[Bf-committers] Blender FX Proposal
Jason Wilkins
jason.a.wilkins at gmail.com
Mon Apr 2 23:31:26 CEST 2012
My thought on BGE vs Blender came down to this: If I write a 2D
filter for the Blender view port, it should work in the Blender Game
Engine as well without modification. Basically, I do not want to run
off and make a totally incompatible way to do the same thing.
On Mon, Apr 2, 2012 at 10:03 AM, Dalai Felinto <dfelinto at gmail.com> wrote:
> Hi Jason,
>
> When it comes to performance the BGE rendering system is so different and
> has such a different goal than the "Blender" one that it doesn't make any
> sense in unify them in my opinion.
>
> Now if you are concerned about features (some screen shaders that could
> benefit both BGE and Blender) I wouldn't mind seeing a preview of custom
> (and/or premade) BGE 2dfilters in the viewport. That could benefit both BGE
> and the rest of Blender users.
>
> It's not clear to me what you want to touch actually.
>
> --
> Dalai
>
> 2012/3/30 Jason Wilkins <jason.a.wilkins at gmail.com>
>
>> >From the other thread:
>> >Personally I think (and I know that many other users agree) that speed
>> >should be the number one priority.
>>
>> Speed is definitely important. I do not plan on writing anything
>> slow. I'm aiming to unify code paths as much as possible. The new
>> code paths can be optimized.
>>
>> Right now there are glVertex* and glDraw* calls in 57 files. That is
>> 57 files where something is drawn. I'm hoping I can reduce that to 1
>> or 2 files.
>>
>> object_draw.c is over 7,000 lines long though...
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