When I sent this I was't really aware of how quickly things would move. The "complications" I mentioned were that my aunt was diagnosed with advanced stage cancer. What the doctors said would be weeks turned out to be days. She's gone (along with my grandmother who I got to visit in June, and passed a couple of weeks ago).<br>
<br>I'm just too wiped out to focus on getting my final report done yesterday (Thursday) like I indicated.<div><br></div><div>I can't wait to get home.<span></span><br><div><br>On Monday, August 18, 2014, Jason Wilkins <<a href="mailto:jason.a.wilkins@gmail.com">jason.a.wilkins@gmail.com</a>> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><p dir="ltr">The last two weeks I had to take some personal time. The original situation was actually compounded by other developments, so where I originally planned to take a week, I had to take more time.</p>
<p dir="ltr">I will submit my final GSoC report on Thursday and will be able to resume work on the same day. I've arranged the next school year so I can spend time working on Blender. I can commit to donating this time, since I have currently have financial support.</p>
<p dir="ltr">Before I left I planned to prepare a series of patches that each made logical progress towards completion of my work, could be evaluated one at a time, and only depend on the previous patch. I had a good work flow where I would carefully make changes to the appropriate patch and then merge them into the later dependent ones. I need to take the time to learn arc since it seems to automate parts of this process.</p>
<p dir="ltr">I submitted a patch containing an OpenGL binding that supports more extentions in a way that makes it cleaner and also supports ES. I did a code review of this patch myself already when I found some time to work.</p>
<p dir="ltr">I also submitted a patch that contains code to make OpenGL problems easier track by developers and easier to report by users. This is just here because the other code uses it a lot.</p>
<p dir="ltr">The next patch in the pipeline was going to be the first part of vertex streaming. It would implement a set of "standard" names for shader variables (attributes and uniforms) much like the ones provided by legacy GLSL.</p>
<p dir="ltr">Next would have been CPU matrix math in a style that makes it easier to search/replace gl functions but use Blender's matrix code.</p>
<p dir="ltr">That is probably all I could have done week 12. Last week I would have completed the set of patches for the new vertex streaming code. I'm not completely sure how to divide it yet, but at least there would be a patch for handling Vertex Array Objects (not to be confused with Vertex Buffer Objects) and code that implements VBO writing that can replace Begin/End.</p>
<p dir="ltr">There are also several smaller patches I am ready to submit. I'm going to commit to getting these in one at a time until it's all done.</p>
<p dir="ltr">I really appreciate that I could take this time. It has been really rough. If anybody wants to know more I'm open to talking about it. I think it would help me deal with it.<br>
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