.use_negative_frames` enabled
-    in its user preferences. Only use non-negative numbers to be on
-    the safe side, unless you know what you are doing.
-
-    :arg framenr: The new frame number.
-    :type framenr: int
-
-.. function:: getExitKey()
-
-   Gets the key used to exit the game engine
-
-   :return: The key (defaults to :mod:`bge.events.ESCKEY`)
-   :rtype: int
-
-.. function:: setExitKey(key)
-
-   Sets the key used to exit the game engine
-
-   :arg key: A key constant from :mod:`bge.events`
-   :type key: int
-
-.. function:: NextFrame()
-
-   Render next frame (if Python has control)
-
-.. function:: setRender(render)
-
-   Sets the global flag that controls the render of the scene. 
-   If True, the render is done after the logic frame.
-   If False, the render is skipped and another logic frame starts immediately.
-
-   .. note::
-
-      GPU VSync no longer limits the number of frame per second when render is off, 
-      but the *Use Frame Rate* option still regulates the fps. To run as many frames
-      as possible, untick this option (Render Properties, System panel).
-
-   :arg render: the render flag
-   :type render: bool
-
-.. function:: getRender()
-
-   Get the current value of the global render flag
-
-   :return: The flag value
-   :rtype: bool
-
-**********************
-Time related functions
-**********************
-
-.. function:: getClockTime()
-
-    Get the current BGE render time, in seconds. The BGE render time is the
-    simulation time corresponding to the next scene that will be rendered.
-
-    :rtype: double
-
-.. function:: getFrameTime()
-
-    Get the current BGE frame time, in seconds. The BGE frame time is the
-    simulation time corresponding to the current call of the logic system.
-    Generally speaking, it is what the user is interested in.
-
-    :rtype: double
-
-.. function:: getRealTime()
-
-    Get the number of real (system-clock) seconds elapsed since the beginning
-    of the simulation.
-
-    :rtype: double
-
-.. function:: getTimeScale()
-
-    Get the time multiplier between real-time and simulation time. The default
-    value is 1.0. A value greater than 1.0 means that the simulation is going
-    faster than real-time, a value lower than 1.0 means that the simulation is
-    going slower than real-time.
-
-    :rtype: double
-
-.. function:: setTimeScale(time_scale)
-
-    Set the time multiplier between real-time and simulation time. A value
-    greater than 1.0 means that the simulation is going faster than real-time,
-    a value lower than 1.0 means that the simulation is going slower than
-    real-time. Note that a too large value may lead to some physics
-    instabilities.
-
-    :arg time_scale: The new time multiplier.
-
-.. function:: getUseExternalClock()
-
-    Get if the BGE use the inner BGE clock, or rely or on an external
-    clock. The default is to use the inner BGE clock.
-
-    :rtype: bool
-
-.. function:: setUseExternalClock(use_external_clock)
-
-    Set if the BGE use the inner BGE clock, or rely or on an external
-    clock. If the user selects the use of an external clock, he should call
-    regularly the setClockTime method.
-
-    :arg use_external_clock: the new setting
-
-.. function:: setClockTime(new_time)
-
-    Set the next value of the simulation clock. It is preferable to use this
-    method from a custom main function in python, as calling it in the logic
-    block can easily lead to a blocked system (if the time does not advance
-    enough to run at least the next logic step).
-
-    :arg new_time: the next value of the BGE clock (in second).
-    
-
-*****************
-Utility functions
-*****************
-
-.. function:: expandPath(path)
-
-   Converts a blender internal path into a proper file system path.
-
-   Use / as directory separator in path
-   You can use '//' at the start of the string to define a relative path;
-   Blender replaces that string by the directory of the current .blend or runtime file
-   to make a full path name. The function also converts the directory separator to
-   the local file system format.
-
-   :arg path: The path string to be converted/expanded.
-   :type path: string
-   :return: The converted string
-   :rtype: string
-
-.. function:: getAverageFrameRate()
-
-   Gets the estimated/average framerate for all the active scenes, not only the current scene.
-
-   :return: The estimated average framerate in frames per second
-   :rtype: float
-
-.. function:: getBlendFileList(path = "//")
-
-   Returns a list of blend files in the same directory as the open blend file, or from using the option argument.
-
-   :arg path: Optional directory argument, will be expanded (like expandPath) into the full path.
-   :type path: string
-   :return: A list of filenames, with no directory prefix
-   :rtype: list
-
-.. function:: getRandomFloat()
-
-   Returns a random floating point value in the range [0 - 1)
-
-.. function:: PrintGLInfo()
-
-   Prints GL Extension Info into the console
-
-.. function:: PrintMemInfo()
-
-   Prints engine statistics into the console
-
-.. function:: getProfileInfo()
-
-   Returns a Python dictionary that contains the same information as the on screen profiler. The keys are the profiler categories and the values are tuples with the first element being time taken (in ms) and the second element being the percentage of total time.
-   
-*********
-Constants
-*********
-
-.. data:: KX_TRUE
-
-   True value used by some modules.
-
-.. data:: KX_FALSE
-
-   False value used by some modules.
-
-=======
-Sensors
-======= 
-
-.. _sensor-status:
-
--------------
-Sensor Status
--------------
-
-.. data:: KX_SENSOR_INACTIVE
-.. data:: KX_SENSOR_JUST_ACTIVATED
-.. data:: KX_SENSOR_ACTIVE
-.. data:: KX_SENSOR_JUST_DEACTIVATED
-
----------------
-Armature Sensor
----------------
-
-.. _armaturesensor-type:
-
-See :class:`bge.types.KX_ArmatureSensor.type`
-
-.. data:: KX_ARMSENSOR_STATE_CHANGED
-
-  Detect that the constraint is changing state (active/inactive)
-
-  :value: 0
-  
-.. data:: KX_ARMSENSOR_LIN_ERROR_BELOW
-
-  Detect that the constraint linear error is above a threshold
-  
-  :value: 1
-  
-.. data:: KX_ARMSENSOR_LIN_ERROR_ABOVE
-
-  Detect that the constraint linear error is below a threshold
-
-  :value: 2
-  
-.. data:: KX_ARMSENSOR_ROT_ERROR_BELOW
-
-  Detect that the constraint rotation error is above a threshold
-  
-  :value: 3
-  
-.. data:: KX_ARMSENSOR_ROT_ERROR_ABOVE
-
-  Detect that the constraint rotation error is below a threshold
-  
-  :value: 4
-  
-
-.. _logic-property-sensor:
-
----------------
-Property Sensor
----------------
-
-.. data:: KX_PROPSENSOR_EQUAL
-
-   Activate when the property is equal to the sensor value.
-
-   :value: 1
-
-.. data:: KX_PROPSENSOR_NOTEQUAL
-
-   Activate when the property is not equal to the sensor value.
-   
-   :value: 2
-
-.. data:: KX_PROPSENSOR_INTERVAL
-
-   Activate when the property is between the specified limits.
