[Bf-committers] opengl rendering

malefico andauer the3d_hut at yahoo.com.ar
Thu Sep 29 17:26:07 CEST 2005


Hi, I have noticed this problem before when preparing
animatics for "Plumiferos Project".
I have also proposed that opengl render uses only the
Passpartout area for resolution and aspect.

So, I would greately appreciate some work on this too.

Best regards

malefico.

 --- Shaul Kedem <shaul.kedem at gmail.com> escribió:

> 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:
> >
> > Greetings.
> >
> > 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.
> > anyhow.
> >
> > There is the annoyance that there is no opengl
> rendering engine in the
> > scene
> > buttons, just the viewport-dependent
> opengl-to-image/videofile
> > functionality
> > in the 3d view. The problem with that is having to
> set the viewport
> > manually
> > to match the desired resolution etc. That is
> certainly doable, but we
> > figured
> > that for someone who knows opengl / ghost it's
> simple to add the support
> > for
> > 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
> > catches
> > 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)
> > real-time
> > rendering (to videos that can be shown to
> producers etc) of them would be
> > useful.
> >
> > ~Toni
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at projects.blender.org
> >
>
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> >
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>
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