[Soc-2010-dev] Status Report

Konrad Wilhelm Kleine konrad at konradwilhelm.de
Fri Jun 11 18:27:15 CEST 2010


Hi all,

this week I primarily dealt with some health issues again but I was able
to understand how GLSL materials are generated from the normal material
settings in Blender.

At the end of the last week I wrote a small Qt helper program that
solely is focused on bump mapping using normal maps (see attached screen
shots). Sure I could have used any shader editor out there to get to
know GLSL a bit better, but then I wouldn't got to know the GL side of
things (e.g. how to pass variables to shaders etc.). I wanted to support
bump mapping through height maps either because this is what is actually
needed for painting bump maps in Blender. I got sick before doing so.
Actually, bump mapping seems kinda tricky with TBN matrix and stuff and
there are a lot of possibilities to cheat which cannot be applied to
Blender.

A discussion between Tom and me came up about if there actually was
support for painting bump maps in 2.4. There is some YoFrankie site and
a Forum thread that discusses this. Sadly I cannot experiment with any
of this files Tom and I exchanged because of two reasons:

1) My Notebook has two GPUs (Intel and ATI). When using the Intel GPU my
X crashes for some timer that exhausted. I need to reboot my entire
machine for this.
2) When compiling with ATI driver enabled, I get this crash report from GDB:

> Starting program: /home/konrad/bf-blender/branches/build-sculpt25
> /bin/blender
> [Thread debugging using libthread_db enabled]
>
> Program received signal SIGSEGV, Segmentation fault.
> 0xb7f8fef6 in XF86DRIQueryExtension () from /usr/lib/fglrx/libGL.so.1

There are some google search results for this and I will read them as
soon as possible.

My plans for the next week are to get better and understand bump mapping
using height maps and implement it in Blender.

-Konrad
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