-   
-   :value: 3
-   
-.. data:: KX_PROPSENSOR_CHANGED
-
-   Activate when the property changes   
-
-   :value: 4
-
-.. data:: KX_PROPSENSOR_EXPRESSION
-
-   Activate when the expression matches
-   
-   :value: 5
-
-.. data:: KX_PROPSENSOR_LESSTHAN
-
-   Activate when the property is less than the sensor value
-
-   :value: 6
-
-.. data:: KX_PROPSENSOR_GREATERTHAN
-
-   Activate when the property is greater than the sensor value
-
-   :value: 7
-
-------------
-Radar Sensor
-------------
-
-See :class:`bge.types.KX_RadarSensor`
-
-.. data:: KX_RADAR_AXIS_POS_X
-.. data:: KX_RADAR_AXIS_POS_Y
-.. data:: KX_RADAR_AXIS_POS_Z
-.. data:: KX_RADAR_AXIS_NEG_X
-.. data:: KX_RADAR_AXIS_NEG_Y
-.. data:: KX_RADAR_AXIS_NEG_Z
-
-----------
-Ray Sensor
-----------
-
-See :class:`bge.types.KX_RaySensor`
-
-.. data:: KX_RAY_AXIS_POS_X
-.. data:: KX_RAY_AXIS_POS_Y
-.. data:: KX_RAY_AXIS_POS_Z
-.. data:: KX_RAY_AXIS_NEG_X
-.. data:: KX_RAY_AXIS_NEG_Y
-.. data:: KX_RAY_AXIS_NEG_Z
-
-
-=========
-Actuators
-=========
-
-.. _action-actuator:
-
----------------
-Action Actuator
----------------
-
-See :class:`bge.types.BL_ActionActuator`
-
-.. data:: KX_ACTIONACT_PLAY
-.. data:: KX_ACTIONACT_PINGPONG
-.. data:: KX_ACTIONACT_FLIPPER
-.. data:: KX_ACTIONACT_LOOPSTOP
-.. data:: KX_ACTIONACT_LOOPEND
-.. data:: KX_ACTIONACT_PROPERTY
-
------------------
-Armature Actuator
------------------
-
- .. _armatureactuator-constants-type:
-   
-See :class:`bge.types.BL_ArmatureActuator.type`
-
-.. data:: KX_ACT_ARMATURE_RUN
-
-  Just make sure the armature will be updated on the next graphic frame.
-  This is the only persistent mode of the actuator:
-  it executes automatically once per frame until stopped by a controller
-  
-  :value: 0
-
-.. data:: KX_ACT_ARMATURE_ENABLE
-
-  Enable the constraint.
-
-  :value: 1
-
-.. data:: KX_ACT_ARMATURE_DISABLE
-
-  Disable the constraint (runtime constraint values are not updated).
-
-  :value: 2
-
-.. data:: KX_ACT_ARMATURE_SETTARGET
-
-  Change target and subtarget of constraint.
-  
-  :value: 3
-
-.. data:: KX_ACT_ARMATURE_SETWEIGHT
-
-  Change weight of constraint (IK only).
-
-  :value: 4
-
-.. data:: KX_ACT_ARMATURE_SETINFLUENCE
-
-  Change influence of constraint.
-
-  :value: 5
-
--------------------
-Constraint Actuator
--------------------
-
-.. _constraint-actuator-option:
-
-See :class:`bge.types.KX_ConstraintActuator.option`
-
-* Applicable to Distance constraint:
-
-.. data:: KX_CONSTRAINTACT_NORMAL
-
-     Activate alignment to surface
-   
-.. data:: KX_CONSTRAINTACT_DISTANCE
-
-     Activate distance control
-
-.. data:: KX_CONSTRAINTACT_LOCAL
-
-     Direction of the ray is along the local axis
-
-* Applicable to Force field constraint:
-
-.. data:: KX_CONSTRAINTACT_DOROTFH
-
-     Force field act on rotation as well
-
-* Applicable to both:
-
-.. data:: KX_CONSTRAINTACT_MATERIAL
-
-     Detect material rather than property
-   
-.. data:: KX_CONSTRAINTACT_PERMANENT
-
-     No deactivation if ray does not hit target
-
-.. _constraint-actuator-limit:
-
-See :class:`bge.types.KX_ConstraintActuator.limit`
-
-.. data:: KX_CONSTRAINTACT_LOCX
-
-   Limit X coord.
-   
-.. data:: KX_CONSTRAINTACT_LOCY
-
-   Limit Y coord
-
-.. data:: KX_CONSTRAINTACT_LOCZ
-
-   Limit Z coord
-   
-.. data:: KX_CONSTRAINTACT_ROTX
-
-   Limit X rotation
-
-.. data:: KX_CONSTRAINTACT_ROTY
-
-   Limit Y rotation
-   
-.. data:: KX_CONSTRAINTACT_ROTZ
-
-   Limit Z rotation
-   
-.. data:: KX_CONSTRAINTACT_DIRNX
-
-   Set distance along negative X axis
-
-.. data:: KX_CONSTRAINTACT_DIRNY
-
-   Set distance along negative Y axis
-   
-.. data:: KX_CONSTRAINTACT_DIRNZ
-
-   Set distance along negative Z axis
-   
-.. data:: KX_CONSTRAINTACT_DIRPX
-
-   Set distance along positive X axis
-
-.. data:: KX_CONSTRAINTACT_DIRPY
-
-   Set distance along positive Y axis
-   
-.. data:: KX_CONSTRAINTACT_DIRPZ
-
-   Set distance along positive Z axis
-   
-.. data:: KX_CONSTRAINTACT_ORIX
-
-   Set orientation of X axis
-   
-.. data:: KX_CONSTRAINTACT_ORIY
-
-   Set orientation of Y axis
-   
-.. data:: KX_CONSTRAINTACT_ORIZ
-
-   Set orientation of Z axis
-   
-.. data:: KX_CONSTRAINTACT_FHNX
-
-   Set force field along negative X axis
-   
-.. data:: KX_CONSTRAINTACT_FHNY
-
-   Set force field along negative Y axis
-   
-.. data:: KX_CONSTRAINTACT_FHNZ
-
-   Set force field along negative Z axis
-   
-.. data:: KX_CONSTRAINTACT_FHPX
-
-   Set force field along positive X axis
-
-.. data:: KX_CONSTRAINTACT_FHPY
-
-   Set force field along positive Y axis
-   
-.. data:: KX_CONSTRAINTACT_FHPZ
-
-   Set force field along positive Z axis
-
-----------------
-Dynamic Actuator
-----------------
-
-See :class:`bge.types.KX_SCA_DynamicActuator`
-
-.. data:: KX_DYN_RESTORE_DYNAMICS
-.. data:: KX_DYN_DISABLE_DYNAMICS
-.. data:: KX_DYN_ENABLE_RIGID_BODY
-.. data:: KX_DYN_DISABLE_RIGID_BODY
-.. data:: KX_DYN_SET_MASS
-
-.. _game-actuator:
-
--------------
-Game Actuator
--------------
-
-See :class:`bge.types.KX_GameActuator`
-
-.. data:: KX_GAME_LOAD
-.. data:: KX_GAME_START
-.. data:: KX_GAME_RESTART
-.. data:: KX_GAME_QUIT
-.. data:: KX_GAME_SAVECFG
-.. data:: KX_GAME_LOADCFG
-
-.. _mouse-actuator:
-
----------------
-Mouse Actuator
----------------
-
-.. data:: KX_ACT_MOUSE_OBJECT_AXIS_X
-.. data:: KX_ACT_MOUSE_OBJECT_AXIS_Y
-.. data:: KX_ACT_MOUSE_OBJECT_AXIS_Z
-
----------------
-Parent Actuator
----------------
-
-.. data:: KX_PARENT_REMOVE
-.. data:: KX_PARENT_SET
-
-.. _logic-random-distributions:
-
---------------------
-Random Distributions
---------------------
-
-See :class:`bge.types.SCA_RandomActuator`
-
-.. data:: KX_RANDOMACT_BOOL_CONST
-.. data:: KX_RANDOMACT_BOOL_UNIFORM
-.. data:: KX_RANDOMACT_BOOL_BERNOUILLI
-.. data:: KX_RANDOMACT_INT_CONST
-.. data:: KX_RANDOMACT_INT_UNIFORM
-.. data:: KX_RANDOMACT_INT_POISSON
-.. data:: KX_RANDOMACT_FLOAT_CONST
-.. data:: KX_RANDOMACT_FLOAT_UNIFORM
-.. data:: KX_RANDOMACT_FLOAT_NORMAL
-.. data:: KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
-
---------------
-Scene Actuator
---------------
-
-See :class:`bge.types.KX_SceneActuator`
-
-.. data:: KX_SCENE_RESTART
-.. data:: KX_SCENE_SET_SCENE
-.. data:: KX_SCENE_SET_CAMERA
-.. data:: KX_SCENE_ADD_FRONT_SCENE
-.. data:: KX_SCENE_ADD_BACK_SCENE
-.. data:: KX_SCENE_REMOVE_SCENE
-.. data:: KX_SCENE_SUSPEND
-.. data:: KX_SCENE_RESUME
-
-.. _logic-sound-actuator:
-
---------------
-Sound Actuator
---------------
-      
-See :class:`bge.types.KX_SoundActuator`
-
-.. data:: KX_SOUNDACT_PLAYSTOP
-
-   :value: 1
-   
-.. data:: KX_SOUNDACT_PLAYEND
-
-   :value: 2
-   
-.. data:: KX_SOUNDACT_LOOPSTOP
-
-   :value: 3
-   
-.. data:: KX_SOUNDACT_LOOPEND
-
-   :value: 4
-   
-.. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL
-
-   :value: 5
-   
-.. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP
-
-   :value: 6
-
------------------
-Steering Actuator
------------------
-
-.. _logic-steering-actuator:
-
-See :class:`bge.types.KX_SteeringActuator.behavior`
-
-.. data:: KX_STEERING_SEEK
-
-   :value: 1
-
-.. data:: KX_STEERING_FLEE
-
-   :value: 2
-
-.. data:: KX_STEERING_PATHFOLLOWING
-
-   :value: 3
-
-.. _logic-trackto-actuator:
-
------------------
-TrackTo Actuator
------------------
-
-See :class:`bge.types.KX_TrackToActuator`
-
-.. data:: KX_TRACK_UPAXIS_POS_X
-.. data:: KX_TRACK_UPAXIS_POS_Y
-.. data:: KX_TRACK_UPAXIS_POS_Z
-.. data:: KX_TRACK_TRAXIS_POS_X
-.. data:: KX_TRACK_TRAXIS_POS_Y
-.. data:: KX_TRACK_TRAXIS_POS_Z
-.. data:: KX_TRACK_TRAXIS_NEG_X
-.. data:: KX_TRACK_TRAXIS_NEG_Y
-.. data:: KX_TRACK_TRAXIS_NEG_Z
-
-=======
-Various
-=======
-
----------
-2D Filter
----------
-
-.. _Two-D-FilterActuator-mode:
-
-.. data:: RAS_2DFILTER_BLUR
-
-   :value: 2
-   
-.. data:: RAS_2DFILTER_CUSTOMFILTER
-
-   Customer filter, the code code is set via shaderText property.
