[Bf-committers] opengl & glsl

Ivan Sedo ikoframe at zoznam.sk
Tue Apr 5 14:23:13 CEST 2005


Hi

On Tue, 2005-04-05 at 10:39 +0200, Ton Roosendaal wrote:
> Hi,
> 
> > hola,
> > 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
> 
> The 'solid' view mode is meant for modeling purposes, with max three  
> default lights that already can be edited in the Info Window (user  
> settings menu).
My mistake, I didn't mention it is not openlg related, and I meant it
for real lights used for rendering ... It is approach for lighting
tuning I read about in new riders digital lighting and rendering ...

> 
> > - and what about manipulators for camera? it is quite annoying to set
> > clipping, or focal point for camera with sliders ...
> 
> Once we we've decided how to exactly offer the manipulators, code is  
> total mess now with all the different options, I like to check on how  
> to API-fy it, so it can be used for other tools as well (like bend or  
> warp, but also for spot or camera). This is not really ogl coding, but  
> UI level stuff. :)
> 
> We need opengl coders firstmost to check on proper behaviour for  
> Blender on all platforms. There are issues in the low level still  
> (Ghost library) with opening/closing windows. What OS and gfx card you  
> have?
I am parsing blender code slowly :)

> 
> -Ton-
> 
> 
> >
> > On Mon, 2005-04-04 at 22:40 +0200, Ton Roosendaal wrote:
> >> Hi,
> >>
> >> 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
> >> here.
> >> 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.
> >>
> >> -Ton-
> >>
> >>
> >> 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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> >>> http://projects.blender.org/mailman/listinfo/bf-committers
> >>>
> >>>
> >> ---------------------------------------------------------------------- 
> >> --
> >> --
> >> Ton Roosendaal  Blender Foundation ton at blender.org
> >> http://www.blender.org
> >>
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> >
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> >
> ------------------------------------------------------------------------ 
> --
> Ton Roosendaal  Blender Foundation ton at blender.org  
> http://www.blender.org
> 
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