[Bf-committers] Ogre3D integration status & suggestion

trip somewhere trip0o at gmail.com
Fri Nov 10 18:33:21 CET 2006


Oh what a dream! ...
And dont forget people. The best compatibility mode for this would be
a fifth drawmode for this new Ogre view so  older computers would
never have to see it and would not have to worry about it mucking up
their files and program useage at all.

Seemless

On 11/9/06, Alexander Ewering <blender at instinctive.de> wrote:
>
> 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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