-   
-   :value: 12
-   
-.. data:: RAS_2DFILTER_DILATION
-
-   :value: 4
-   
-.. data:: RAS_2DFILTER_DISABLED
-
-   Disable the filter that is currently active
-
-   :value: -1
-   
-.. data:: RAS_2DFILTER_ENABLED
-
-   Enable the filter that was previously disabled
-
-   :value: -2
-   
-.. data:: RAS_2DFILTER_EROSION
-
-   :value: 5
-   
-.. data:: RAS_2DFILTER_GRAYSCALE
-
-   :value: 9
-   
-.. data:: RAS_2DFILTER_INVERT
-
-   :value: 11
-   
-.. data:: RAS_2DFILTER_LAPLACIAN
-
-   :value: 6
-   
-.. data:: RAS_2DFILTER_MOTIONBLUR
-
-   Create and enable preset filters
-
-   :value: 1
-   
-.. data:: RAS_2DFILTER_NOFILTER
-
-   Disable and destroy the filter that is currently active
-
-   :value: 0
-   
-.. data:: RAS_2DFILTER_PREWITT
-
-   :value: 8
-   
-.. data:: RAS_2DFILTER_SEPIA
-
-   :value: 10
-   
-.. data:: RAS_2DFILTER_SHARPEN
-
-   :value: 3
-   
-.. data:: RAS_2DFILTER_SOBEL
-
-   :value: 7
-
-----------------
-Armature Channel
-----------------
-.. _armaturechannel-constants-rotation-mode:
-
-See :class:`bge.types.BL_ArmatureChannel.rotation_mode`
-
-.. note:
-  euler mode are named as in Blender UI but the actual axis order is reversed
-
-.. data:: ROT_MODE_QUAT
-
-  Use quaternion in rotation attribute to update bone rotation.
-
-  :value: 0
-
-.. data:: ROT_MODE_XYZ
-
-  Use euler_rotation and apply angles on bone's Z, Y, X axis successively.
-
-  :value: 1
-
-.. data:: ROT_MODE_XZY
-
-  Use euler_rotation and apply angles on bone's Y, Z, X axis successively.
-
-  :value: 2
-
-.. data:: ROT_MODE_YXZ
-
-  Use euler_rotation and apply angles on bone's Z, X, Y axis successively.
-
-  :value: 3
-
-.. data:: ROT_MODE_YZX
-
-  Use euler_rotation and apply angles on bone's X, Z, Y axis successively.
-
-  :value: 4
-
-.. data:: ROT_MODE_ZXY
-
-  Use euler_rotation and apply angles on bone's Y, X, Z axis successively.
-
-  :value: 5
-
-.. data:: ROT_MODE_ZYX
-
-  Use euler_rotation and apply angles on bone's X, Y, Z axis successively.
-
-  :value: 6
-
-
--------------------
-Armature Constraint
--------------------
-.. _armatureconstraint-constants-type:
-
-See :class:`bge.types.BL_ArmatureConstraint.type`
-
-.. data:: CONSTRAINT_TYPE_TRACKTO
-.. data:: CONSTRAINT_TYPE_KINEMATIC
-.. data:: CONSTRAINT_TYPE_ROTLIKE
-.. data:: CONSTRAINT_TYPE_LOCLIKE
-.. data:: CONSTRAINT_TYPE_MINMAX
-.. data:: CONSTRAINT_TYPE_SIZELIKE
-.. data:: CONSTRAINT_TYPE_LOCKTRACK
-.. data:: CONSTRAINT_TYPE_STRETCHTO
-.. data:: CONSTRAINT_TYPE_CLAMPTO
-.. data:: CONSTRAINT_TYPE_TRANSFORM
-.. data:: CONSTRAINT_TYPE_DISTLIMIT
-
-.. _armatureconstraint-constants-ik-type:
-
-See :class:`bge.types.BL_ArmatureConstraint.ik_type`
-  
-.. data:: CONSTRAINT_IK_COPYPOSE
-
-   constraint is trying to match the position and eventually the rotation of the target.
-
-   :value: 0
-
-.. data:: CONSTRAINT_IK_DISTANCE
-
-   Constraint is maintaining a certain distance to target subject to ik_mode
-
-   :value: 1
-
-.. _armatureconstraint-constants-ik-flag:
-
-See :class:`bge.types.BL_ArmatureConstraint.ik_flag`
-
-.. data:: CONSTRAINT_IK_FLAG_TIP
-
-   Set when the constraint operates on the head of the bone and not the tail
-
-   :value: 1
-
-.. data:: CONSTRAINT_IK_FLAG_ROT
-
-   Set when the constraint tries to match the orientation of the target
-
-   :value: 2
-
-.. data:: CONSTRAINT_IK_FLAG_STRETCH
-
-   Set when the armature is allowed to stretch (only the bones with stretch factor > 0.0)
-
-   :value: 16
-   
-.. data:: CONSTRAINT_IK_FLAG_POS
-
-   Set when the constraint tries to match the position of the target.
-
-   :value: 32
-
-.. _armatureconstraint-constants-ik-mode:
-
-See :class:`bge.types.BL_ArmatureConstraint.ik_mode`
-
-.. data:: CONSTRAINT_IK_MODE_INSIDE
-
-   The constraint tries to keep the bone within ik_dist of target
-
-   :value: 0
-
-.. data:: CONSTRAINT_IK_MODE_OUTSIDE
-
-   The constraint tries to keep the bone outside ik_dist of the target
-
-   :value: 1
-   
-.. data:: CONSTRAINT_IK_MODE_ONSURFACE
-
-   The constraint tries to keep the bone exactly at ik_dist of the target.
