[Bf-committers] 2.28 Ahoy 2!
Thu, 24 Jul 2003 00:02:22 -0700 (PDT)
I keep on realizing more and more things wrong with the material system. I
really should just wait until I've figured out everything...
Based on empirical evidence, it appears that much of the underlying
structure I had coded for the shading system was not carried over during the
port. That structure was *very* important for the planned plugin-system. If
it is left as is, it will be very difficult to impliment the shader plugin
system without breaking compatability. And, even in terms of the short-term,
the structure put in place made it very easy to add additional shaders (it was
set-up such that no further modifications needed to be made to SDNA to add
additional shaders, regardless of the number of shader parameters it would
On a more minor issue: another problem I noticed with the Blinn shader in
2.28 is that even at it's highest hardness setting (255), the specular
highlight still doesn't get nearly as sharp as the underlying shader code
allows. And, on the flip side, even at a setting of 1, it doesn't get as broad
as the underlying shader allows.
I hate to ask this, but is it possible to roll-back just the shader
up-dates, and postpone it till a later release (so that we can hopefully get
the shader system ported in it's entirety)? I feel really bad about
criticising Ton's work so much, because he really *did* do a great job of
porting it for not knowing the reasons why everything was the way it was.
Again, I apologize for all of the trouble. I've made a real mess out of
things. I feel terrible. :-(
--- Ton Roosendaal <email@example.com> wrote:
> Committed since my last mail:
> - stefang found & fixed a 2.27 bug (SHIFT+O), great!
> - matt provided a more crispy splash
> - changed wording of insert key menu.
> I did a test with all my testing files, Blender still behaves nice! No
> reports in yet which block final compilations...
> Let's go! Aim is to put it all up this evening (euro time). I'm also
> available thursday morning for some chores, if needed.
> I'll put files at download.blender.org immediately, to wait for first
> reports. If it all goes nicely, we can post it all officially thursday.
> Now I'll write the changelog & blender.org article...
> Ton Roosendaal Blender Foundation firstname.lastname@example.org
> Bf-committers mailing list
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