[Bf-committers] Layer System code

David Bryant aceone at bellsouth.net
Thu Jan 3 01:54:00 CET 2008


There seems to be an ongoing debate between why groups are better and why 
more layers are needed or not needed etc.I don't want to argue and it seems 
that many are satisfied with the layer system the way that it is.I'm a loner 
on this one. My patch at present functions well but can be improved with the 
present 20. I almost have a working layer system that will facilitate 1000 
layers.I've got working code but because this really isn't a priority of the 
developers I've resorted to just creating a patch (and soon another patch) 
that ones can integrate into their builds if they want the option.Since I'm 
not a comitter I have no clout.And as for design very few understand it.I've 
learned it from studying the code and still learning it.
Furthermore, I've heard from some that I'm not the only one that proposed a 
layer system upgrade (the others failed and even predicted failure for me 
too).I would welcome a discussion on actual design and UI consideration if 
it was a serious concern and not just "another experimental feature" which I 
think that many feel that it is.
I thank you so much for responding and actually taking the time out to 
consider the project without shutting it down.
----- Original Message ----- 
From: "Ton Roosendaal" <ton at blender.org>
To: "bf-blender developers" <bf-committers at blender.org>
Sent: Wednesday, January 02, 2008 2:12 PM
Subject: Re: [Bf-committers] Layer System code


> Hi,
>
> Yes I aim at removing G. Try to code things locally, like from scene or
> view3d context. That will make migration to 2.5 relatively painless.
>
> However, recoding the layer system is going to affect a whole lot of C
> files though, so you might consider to first work on proof-of-concept?
> And later on help to migrate it to the new blender source; this mostly
> because for 2.5 nearly *every* function that's now in blender/src needs
> to be revamped.
>
> I also want to emphasis that a redesign for the layer system is not an
> easy task... the proposal in wiki has good parts, but also flaws. (bone
> layers could better have been groups, the UI mockups are ehh... ). It
> would really help to get the design specs right first, not about
> implementation, but on abstract level: (quote from stivs)
>
>> 1) Figure out what you need (Requirements)
>> 2) Decide how to provide those features (Design)
>
> I quickly went over the discussion about this, and there's several good
> analysis contributions. Who brings this together in a great design?
>
> Like; what is a layer? What then is Group good for? And what if we
> really want photoshop/gimp style layers in Blender (like with blending
> operations)? And how does the Outliner relate to it? And so on... the
> 2.5 recode definitely allows us to bring in Blender great new concepts,
> easier than trying it in current trunk...
>
> -Ton-
>
>
>
> On 2 Jan, 2008, at 11:51, David Bryant wrote:
>
>> I'm pesently recoding the layer system to give Blender more layers.In
>> process,I need to ask will the 2.5 Blender code cleanup process change
>> or
>> get rid of  the G struct (since the G.scene struct might be affected)
>> and
>> since Blender's codebase is getting an overhaul will the way layers are
>> handled be affected?
>>
>> I'm almost finished but,I can wait for the 2.5 cleanup to be completed
>> if
>> need be.But, this I need to know.
>>
>> Thanks in advance,
>> Digikiller
>>
>> _______________________________________________
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>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
>>
> ------------------------------------------------------------------------ 
> --
> Ton Roosendaal  Blender Foundation ton at blender.org
> http://www.blender.org
>
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