<div dir="ltr"><div><span style="font-size:12.8px">This is a list of topics that each need to be expanded and discussed, *then* they will become concrete tasks.</span></div><span style="font-size:12.8px"><div><span style="font-size:12.8px"><br></span></div><div><span style="font-size:12.8px">The single-pass barycentric wireframe approach is a good place to start! It fits within this topic:</span></div>- mixed drawing: wires atop surfaces</span><br><div class="gmail_extra"><br></div><div class="gmail_extra">Complaints &amp; discussion about our current approach:</div><div class="gmail_extra"><a href="https://developer.blender.org/T44505">https://developer.blender.org/T44505</a><br></div><div class="gmail_extra"><br></div><div class="gmail_extra">nVidia implementation:<br></div><div class="gmail_extra"><a href="http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf">http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf</a><br></div><div class="gmail_extra"><div class="gmail_extra"><br></div><div class="gmail_extra">From the technique&#39;s original authors:</div><div class="gmail_extra"><a href="http://www2.imm.dtu.dk/pubdb/views/edoc_download.php/4884/pdf/imm4884.pdf">http://www2.imm.dtu.dk/pubdb/views/edoc_download.php/4884/pdf/imm4884.pdf</a><br></div><div class="gmail_extra"><a href="http://www.imm.dtu.dk/~janba/Wireframe/Siggraph06.pdf">http://www.imm.dtu.dk/~janba/Wireframe/Siggraph06.pdf</a></div><div class="gmail_extra"><br></div></div><div class="gmail_extra">From the authors&#39; &quot;Issues&quot; slide:</div><div class="gmail_extra">• The method does not support indexed geometry</div><div class="gmail_extra">• Primitive/geometry shaders alleviate this!</div><div class="gmail_extra">• Silhouette edges drawn from one side only</div><div class="gmail_extra">• Only noticeable on small meshes</div><div class="gmail_extra">• This is essentially a method for triangles and
quadrilaterals</div><div class="gmail_extra">• yes – but that is a very common special case</div><div class="gmail_extra"><br></div><div class="gmail_extra">Several years of GPU progress has helped us though! Geometry shaders and noperspective interpolation can be used.</div><div class="gmail_extra"><br></div><div class="gmail_extra">But how can we use this to draw only the exterior edges of n-gons? Or draw the interior edges (from triangulation) in a different style? Need to work out those details.<br></div><div class="gmail_extra"><br clear="all"><div><div class="gmail_signature">Mike Erwin<br>musician, naturalist, pixel pusher, hacker extraordinaire</div></div>
<br><div class="gmail_quote">On Tue, Apr 19, 2016 at 3:49 AM, Alexander Romanov <span dir="ltr">&lt;<a href="mailto:a.romanov@blend4web.com" target="_blank">a.romanov@blend4web.com</a>&gt;</span> wrote:<br><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-color:rgb(204,204,204);border-left-style:solid;padding-left:1ex">
  
    
  
  <div text="#000000" bgcolor="#FFFFFF">
    
    Some tasks overlap with the tasks from this page
    <a href="https://wiki.blender.org/index.php/Dev:2.8/Source/OpenGL/Shaders" target="_blank">https://wiki.blender.org/index.php/Dev:2.8/Source/OpenGL/Shaders</a> .
    
    May be it makes sense to have a single list?<br>
    And Just about wireframes. There is a good approach described here
    <a href="http://codeflow.org/entries/2012/aug/02/easy-wireframe-display-with-barycentric-coordinates/" target="_blank">http://codeflow.org/entries/2012/aug/02/easy-wireframe-display-with-barycentric-coordinates/</a>
    . Also, I have already thought about flat shading, so I can pick
    this two tasks for the near future.<div><div class="h5"><br>
    <br>
    <div>On 19.04.2016 08:31, Mike Erwin wrote:<br>
    </div>
    <blockquote type="cite">
      <div dir="ltr">
        <div>For the upcoming week:</div>
        <div><br>
        </div>
        I&#39;ve been writing up some Viewport 2.8 ideas / docs / designs
        and will share these very soon. Initially it will be &quot;what
        merwin thinks&quot;, but should give us something to talk about and
        arrive at &quot;what Blender folks think&quot;. And then on to planning
        &amp; actions &amp; great success.<br>
        <div><br>
        </div>
        <div>Here&#39;s a list of topics from my notebook -- I can pick 3 or
          4 to expand on by next week, prioritized by your responses. A
          lot of these get into technical details, but always important
          is the idea that the visuals should support and enhance the
          task at hand.</div>
        <div><br>
        </div>
        <div>- fundamental drawing styles:  surface (full materials),
          shape/form (solid, matcap), structure (polygons)</div>
        <div>- wireframes!<br>
        </div>
        <div>- selection outlines, indication</div>
        <div>- mixed drawing: wires atop surfaces</div>
        <div>- how to combine techniques -- material + nice outlines +
          screen door stippling for example</div>
        <div>- matrix stacks</div>
        <div>- state setting, AKA &quot;revenge of glLineWidth&quot;<br>
        </div>
        <div>- immediate-mode-style drawing</div>
        <div>- building draw batches -- GAWAIN</div>
        <div>- splitting draw batches -- by material, for low VRAM
          systems, etc.</div>
        <div>- batch caching, animation</div>
        <div>- supported systems &amp; GPUs<br>
        </div>
        <div>- OpenGL &amp; Vulkan roadmap</div>
        <div>- partial updates / dirty normals</div>
        <div>- GPU data request -- shader/technique declares what it
          needs</div>
        <div>- OpenSubdiv enhancements needed</div>
        <div>- reflection / env maps / image based lighting</div>
        <div>- real-time shadows</div>
        <div>- image &amp; texture enhancements needed</div>
        <div>- material enhancements needed</div>
        <div>- Blender --&gt; Unreal pipeline<br>
        </div>
        <div>- Blender --&gt; [your favorite engine] pipeline</div>
      </div>
      <div class="gmail_extra"><br clear="all">
        <div>
          <div>Mike Erwin<br>
            musician, naturalist, pixel pusher, hacker extraordinaire</div>
        </div>
        <br>
        <div class="gmail_quote">On Mon, Apr 18, 2016 at 1:45 PM,
          Mitchell Stokes <span dir="ltr">&lt;<a href="mailto:mogurijin@gmail.com" target="_blank">mogurijin@gmail.com</a>&gt;</span>
          wrote:<br>
          <blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-color:rgb(204,204,204);border-left-style:solid;padding-left:1ex">
            <div dir="ltr">
              <div>
                <div>
                  <div>Hello devs,<br>
                    <br>
                  </div>
                  Any interesting viewport updates for the week of April
                  11th to April 18th? Any plans for the upcoming week? I
                  will be aggregating information on the Viewport
                  Reports wiki page[1].<br>
                  <br>
                </div>
                Thanks,<br>
              </div>
              Mitchell Stokes<br>
              <div>
                <div><br>
                  [1] <a href="https://wiki.blender.org/index.php/Dev:2.8/Viewport/Reports" target="_blank">https://wiki.blender.org/index.php/Dev:2.8/Viewport/Reports</a><br>
                </div>
              </div>
            </div>
            <br>
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            <br>
          </blockquote>
        </div>
        <br>
      </div>
      <br>
      <fieldset></fieldset>
      <br>
      <pre>_______________________________________________
Bf-viewport mailing list
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</pre>
    </blockquote>
    <br>
    </div></div><span class=""><font color="#888888"><pre cols="72">-- 
Alexander Romanov (Blend4Web Team)</pre>
  </font></span></div>

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<br></blockquote></div><br></div></div>