[Bf-committers] opengl & glsl
ikoframe at zoznam.sk
Mon Apr 4 23:06:36 CEST 2005
at first, I agree with you ...
I heard blender needs opengl coders ... I didn't think of it as to put
all current opengl stuff to the brand new 2.0 version, still I am more
familiar with 1.2 as with 2.0. I also didn't mean it as I put some code
here on next sunday :), I also meant it like long run - I hardly ever
start coding without planning ...
As for simple small steps I'd like to do:
- what about button for turning light on and off? I find it natural and
useful to add this ability (for tuning scene lighting), you don't need
to put color sliders to zero, you can preserve light settings
- and what about manipulators for camera? it is quite annoying to set
clipping, or focal point for camera with sliders ...
On Mon, 2005-04-04 at 22:40 +0200, Ton Roosendaal wrote:
> 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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