[Bf-committers] opengl rendering
shaul.kedem at gmail.com
Thu Sep 29 17:17:57 CEST 2005
I can give it a shot, if it's fine with everyone..
On 9/28/05, antont at kyperjokki.fi <antont at kyperjokki.fi> wrote:
> As some of you may have seen from the Orange blog, it is animatic time in
> here. We are rendering it with opengl, 'cause it's just a quick thing for
> adjusting timing, and the objects don't yet have material settings etc.
> There is the annoyance that there is no opengl rendering engine in the
> buttons, just the viewport-dependent opengl-to-image/videofile
> in the 3d view. The problem with that is having to set the viewport
> to match the desired resolution etc. That is certainly doable, but we
> that for someone who knows opengl / ghost it's simple to add the support
> actual rendering. It probably needs to create a new opengl context (with
> ghost?) and then .. something.
> As became evident, I'm not too familiar with that area, and it's not a
> showstopper for us, so i won't be doing it (soon) .. but if someone
> the ball, great! Animatics can be as complex as a a final film in terms of
> sequencing, and are for working with the timing, so having (near)
> rendering (to videos that can be shown to producers etc) of them would be
> Bf-committers mailing list
> Bf-committers at projects.blender.org
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