-
-   :value: 2
-
-.. _input-status:
-
-----------------
-Blender Material
-----------------
-
-.. data:: BL_DST_ALPHA
-.. data:: BL_DST_COLOR
-.. data:: BL_ONE
-.. data:: BL_ONE_MINUS_DST_ALPHA
-.. data:: BL_ONE_MINUS_DST_COLOR
-.. data:: BL_ONE_MINUS_SRC_ALPHA
-.. data:: BL_ONE_MINUS_SRC_COLOR
-.. data:: BL_SRC_ALPHA
-.. data:: BL_SRC_ALPHA_SATURATE
-.. data:: BL_SRC_COLOR
-.. data:: BL_ZERO
-
-------------
-Input Status
-------------
-
-See :class:`bge.types.SCA_PythonKeyboard`, :class:`bge.types.SCA_PythonMouse`, :class:`bge.types.SCA_MouseSensor`, :class:`bge.types.SCA_KeyboardSensor`
-
-.. data:: KX_INPUT_NONE
-.. data:: KX_INPUT_JUST_ACTIVATED
-.. data:: KX_INPUT_ACTIVE
-.. data:: KX_INPUT_JUST_RELEASED
-
--------------
-KX_GameObject
--------------
-.. _gameobject-playaction-mode:
-
-See :class:`bge.types.KX_GameObject.playAction`
-
-.. data:: KX_ACTION_MODE_PLAY
-
-   Play the action once.
-   
-   :value: 0
-
-.. data:: KX_ACTION_MODE_LOOP
-
-   Loop the action (repeat it).
-   
-   :value: 1
-
-.. data:: KX_ACTION_MODE_PING_PONG
-
-   Play the action one direct then back the other way when it has completed.
-   
-   :value: 2
-
-.. _gameobject-playaction-blend:
-
-.. data:: KX_ACTION_BLEND_BLEND
-
-   Blend layers using linear interpolation
-
-   :value: 0
-
-.. data:: KX_ACTION_BLEND_ADD
-
-   Adds the layers together
-
-   :value: 1
-
--------------
-Mouse Buttons
--------------
-
-See :class:`bge.types.SCA_MouseSensor`
-
-.. data:: KX_MOUSE_BUT_LEFT
-.. data:: KX_MOUSE_BUT_MIDDLE
-.. data:: KX_MOUSE_BUT_RIGHT
-
---------------------------
-Navigation Mesh Draw Modes
---------------------------
-
-.. _navmesh-draw-mode:
-
-.. data:: RM_WALLS
-
-   Draw only the walls.
-
-.. data:: RM_POLYS
-
-   Draw only polygons.
-.. data:: RM_TRIS
-
-   Draw triangle mesh.
-   
-------
-Shader
-------
-
-.. data:: VIEWMATRIX
-.. data:: VIEWMATRIX_INVERSE
-.. data:: VIEWMATRIX_INVERSETRANSPOSE
-.. data:: VIEWMATRIX_TRANSPOSE
-.. data:: MODELMATRIX
-.. data:: MODELMATRIX_INVERSE
-.. data:: MODELMATRIX_INVERSETRANSPOSE
-.. data:: MODELMATRIX_TRANSPOSE
-.. data:: MODELVIEWMATRIX
-.. data:: MODELVIEWMATRIX_INVERSE
-.. data:: MODELVIEWMATRIX_INVERSETRANSPOSE
-.. data:: MODELVIEWMATRIX_TRANSPOSE
-.. data:: CAM_POS
-
-   Current camera position
-
-.. data:: CONSTANT_TIMER
-
-   User a timer for the uniform value.
-
-.. data:: SHD_TANGENT
-
-------
-States
-------
-
-See :class:`bge.types.KX_StateActuator`
-
-.. data:: KX_STATE1
-.. data:: KX_STATE2
-.. data:: KX_STATE3
-.. data:: KX_STATE4
-.. data:: KX_STATE5
-.. data:: KX_STATE6
-.. data:: KX_STATE7
-.. data:: KX_STATE8
-.. data:: KX_STATE9
-.. data:: KX_STATE10
-.. data:: KX_STATE11
-.. data:: KX_STATE12
-.. data:: KX_STATE13
-.. data:: KX_STATE14
-.. data:: KX_STATE15
-.. data:: KX_STATE16
-.. data:: KX_STATE17
-.. data:: KX_STATE18
-.. data:: KX_STATE19
-.. data:: KX_STATE20
-.. data:: KX_STATE21
-.. data:: KX_STATE22
-.. data:: KX_STATE23
-.. data:: KX_STATE24
-.. data:: KX_STATE25
-.. data:: KX_STATE26
-.. data:: KX_STATE27
-.. data:: KX_STATE28
-.. data:: KX_STATE29
-.. data:: KX_STATE30
-
-.. _state-actuator-operation:
-
-See :class:`bge.types.KX_StateActuator.operation`
-
-.. data:: KX_STATE_OP_CLR
-
-   Substract bits to state mask
-
-   :value: 0
-
-.. data:: KX_STATE_OP_CPY
-
-   Copy state mask
-
-   :value: 1
-   
-.. data:: KX_STATE_OP_NEG
-
-   Invert bits to state mask
-
-   :value: 2
-
-.. data:: KX_STATE_OP_SET
-
-   Add bits to state mask
-
-   :value: 3
diff --git a/doc/python_api/rst/bge.render.rst b/doc/python_api/rst/bge.render.rst
deleted file mode 100644 (file)
index 02c3bee..0000000
+++ /dev/null
@@ -1,425 +0,0 @@
-
-Rasterizer (bge.render)
-=======================
-
-*****
-Intro
-*****
-
-.. module:: bge.render
-
-Example of using a :class:`bge.types.SCA_MouseSensor`,
-and two :class:`bge.types.KX_ObjectActuator` to implement MouseLook:
-
-.. note::
-   This can also be achieved with the :class:`bge.types.KX_MouseActuator`.
-
-.. code-block:: python
-
-   # To use a mouse movement sensor "Mouse" and a
-   # motion actuator to mouse look:
-   import bge
-
-   # scale sets the speed of motion
-   scale = 1.0, 0.5
-
-   co = bge.logic.getCurrentController()
-   obj = co.owner
-   mouse = co.sensors["Mouse"]
-   lmotion = co.actuators["LMove"]
-   wmotion = co.actuators["WMove"]
-
-   # Transform the mouse coordinates to see how far the mouse has moved.
-   def mousePos():
-      x = (bge.render.getWindowWidth() / 2 - mouse.position[0]) * scale[0]
-      y = (bge.render.getWindowHeight() / 2 - mouse.position[1]) * scale[1]
-      return (x, y)
-
-   pos = mousePos()
-
-   # Set the amount of motion: X is applied in world coordinates...
-   wmotion.useLocalTorque = False
-   wmotion.torque = ((0.0, 0.0, pos[0]))
-
-   # ...Y is applied in local coordinates
-   lmotion.useLocalTorque = True
-   lmotion.torque = ((-pos[1], 0.0, 0.0))
-
-   # Activate both actuators
-   co.activate(lmotion)
-   co.activate(wmotion)
-
-   # Centre the mouse
-   bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2), int(bge.render.getWindowHeight() / 2))
-
-*********
-Constants
-*********
-
-.. data:: KX_TEXFACE_MATERIAL
-
-   Materials as defined by the texture face settings.
-
-.. data:: KX_BLENDER_MULTITEX_MATERIAL
-
-   Materials approximating blender materials with multitexturing.
-
-.. data:: KX_BLENDER_GLSL_MATERIAL
-
-   Materials approximating blender materials with GLSL.
-
-.. DATA:: VSYNC_OFF
-
-   Disables vsync
-
-.. DATA:: VSYNC_ON
-
-   Enables vsync
-
-.. DATA:: VSYNC_ADAPTIVE
-
-   Enables adaptive vsync if supported.
-   Adaptive vsync enables vsync if the framerate is above the monitors refresh rate.
-   Otherwise, vsync is diabled if the framerate is too low.
-
-.. data:: LEFT_EYE
-
-   Left eye being used during stereoscopic rendering.
-
-.. data:: RIGHT_EYE
-
-   Right eye being used during stereoscopic rendering.
