[Bf-committers] opengl & glsl

Ton Roosendaal ton at blender.org
Mon Apr 4 22:40:49 CEST 2005


There's a lot of reasons why we stick to opengl 1.2 in Blender still...  
we prefer to run at a lot of different 3d cards, and OpenGL isn't too  
well supported cross platform. You'll also quicky enter Extension hell  
We definitely should be ready once for a move to OpenGL 2.0, but I  
don't see it as a short term project.

Best would be to study how we currently draw subsurfs, was just recoded  
by Daniel. Maybe you can find methods for improvement here? Take small  
steps, find something simple you like to work on first. And don't  
forget that displace code only is in renderconverter/ module now.


On 4 Apr, 2005, at 1:10, Ivan Sedo wrote:

> hi,
> today I made an announcement :) on #blendercoders that I have interests
> to help with opengl and implementation glsl (for preview enhancement  
> and
> speedup - e.g. displacement mapping in 3d view ...), this is more  
> likely
> to happen (despite of my nurbana implementation, I still haven't seen
> any nurbana code :) because I am already familiar with both opengl and
> glsl. So please give me directions who to contact and so on ...
> 				Ivan
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Ton Roosendaal  Blender Foundation ton at blender.org  

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