[Bf-committers] opengl & glsl
Ivan Sedo
ikoframe at zoznam.sk
Tue Apr 5 14:23:13 CEST 2005
Hi
On Tue, 2005-04-05 at 10:39 +0200, Ton Roosendaal wrote:
> Hi,
>
> > hola,
> > at first, I agree with you ...
> > I heard blender needs opengl coders ... I didn't think of it as to put
> > all current opengl stuff to the brand new 2.0 version, still I am more
> > familiar with 1.2 as with 2.0. I also didn't mean it as I put some code
> > here on next sunday :), I also meant it like long run - I hardly ever
> > start coding without planning ...
> >
> > As for simple small steps I'd like to do:
> > - what about button for turning light on and off? I find it natural and
> > useful to add this ability (for tuning scene lighting), you don't need
> > to put color sliders to zero, you can preserve light settings
>
> The 'solid' view mode is meant for modeling purposes, with max three
> default lights that already can be edited in the Info Window (user
> settings menu).
My mistake, I didn't mention it is not openlg related, and I meant it
for real lights used for rendering ... It is approach for lighting
tuning I read about in new riders digital lighting and rendering ...
>
> > - and what about manipulators for camera? it is quite annoying to set
> > clipping, or focal point for camera with sliders ...
>
> Once we we've decided how to exactly offer the manipulators, code is
> total mess now with all the different options, I like to check on how
> to API-fy it, so it can be used for other tools as well (like bend or
> warp, but also for spot or camera). This is not really ogl coding, but
> UI level stuff. :)
>
> We need opengl coders firstmost to check on proper behaviour for
> Blender on all platforms. There are issues in the low level still
> (Ghost library) with opening/closing windows. What OS and gfx card you
> have?
I am parsing blender code slowly :)
>
> -Ton-
>
>
> >
> > On Mon, 2005-04-04 at 22:40 +0200, Ton Roosendaal wrote:
> >> Hi,
> >>
> >> There's a lot of reasons why we stick to opengl 1.2 in Blender
> >> still...
> >> we prefer to run at a lot of different 3d cards, and OpenGL isn't too
> >> well supported cross platform. You'll also quicky enter Extension hell
> >> here.
> >> We definitely should be ready once for a move to OpenGL 2.0, but I
> >> don't see it as a short term project.
> >>
> >> Best would be to study how we currently draw subsurfs, was just
> >> recoded
> >> by Daniel. Maybe you can find methods for improvement here? Take small
> >> steps, find something simple you like to work on first. And don't
> >> forget that displace code only is in renderconverter/ module now.
> >>
> >> -Ton-
> >>
> >>
> >> On 4 Apr, 2005, at 1:10, Ivan Sedo wrote:
> >>
> >>> hi,
> >>> today I made an announcement :) on #blendercoders that I have
> >>> interests
> >>> to help with opengl and implementation glsl (for preview enhancement
> >>> and
> >>> speedup - e.g. displacement mapping in 3d view ...), this is more
> >>> likely
> >>> to happen (despite of my nurbana implementation, I still haven't seen
> >>> any nurbana code :) because I am already familiar with both opengl
> >>> and
> >>> glsl. So please give me directions who to contact and so on ...
> >>>
> >>>
> >>> Ivan
> >>>
> >>> _______________________________________________
> >>> Bf-committers mailing list
> >>> Bf-committers at projects.blender.org
> >>> http://projects.blender.org/mailman/listinfo/bf-committers
> >>>
> >>>
> >> ----------------------------------------------------------------------
> >> --
> >> --
> >> Ton Roosendaal Blender Foundation ton at blender.org
> >> http://www.blender.org
> >>
> >> _______________________________________________
> >> Bf-committers mailing list
> >> Bf-committers at projects.blender.org
> >> http://projects.blender.org/mailman/listinfo/bf-committers
> >
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at projects.blender.org
> > http://projects.blender.org/mailman/listinfo/bf-committers
> >
> >
> ------------------------------------------------------------------------
> --
> Ton Roosendaal Blender Foundation ton at blender.org
> http://www.blender.org
>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at projects.blender.org
> http://projects.blender.org/mailman/listinfo/bf-committers
More information about the Bf-committers
mailing list