-
-.. data:: RAS_OFS_RENDER_BUFFER
-
-   The pixel buffer for offscreen render is a RenderBuffer. Argument to :func:`offScreenCreate`
-
-.. data:: RAS_OFS_RENDER_TEXTURE
-
-   The pixel buffer for offscreen render is a Texture. Argument to :func:`offScreenCreate`
-
-
-*****
-Types
-*****
-
-.. class:: RASOffScreen
-
-   An off-screen render buffer object. 
-
-   Use :func:`offScreenCreate` to create it.
-   Currently it can only be used in the :class:`bge.texture.ImageRender`
-   constructor to render on a FBO rather than the default viewport.
-
-  .. attribute:: width
-
-     The width in pixel of the FBO
-
-     :type: integer
-
-  .. attribute:: height
-
-     The height in pixel of the FBO
-
-     :type: integer
-
-  .. attribute:: color
-
-     The underlying OpenGL bind code of the texture object that holds
-     the rendered image, 0 if the FBO is using RenderBuffer.
-     The choice between RenderBuffer and Texture is determined
-     by the target argument of :func:`offScreenCreate`.
-
-     :type: integer
-
-
-*********
-Functions
-*********
-
-.. function:: getWindowWidth()
-
-   Gets the width of the window (in pixels)
-
-   :rtype: integer
-
-.. function:: getWindowHeight()
-
-   Gets the height of the window (in pixels)
-
-   :rtype: integer
-
-.. function:: setWindowSize(width, height)
-
-   Set the width and height of the window (in pixels). This also works for fullscreen applications.
-
-   .. note:: Only works in the standalone player, not the Blender-embedded player.
-
-   :arg width: width in pixels
-   :type width: integer
-   :arg height: height in pixels
-   :type height: integer
-
-.. function:: setFullScreen(enable)
-
-   Set whether or not the window should be fullscreen.
-
-   .. note:: Only works in the standalone player, not the Blender-embedded player.
-
-   :arg enable: ``True`` to set full screen, ``False`` to set windowed.
-   :type enable: bool
-
-.. function:: getFullScreen()
-
-   Returns whether or not the window is fullscreen.
-
-   .. note:: Only works in the standalone player, not the Blender-embedded player; there it always returns False.
-
-   :rtype: bool
-
-.. function:: getDisplayDimensions()
-
-   Get the display dimensions, in pixels, of the display (e.g., the
-   monitor). Can return the size of the entire view, so the
-   combination of all monitors; for example, ``(3840, 1080)`` for two
-   side-by-side 1080p monitors.
-   
-   :rtype: tuple (width, height)
-
-.. function:: makeScreenshot(filename)
-
-   Writes an image file with the current displayed frame.
-
-   The image is written to *'filename'*.
-   The path may be absolute (eg. ``/home/foo/image``) or relative when started with
-   ``//`` (eg. ``//image``). Note that absolute paths are not portable between platforms.
-   If the filename contains a ``#``,
-   it will be replaced by an incremental index so that screenshots can be taken multiple
-   times without overwriting the previous ones (eg. ``image-#``).
-
-   Settings for the image are taken from the render settings (file format and respective settings,
-   gamma and colospace conversion, etc).
-   The image resolution matches the framebuffer, meaning, the window size and aspect ratio.
-   When running from the standalone player, instead of the embedded player, only PNG files are supported.
-   Additional color conversions are also not supported.
-
-   :arg filename: path and name of the file to write
-   :type filename: string
-
-
-.. function:: enableVisibility(visible)
-
-   Deprecated; doesn't do anything.
-
-
-.. function:: showMouse(visible)
-
-   Enables or disables the operating system mouse cursor.
-
-   :arg visible:
-   :type visible: boolean
-
-
-.. function:: setMousePosition(x, y)
-
-   Sets the mouse cursor position.
-
-   :arg x: X-coordinate in screen pixel coordinates.
-   :type x: integer
-   :arg y: Y-coordinate in screen pixel coordinates.
-   :type y: integer
-
-
-.. function:: setBackgroundColor(rgba)
-
-   Deprecated and no longer functional. Use :py:meth:`bge.types.KX_WorldInfo.backgroundColor` instead.
-
-
-.. function:: setEyeSeparation(eyesep)
-
-   Sets the eye separation for stereo mode. Usually Focal Length/30 provides a confortable value.
-
-   :arg eyesep: The distance between the left and right eye.
-   :type eyesep: float
-
-
-.. function:: getEyeSeparation()
-
-   Gets the current eye separation for stereo mode.
-
-   :rtype: float
-
-
-.. function:: setFocalLength(focallength)
-
-   Sets the focal length for stereo mode. It uses the current camera focal length as initial value.
-
-   :arg focallength: The focal length.
-   :type focallength: float
-
-.. function:: getFocalLength()
-
-   Gets the current focal length for stereo mode.
-
-   :rtype: float
-
-.. function:: getStereoEye()
-
-   Gets the current stereoscopy eye being rendered.
-   This function is mainly used in a :class:`bge.types.KX_Scene.pre_draw` callback
-   function to customize the camera projection matrices for each
-   stereoscopic eye.
-
-   :rtype: LEFT_EYE, RIGHT_EYE
-
-.. function:: setMaterialMode(mode)
-
-   Set the material mode to use for OpenGL rendering.
-
-   :arg mode: material mode
-   :type mode: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
-
-   .. note:: Changes will only affect newly created scenes.
-
-
-.. function:: getMaterialMode(mode)
-
-   Get the material mode to use for OpenGL rendering.
-
-   :rtype: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
-
-
-.. function:: setGLSLMaterialSetting(setting, enable)
-
-   Enables or disables a GLSL material setting.
-
-   :arg setting:
-   :type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
-   :arg enable:
-   :type enable: boolean
-
-
-.. function:: getGLSLMaterialSetting(setting)
-
-   Get the state of a GLSL material setting.
-
-   :arg setting:
-   :type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
-   :rtype: boolean
-
-.. function:: setAnisotropicFiltering(level)
-
-   Set the anisotropic filtering level for textures.
-
-   :arg level: The new anisotropic filtering level to use
-   :type level: integer (must be one of 1, 2, 4, 8, 16)
-
-   .. note:: Changing this value can cause all textures to be recreated, which can be slow.
-
-.. function:: getAnisotropicFiltering()
-
-   Get the anisotropic filtering level used for textures.
-
-   :rtype: integer (one of 1, 2, 4, 8, 16)
-
-.. function:: setMipmapping(value)
-
-   Change how to use mipmapping.
-
-   :type value: RAS_MIPMAP_NONE, RAS_MIPMAP_NEAREST, RAS_MIPMAP_LINEAR
-
-   .. note:: Changing this value can cause all textures to be recreated, which can be slow.
-
-.. function:: getMipmapping()
-
-   Get the current mipmapping setting.
-
-   :rtype: RAS_MIPMAP_NONE, RAS_MIPMAP_NEAREST, RAS_MIPMAP_LINEAR
-
-.. function:: drawLine(fromVec,toVec,color)
-
-   Draw a line in the 3D scene.
-
-   :arg fromVec: the origin of the line
-   :type fromVec: list [x, y, z]
-   :arg toVec: the end of the line
-   :type toVec: list [x, y, z]
-   :arg color: the color of the line
-   :type color: list [r, g, b]
-
-
-.. function:: enableMotionBlur(factor)
-
-   Enable the motion blur effect.
-
-   :arg factor: the ammount of motion blur to display.
-   :type factor: float [0.0 - 1.0]
-
-
-.. function:: disableMotionBlur()
-
-   Disable the motion blur effect.
-
-.. function:: showFramerate(enable)
-
-   Show or hide the framerate.
-
-   :arg enable:
-   :type enable: boolean
-
-.. function:: showProfile(enable)
-
-   Show or hide the profile.
-
-   :arg enable:
-   :type enable: boolean
-
-.. function:: showProperties(enable)
-
-   Show or hide the debug properties.
