[Bf-committers] Ogre3D integration status & suggestion

Alexander Ewering blender at instinctive.de
Thu Nov 9 22:05:41 CET 2006


On Thu, 9 Nov 2006, Tom M wrote:

> intrr,
>
> an issue is that the resident memory of Ogre (and the startup time,
> and the diskspace) will be a huge increase relative to current.

You have a point there of course. However, the current 3d view drawing and
the various drawmodes, especially in conjunction with the game engine, are
pretty messy, so a general overhaul using a state-of-the-art graphics engine
wouldn't hurt - probably less work than recoding it all from scratch.

In editmode, the old code could and should still be used (esp. for speed and
simplicity issues), however, the overall scene drawing could use Ogre3D.
Just imagine... shadows and all material settings (as far as Ogre3D supports
them in some way) in realtime in the 3d view, without subdividing, and FAST
:-)

| alexander ewering              instinctive mediaworks
| ae[@]instinctive[.]de   http://www[.]instinctive[.]de


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