[Bf-committers] Need summer of code advice

Michael Robinson fractalgfx at gmail.com
Sat Mar 17 15:04:29 CET 2007


> I would prefer to use that focus in a positive sense; check on what
> kind of tools you need in a 3D creation environment related to
> video/sequencing (like motion detection for example).

Some of unmentioned ideas would fall in this category.  For example,
the sequencer re-renders each frame of a 3D scene every time a preview
is drawn, this makes real time playback impossible.  I was thinking
about a Persistant Render Cache, it would stores the rendered output
to disk and only rendered.  The compositor and the animation system
could both take advantage of this.

Another big improvement would be to use OpenGL to render the scenes
for the sequencer preview.  This wouldn't be a perfect solution, but
for editing, the timing is more important than the fine details.


> Designing a real video/audio editor is a different task, and with a
> different focus. For that it would be much better for devs to help out
> jashaka or cinerella or whatever-is-there-now instead.

I understand your position, but I there are a lot of users who need at
least minimal support for multichannel audio mixing.  Jashaka and
cinerella are going nowhere, for the forseeble future Blender will be
the best OSS NLE (a sad statement.)  I think there is a happy middle
ground.  With an extensable architecture, the sequencer can stay
extremely simple, but can grow to fit the needs of its user.

I'm running very late so i'll keep this quick:

I think that neither OpenAL or SDL are well suited to provide even
basic multichannel mixing (we can debate if this is an important
feature later.)  I think OpenAL is still the best solution for the
game system, but the SDL has to go.  The audio system is bad shape, on
my system playback is completely broken in the latest official
release.  I will go into details later, but I think that fixing this
is more important than any of my editing ideas.

I appreciate the feedback,

Mike


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