-
-   :arg enable:
-   :type enable: boolean
-
-.. function:: autoDebugList(enable)
-
-   Enable or disable auto adding debug properties to the debug list.
-
-   :arg enable:
-   :type enable: boolean
-
-.. function:: clearDebugList()
-
-   Clears the debug property list.
-
-.. function:: setVsync(value)
-
-   Set the vsync value
-
-   :arg value: One of VSYNC_OFF, VSYNC_ON, VSYNC_ADAPTIVE
-   :type value: integer
-
-.. function:: getVsync()
-
-   Get the current vsync value
-
-   :rtype: One of VSYNC_OFF, VSYNC_ON, VSYNC_ADAPTIVE
-
-.. function:: offScreenCreate(width,height[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
-
-   Create a Off-screen render buffer object.
-
-   :arg width: the width of the buffer in pixels
-   :type width: integer
-   :arg height: the height of the buffer in pixels
-   :type height: integer
-   :arg samples: the number of multisample for anti-aliasing (MSAA), 0 to disable MSAA
-   :type samples: integer
-   :arg target: the pixel storage: :data:`RAS_OFS_RENDER_BUFFER` to render on RenderBuffers (the default),
-      :data:`RAS_OFS_RENDER_TEXTURE` to render on texture. 
-      The later is interesting if you want to access the texture directly (see :attr:`RASOffScreen.color`).
-      Otherwise the default is preferable as it's more widely supported by GPUs and more efficient.
-      If the GPU does not support MSAA+Texture (e.g. Intel HD GPU), MSAA will be disabled.
-   :type target: integer
-   :rtype: :class:`RASOffScreen`
-
diff --git a/doc/python_api/rst/bge.texture.rst b/doc/python_api/rst/bge.texture.rst
deleted file mode 100644 (file)
index cd99cde..0000000
+++ /dev/null
@@ -1,1557 +0,0 @@
-
-Video Texture (bge.texture)
-===========================
-
-************
-Introduction
-************
-
-The ``bge.texture`` module allows you to manipulate textures during the game.
-Several sources for texture are possible: video files, image files, video capture,
-memory buffer, camera render or a mix of that.
-The video and image files can be loaded from the Internet using a URL instead of a file name.
-In addition, you can apply filters on the images before sending them to the GPU,
-allowing video effect: blue screen, color band, gray, normal map.
-``bge.texture`` uses FFmpeg to load images and videos.
-All the formats and codecs that FFmpeg supports are supported by ``bge.texture``,
-including but not limited to:
-
-* AVI
-* Ogg
-* Xvid
-* Theora
-* dv1394 camera
-* video4linux capture card (this includes many webcams)
-* videoForWindows capture card (this includes many webcams)
-* JPG
-
-
-How it works
-------------
-
-The principle is simple: first you identify a texture on an existing object using the
-:class:`~bge.texture.materialID` function, then you create a new texture with dynamic content
-and swap the two textures in the GPU.
-
-The game engine is not aware of the substitution and continues to display the object as always,
-except that you are now in control of the texture.
-
-When the texture object is deleted, the new texture is deleted and the old texture restored.
-
-
-Game Preparation
-----------------
-
-Before you can use the :mod:`bge.texture` module,
-you must have objects with textures applied appropriately.
-
-Imagine you want to have a television showing live broadcast programs in the game.
-You will create a television object and UV-apply a different texture at the place of the screen,
-for example ``tv.png``. What this texture looks like is not important;
-probably you want to make it dark gray to simulate power-off state.
-When the television must be turned on, you create a dynamic texture from a video capture card
-and use it instead of ``tv.png``: the TV screen will come to life.
-
-You have two ways to define textures that ``bge.texture`` can grab:
-
-- Simple UV texture.
-- Blender material with image texture channel.
-
-Because ``bge.texture`` works at texture level, it is compatible with all
-the Blender Game Engine's fancy texturing features: GLSL, multi-texture, custom shaders, etc.
-
-
-********
-Examples
-********
-
-.. include:: __/examples/bge.texture.py
-   :start-line: 1
-   :end-line: 5
-
-.. literalinclude:: __/examples/bge.texture.py
-   :lines: 7-
-
-.. include:: __/examples/bge.texture.1.py
-   :start-line: 1
-   :end-line: 6
-
-.. literalinclude:: __/examples/bge.texture.1.py
-   :lines: 8-
-
-.. include:: __/examples/bge.texture.2.py
-   :start-line: 1
-   :end-line: 6
-
-.. literalinclude:: __/examples/bge.texture.2.py
-   :lines: 8-
-
-
-.. module:: bge.texture
-
-*************
-Video classes
-*************
-
-.. class:: VideoFFmpeg(file, capture=-1, rate=25.0, width=0, height=0)
-
-   FFmpeg video source, used for video files, video captures, or video streams.
-
-   :arg file: Path to the video to load; if capture >= 0 on Windows, this parameter will not be used.
-   :type file: str
-   :arg capture: Capture device number; if >= 0, the corresponding webcam will be used. (optional)
-   :type capture: int
-   :arg rate: Capture rate. (optional, used only if capture >= 0)
-   :type rate: float
-   :arg width: Capture width. (optional, used only if capture >= 0)
-   :type width: int
-   :arg height: Capture height. (optional, used only if capture >= 0)
-   :type height: int
-
-   .. attribute:: status
-
-      Video status. (readonly)
-
-      :type: int
-      :value: see `FFmpeg Video and Image Status`_.
-
-   .. attribute:: range
-
-      The start and stop time of the video playback, expressed in seconds from beginning.
-      By default the entire video.
-
-      :type: sequence of two floats
-
-   .. attribute:: repeat
-
-      Number of times to replay the video, -1 for infinite repeat.
-
-      :type: int
-
-   .. attribute:: framerate
-
-      Relative frame rate, <1.0 for slow, >1.0 for fast.
-
-      :type: float
-
-   .. attribute:: valid
-
-      Tells if an image is available. (readonly)
-
-      :type: bool
-
-   .. attribute:: image
-
-      Image data. (readonly)
-
-      :type: :class:`~bgl.Buffer` or None
-
-   .. attribute:: size
-
-      Image size. (readonly)
-
-      :type: tuple of two ints
-
-   .. attribute:: scale
-
-      Set to True to activate fast nearest neighbor scaling algorithm.
-      Texture width and height must be a power of 2.
-      If the video picture size is not a power of 2, rescaling is required.
-      By default ``bge.texture`` uses the precise but slow ``gluScaleImage()`` function.
-      Best is to rescale the video offline so that no scaling is necessary at runtime!
-
-      :type: bool
-
-   .. attribute:: flip
-
-      If True the imaged will be flipped vertically.
-      FFmpeg always delivers the image upside down, so this attribute is set to True by default.
-
-      :type: bool
-
-   .. attribute:: filter
-
-      An additional filter that is applied on the video before sending it to the GPU.
-
-      :type: one of:
-
-         * :class:`FilterBGR24`
-         * :class:`FilterBlueScreen`
-         * :class:`FilterColor`
-         * :class:`FilterGray`
-         * :class:`FilterLevel`
-         * :class:`FilterNormal`
-         * :class:`FilterRGB24`
-         * :class:`FilterRGBA32`
-
-   .. attribute:: preseek
-
-      Number of frames of preseek.
-
-      :type: int
-
-   .. attribute:: deinterlace
-
-      Deinterlace image.
-
-      :type: bool
-
-   .. method:: play()
-
-      Play (restart) video.
-
-      :return: Whether the video was ready or stopped.
-      :rtype: bool
-
-   .. method:: pause()
-
-      Pause video.
-
-      :return: Whether the video was playing.
-      :rtype: bool
-
-   .. method:: stop()
-
-      Stop video (play will replay it from start).
-
-      :return: Whether the video was playing.
-      :rtype: bool
-
-   .. method:: refresh(buffer=None, format="RGBA", timestamp=-1.0)
-
-      Refresh video - get its status and optionally copy the frame to an external buffer.
-
-      :arg buffer: An optional object that implements the buffer protocol.
