[Bf-committers] 2.28a release & meeting notes
Ton Roosendaal
bf-committers@blender.org
Tue, 12 Aug 2003 17:16:05 +0200
Hi,
Apart from a major missing feature (24 bits display) ghost works
technically much better than Glut. In '98 I had to to do lot of hacks
in the glut code to make it working, and it was needed to patch Blender
for it too. This was so much more ugly and awkward than the previous
used nice irisgl windowing lib.
Glut has (and had) no official ports for BeOS or OSX available (the
current beGlut and OSX-glut are forks), which made & makes porting
Blender very cumbersome.
I've checked your forwarded comments from Zr on adding 24 bits support
for Ghost. It really requires someone with more Ghost and C++ insight
and an X11 development envirmont to do it.
There's a load of unix coders here though... nobody interested in cool
single buffered 24 bits display for rendering?
(from zr:)
The quick fix solution would be:
Add single buffer mode argument to C++ ghost constructor
Add same arg to GHOST_CreateWindow
Add same arg to window_open
Add code to renderwin.c to determine what mode to use.
I can help with renderwin.c, that's what I'm familiar with.
-Ton-
On Tuesday, Aug 12, 2003, at 15:48 Europe/Amsterdam, John K. Walton
wrote:
> On Mon, 11 Aug 2003, Ton Roosendaal wrote:
>> 2. ghost
>> - the Ghost team intends to go for an 'official launch'... they're
>> finalizing docs and demos for it. Ton will help getting marketing
>> exposure at opengl.org
>> - this also implies we (bf-blender) should get ready to remove ghost
>> from the Blender cvs... and include it as extern lib (such as jpeg).
>> - agreed on is to freeze now bf-blender ghost; meaning that commits to
>> it are not allowed unless it's also done in the official ghost
>> project.
>> During the next period, hopefully before the 2.29 release, we can
>> discuss & decide on how to incorporate the ghost lib.
>> - Ghost is being ported to BeOS (R5, last official release).
>
> is ghost being externalized, and abstracted to the degree that
> we could put GLUT back in for the hardware that worked MUCH
> better with it?
>
>
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Ton Roosendaal Blender Foundation ton@blender.org
http://www.blender.org