[Soc-2010-dev] Status report for multires

Nicholas Bishop nicholasbishop at gmail.com
Sat Jun 12 05:49:00 CEST 2010


Status report for June 5 - 11:
* Finally have a good base done and committed to build on:
* Committed the stuff I talked about last week
* Modified CCGSubsurf so it can subdivide more than just coordinates
(used currently for masks)
* Modified multires to support updating masks
* Mask layer can be filled, cleared, inverted
* Sculpt brushes now work with masks
* Added a mask brush to sculpt to edit masks
* Wrote some basic release notes:
http://wiki.blender.org/index.php/User:Nicholasbishop/SummerOfCode2010/Release_Notes
* Not related specifically to my gsoc project, fixed various bugs in trunk.

Plans for next week:
* I'm looking now at bringing back the mesh hiding feature from 2.4x
(LMB+Ctrl+Shift).
** This time no ugliness with mesh reordering, I plan for it all to go
through the PBVH and support multires nicely too.
* Plan to look at undo with masks and saving masks.
* If there's time, start working on vpaint.

Schedule:
On track.

-Nicholas

On Fri, Jun 4, 2010 at 11:26 PM, Nicholas Bishop
<nicholasbishop at gmail.com> wrote:
> Status report for May 29 - June 4:
> * Lots of code written, very little committed.
> * Things that work:
> ** Building a customdata mask layer for non-multires meshes
> ** Displaying the mask layer with VBO for both regular and multires
> meshes (non-VBO still todo)
> ** Subdividing the original mesh mask layer (for multires)
> * In progress:
> ** Updating the multires mask layer so that changes actually stick (as
> well as subdividing higher levels)
>
> Today I also spent some time getting Valgrind to work properly on my
> machine. It spews millions of errors (literally) due to my graphics
> drivers, but I mucked about with the suppressions files and now I get
> relatively sane output. Already found a bug in the VBO code this way
> :)
>
> I feel like I'm making good progress here, but I keep having a-ha
> moments where I realize I was doing something stupid.
>
> Plans for next week:
> * Continue working on the in-progress item above. This might happen in
> the next few minutes, or the next few days. Definitely feel close
> though.
> * Break apart the work I've done so far and commit in smaller chunks.
> * If I get both those done, I'll make masks actually have an effect in
> sculpt mode (very easy, basically just multiply one extra value per
> vertex/grid point.)
>
> -Nicholas
>
> On Fri, May 28, 2010 at 6:41 PM, Nicholas Bishop
> <nicholasbishop at gmail.com> wrote:
>> Status report for May 24-28:
>> * Committed only some very basic things like new CustomData types, and
>> for masks, a test UI and test operator.
>> * Relearned how the various DerivedMeshes work with modifiers and CustomData.
>> * Started modifying gpu_buffers to add a color buffer, will be used
>> first for displaying masks.
>>
>> Plans for next week:
>> * Finish the color buffer code. Once this is done it becomes much
>> easier to test everything else, since results will be visible on the
>> mesh.
>> * Continue work on facegrid CustomData so that it interacts with CCGDM
>> correctly, and then with MultiresDM.
>>
>> -Nicholas
>>
>


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