-         If specified, the image is copied to the buffer, which must be big enough or an exception is thrown.
-      :type buffer: any buffer type
-      :arg format: An optional image format specifier for the image that will be copied to the buffer.
-         Only valid values are "RGBA" or "BGRA"
-      :type format: str
-      :arg timestamp: An optional timestamp (in seconds from the start of the movie)
-         of the frame to be copied to the buffer.
-      :type timestamp: float
-      :return: see `FFmpeg Video and Image Status`_.
-      :rtype: int
-
-
-*************
-Image classes
-*************
-
-.. class:: ImageFFmpeg(file)
-
-   FFmpeg image source, used for image files and web based images.
-
-   :arg file: Path to the image to load.
-   :type file: str
-
-   .. attribute:: status
-
-      Image status. (readonly)
-
-      :type: int
-      :value: see `FFmpeg Video and Image Status`_.
-
-   .. attribute:: valid
-
-      Tells if an image is available. (readonly)
-
-      :type: bool
-
-   .. attribute:: image
-
-      Image data. (readonly)
-
-      :type: :class:`~bgl.Buffer` or None
-
-   .. attribute:: size
-
-      Image size. (readonly)
-
-      :type: tuple of two ints
-
-   .. attribute:: scale
-
-      Fast scale of image (near neighbour).
-
-      :type: bool
-
-   .. attribute:: flip
-
-      Flip image vertically.
-
-      :type: bool
-
-   .. attribute:: filter
-
-      Pixel filter.
-
-      :type: one of...
-
-         * :class:`FilterBGR24`
-         * :class:`FilterBlueScreen`
-         * :class:`FilterColor`
-         * :class:`FilterGray`
-         * :class:`FilterLevel`
-         * :class:`FilterNormal`
-         * :class:`FilterRGB24`
-         * :class:`FilterRGBA32`
-
-   .. method:: refresh(buffer=None, format="RGBA")
-
-      Refresh image, get its status and optionally copy the frame to an external buffer.
-
-      :arg buffer: An optional object that implements the buffer protocol.
-         If specified, the image is copied to the buffer, which must be big enough or an exception is thrown.
-      :type buffer: any buffer type
-      :arg format: An optional image format specifier for the image that will be copied to the buffer.
-         Only valid values are "RGBA" or "BGRA"
-      :type format: str
-      :return: see `FFmpeg Video and Image Status`_.
-      :rtype: int
-
-   .. method:: reload(newname=None)
-
-      Reload image, i.e. reopen it.
-
-      :arg newname: Path to a new image. (optional)
-      :type newname: str
-
-.. class:: ImageBuff(width, height, color=0, scale=False)
-
-   Image from application memory.
-   For computer generated images, drawing applications.
-
-   :arg width: Width of the image.
-   :type width: int
-   :arg height: Height of the image.
-   :type height: int
-   :arg color: Value to initialize RGB channels with. The initialized buffer will have
-               all pixels set to (color, color, color, 255). (optional)
-   :type color: int in [0, 255]
-   :arg scale: Image uses scaling. (optional)
-   :type scale: bool
-
-   .. attribute:: filter
-
-      Pixel filter.
-
-      :type: one of...
-
-         * :class:`FilterBGR24`
-         * :class:`FilterBlueScreen`
-         * :class:`FilterColor`
-         * :class:`FilterGray`
-         * :class:`FilterLevel`
-         * :class:`FilterNormal`
-         * :class:`FilterRGB24`
-         * :class:`FilterRGBA32`
-
-   .. attribute:: flip
-
-      Flip image vertically.
-
-      :type: bool
-
-   .. attribute:: image
-
-      Image data. (readonly)
-
-      :type: :class:`~bgl.Buffer` or None
-
-   .. method:: load(imageBuffer, width, height)
-
-      Load image from buffer.
-
-      :arg imageBuffer: Buffer to load the image from.
-      :type imageBuffer: :class:`~bgl.Buffer` or Python object implementing the buffer protocol (f.ex. bytes)
-      :arg width: Width of the image to load.
-      :type width: int
-      :arg height: Height of the image to load.
-      :type height: int
-
-   .. method:: plot(imageBuffer, width, height, positionX, positionY, mode=IMB_BLEND_COPY)
-
-      Update image buffer.
-
-      :arg imageBuffer: Buffer to load the new data from.
-      :type imageBuffer: :class:`~bgl.Buffer`, :class:`ImageBuff`
-         or Python object implementing the buffer protocol (f.ex. bytes)
-      :arg width: Width of the data to load.
-      :type width: int
-      :arg height: Height of the data to load.
-      :type height: int
-      :arg positionX: Left boundary of the region to be drawn on.
-      :type positionX: int
-      :arg positionY: Upper boundary of the region to be drawn on.
-      :type positionY: int
-      :arg mode: Drawing mode, see `Image Blending Modes`_.
-      :type mode: int
-
-
-   .. attribute:: scale
-
-      Fast scale of image (near neighbour).
-
-      :type: bool
-
-   .. attribute:: size
-
-      Image size. (readonly)
-
-      :type: tuple of two ints
-
-   .. attribute:: valid
-
-      Tells if an image is available. (readonly)
-
-      :type: bool
-
-.. class:: ImageMirror(scene, observer, mirror, material=0)
-
-   Image source from mirror.
-
-   :arg scene: Scene in which the image has to be taken.
-   :type scene: :class:`~bge.types.KX_Scene`
-   :arg observer: Reference object for the mirror
-      (the object from which the mirror has to be looked at, for example a camera).
-   :type observer: :class:`~bge.types.KX_GameObject`
-   :arg mirror: Object holding the mirror.
-   :type mirror: :class:`~bge.types.KX_GameObject`
-   :arg material: ID of the mirror's material to be used for mirroring. (optional)
-   :type material: int
-
-   .. attribute:: alpha
-
-      Use alpha in texture.
-
-      :type: bool
-
-   .. attribute:: background
-
-      Background color.
-
-      :type: int or float list [r, g, b, a] in [0.0, 255.0]
-
-   .. attribute:: capsize
-
-      Size of render area.
-
-      :type: sequence of two ints
-
-   .. attribute:: clip
-
-      Clipping distance.
-
-      :type: float in [0.01, 5000.0]
-
-   .. attribute:: filter
-
-      Pixel filter.
-
-      :type: one of...
-
-         * :class:`FilterBGR24`
-         * :class:`FilterBlueScreen`
-         * :class:`FilterColor`
-         * :class:`FilterGray`
-         * :class:`FilterLevel`
-         * :class:`FilterNormal`
-         * :class:`FilterRGB24`
-         * :class:`FilterRGBA32`
-
-   .. attribute:: flip
-
-      Flip image vertically.
-
-      :type: bool
-
-   .. attribute:: image
-
-      Image data. (readonly)
-
-      :type: :class:`~bgl.Buffer` or None
-
-   .. method:: refresh(buffer=None, format="RGBA")
-
-      Refresh image - render and copy the image to an external buffer (optional)
-      then invalidate its current content.
-
-      :arg buffer: An optional object that implements the buffer protocol.
-         If specified, the image is rendered and copied to the buffer,
-         which must be big enough or an exception is thrown.
-      :type buffer: any buffer type
-      :arg format: An optional image format specifier for the image that will be copied to the buffer.
-         Only valid values are "RGBA" or "BGRA"
-      :type format: str
-
-   .. attribute:: scale
-
-      Fast scale of image (near neighbour).
-
-      :type: bool
-
-   .. attribute:: size
-
-      Image size (readonly).
-
-      :type: tuple of two ints
-
-   .. attribute:: valid
-
-      Tells if an image is available. (readonly)
-
-      :type: bool
-
-   .. attribute:: whole
-
-      Use whole viewport to render.
-
-      :type: bool
-
-.. class:: ImageMix
-
-   Image mixer used to mix multiple image sources together.
-
-   .. attribute:: filter
-
-      Pixel filter.
-
-      :type: one of...
