[Bf-committers] Thoughts on speeding up...
Ton Roosendaal
ton at blender.org
Thu Mar 24 14:36:47 CET 2005
Hi,
Multithread, shared memory, coding is *extreme* work. I've managed to
do so for the internal scanline render system, but after all
initializing took place.
Making the entire renderer a thread, with only using 'own' memory
(which cannot be written or freed by Blender editor) is another huge
task.
There are possibilities to bypass/hack it somewhat, my current notes on
this look like this;
- Make internal global R struct allocated
- create a setRender(char *name) call, returning new Render struct
plus make an associated getRender(char *name) and freeRender(Render
*r)
then an API to talk to that:
- initRender(Render *r)
blocking function, creating all render faces, octree, shadowbuffers,
etc
- doRender(Render *r, int minx, int miny, int maxx, int maxy)
this can be the threaded call
- endRender(Render *r)
freeing all render faces, octree, etc. Keeps Render itself
and an API to update partially stuff, like changing camera, tag 1
material to be changed, 1 object geometry to be changed, etc. Have to
study that part...
Result can be that any part in a 3d window (ortho too!) can just be
'border-ed' and rendered, while using material buttons, for example as
preview.
-Ton-
On 23 Mar, 2005, at 22:55, Austin Benesh wrote:
> Hi Ton,
>
>
>
> I was looking through your thread render code and got some ideas to
> help the speed of Blender. What could be done is two threads could be
> created, one for interfacing and the other for rendering. Then, every
> time allqueue(REDRAWVIEW3D) is called, the scene could be
> “re-rendered” without actually drawing pixels and without sacrificing
> speed. I’m working on an implementation of this right now. Please tell
> me what’s wrong with this idea, as I am sure there is something wrong.
>
>
>
> -- Austin
>
>
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Ton Roosendaal Blender Foundation ton at blender.org
http://www.blender.org
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