-
-         * :class:`FilterBGR24`
-         * :class:`FilterBlueScreen`
-         * :class:`FilterColor`
-         * :class:`FilterGray`
-         * :class:`FilterLevel`
-         * :class:`FilterNormal`
-         * :class:`FilterRGB24`
-         * :class:`FilterRGBA32`
-
-   .. attribute:: flip
-
-      Flip image vertically.
-
-      :type: bool
-
-   .. method:: getSource(id)
-
-      Get image source.
-
-      :arg id: Identifier of the source to get.
-      :type id: str
-
-      :return: Image source.
-      :rtype: one of...
-
-         * :class:`VideoFFmpeg`
-         * :class:`ImageFFmpeg`
-         * :class:`ImageBuff`
-         * :class:`ImageMirror`
-         * :class:`ImageMix`
-         * :class:`ImageRender`
-         * :class:`ImageViewport`
-
-   .. method:: getWeight(id)
-
-      Get image source weight.
-
-      :arg id: Identifier of the source.
-      :type id: str
-
-      :return: Weight of the source.
-      :rtype: int
-
-   .. attribute:: image
-
-      Image data. (readonly)
-
-      :type: :class:`~bgl.Buffer` or None
-
-   .. method:: refresh(buffer=None, format="RGBA")
-
-      Refresh image - calculate and copy the image to an external buffer (optional)
-      then invalidate its current content.
-
-      :arg buffer: An optional object that implements the buffer protocol.
-         If specified, the image is calculated and copied to the buffer,
-         which must be big enough or an exception is thrown.
-      :type buffer: any buffer type
-      :arg format: An optional image format specifier for the image that will be copied to the buffer.
-         Only valid values are "RGBA" or "BGRA"
-      :type format: str
-
-   .. attribute:: scale
-
-      Fast scale of image (near neighbour).
-
-      :type: bool
-
-   .. attribute:: size
-
-      Image size. (readonly)
-
-      :type: tuple of two ints
-
-   .. method:: setSource(id, image)
-
-      Set image source - all sources must have the same size.
-
-      :arg id: Identifier of the source to set.
-      :type id: str
-      :arg image: Image source of type...
-
-         * :class:`VideoFFmpeg`
-         * :class:`ImageFFmpeg`
-         * :class:`ImageBuff`
-         * :class:`ImageMirror`
-         * :class:`ImageMix`
-         * :class:`ImageRender`
-         * :class:`ImageViewport`
-
-   .. method:: setWeight(id, weight)
-
-      Set image source weight - the sum of the weights should be 256 to get full color intensity in the output.
-
-      :arg id: Identifier of the source.
-      :type id: str
-      :arg weight: Weight of the source.
-      :type weight: int
-
-   .. attribute:: valid
-
-      Tells if an image is available. (readonly)
-
-      :type: bool
-
-.. class:: ImageRender(scene, camera)
-
-   Image source from a render of a non active camera.
-   The render is done on a custom framebuffer object if fbo is specified,
-   otherwise on the default framebuffer.
-
-   :arg scene: Scene in which the image has to be taken.
-   :type scene: :class:`~bge.types.KX_Scene`
-   :arg camera: Camera from which the image has to be taken.
-   :type camera: :class:`~bge.types.KX_Camera`
-   :arg fbo: Off-screen render buffer object (optional)
-   :type fbo: :class:`~bge.render.RASOffScreen`
-
-   .. attribute:: alpha
-
-      Use alpha in texture.
-
-      :type: bool
-
-   .. attribute:: background
-
-      Background color.
-
-      :type: int or float list [r, g, b, a] in [0.0, 255.0]
-
-   .. attribute:: capsize
-
-      Size of render area.
-
-      :type: sequence of two ints
-
-   .. attribute:: filter
-
-      Pixel filter.
-
-      :type: one of...
-
-         * :class:`FilterBGR24`
-         * :class:`FilterBlueScreen`
-         * :class:`FilterColor`
-         * :class:`FilterGray`
-         * :class:`FilterLevel`
-         * :class:`FilterNormal`
-         * :class:`FilterRGB24`
-         * :class:`FilterRGBA32`
-
-   .. attribute:: flip
-
-      Flip image vertically.
-
-      :type: bool
-
-   .. attribute:: image
-
-      Image data. (readonly)
-
-      :type: :class:`~bgl.Buffer` or None
-
-   .. attribute:: scale
-
-      Fast scale of image (near neighbour).
-
-      :type: bool
-
-   .. attribute:: size
-
-      Image size. (readonly)
-
-      :type: tuple of two ints
-
-   .. attribute:: valid
-
-      Tells if an image is available. (readonly)
-
-      :type: bool
-
-   .. attribute:: whole
-
-      Use whole viewport to render.
-
-      :type: bool
-
-   .. attribute:: depth
-
-      Use depth component of render as array of float - not suitable for texture source,
-      should only be used with bge.texture.imageToArray(mode='F').
-
-      :type: bool
-
-   .. attribute:: zbuff
-
-      Use depth component of render as grayscale color - suitable for texture source.
-
-      :type: bool
-
-   .. method:: render()
-
-      Render the scene but do not extract the pixels yet.
-      The function returns as soon as the render commands have been send to the GPU.
-      The render will proceed asynchronously in the GPU while the host can perform other tasks.
-      To complete the render, you can either call :func:`refresh`
-      directly of refresh the texture of which this object is the source.
-      This method is useful to implement asynchronous render for optimal performance: call render()
-      on frame n and refresh() on frame n+1 to give as much as time as possible to the GPU
-      to render the frame while the game engine can perform other tasks.
-
-      :return: True if the render was initiated, False if the render cannot be performed (e.g. the camera is active)
-      :rtype: bool
-
-   .. method:: refresh()
-   .. method:: refresh(buffer, format="RGBA")
-
-      Refresh video - render and optionally copy the image to an external buffer then invalidate its current content.
-      The render may have been started earlier with the :func:`render` method,
-      in which case this function simply waits for the render operations to complete.
-      When called without argument, the pixels are not extracted but the render is guaranteed
-      to be completed when the function returns.
-      This only makes sense with offscreen render on texture target (see :func:`~bge.render.offScreenCreate`).
-
-      :arg buffer: An object that implements the buffer protocol.
-         If specified, the image is copied to the buffer, which must be big enough or an exception is thrown.
-         The transfer to the buffer is optimal if no processing of the image is needed.
-         This is the case if ``flip=False, alpha=True, scale=False, whole=True, depth=False, zbuff=False``
-         and no filter is set.
-      :type buffer: any buffer type of sufficient size
-      :arg format: An optional image format specifier for the image that will be copied to the buffer.
-         Only valid values are "RGBA" or "BGRA"
-      :type format: str
-      :return: True if the render is complete, False if the render cannot be performed (e.g. the camera is active)
-      :rtype: bool
-
-.. class:: ImageViewport
-
-   Image source from viewport rendered by the active camera.
-   To render from a non active camera see :class:`ImageRender`.
-
-   .. attribute:: alpha
-
-      Use alpha in texture.
-
-      :type: bool
-
-   .. attribute:: capsize
-
-      Size of viewport area being captured.
-
-      :type: sequence of two ints
-
-   .. attribute:: filter
-
-      Pixel filter.
-
-      :type: one of...
-
-         * :class:`FilterBGR24`
-         * :class:`FilterBlueScreen`
-         * :class:`FilterColor`
-         * :class:`FilterGray`
-         * :class:`FilterLevel`
-         * :class:`FilterNormal`
-         * :class:`FilterRGB24`
-         * :class:`FilterRGBA32`
-
-   .. attribute:: flip
-
-      Flip image vertically.
-
-      :type: bool
-
-   .. attribute:: image
-
-      Image data. (readonly)
-
-      :type: :class:`~bgl.Buffer` or None
-
-   .. attribute:: position
-
-      Upper left corner of the captured area.
-
-      :type: sequence of two ints
-
-   .. method:: refresh(buffer=None, format="RGBA")
-
-      Refresh video - copy the viewport to an external buffer (optional) then invalidate its current