[Bf-committers] Shader?

Roger Wickes rogerwickes at yahoo.com
Mon Jul 14 18:38:53 CEST 2008


Roger Wickes wrote:
> hey Antonio! Sounds great,what you are trying to do. I wrote this 
> tutorial http://wiki.blender.org/index.php/Tutorials/Camera_Mapping 
> which explains projecting a photograph onto an object. Hope it helps.In Textured viewport
mode, I think you are using the GLSL shaders to see the photograph textures.
>  
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> ----- Original Message ----
> From: Chris Cherrett <stuff at trackingsolutions.ca>
> To: bf-blender developers <bf-committers at blender.org>
> Sent: Friday, July 11, 2008 3:34:59 PM
> Subject: Re: [Bf-committers] Shader?
>
> Antonio Martos wrote:
> > My apologies if this is not the right list for this question, feel
> > free to send me to the right one.
> >
> > I'm working in a photogrammetry tool core that at this moment of
> > development requires some user interface to edit meshes and manipulate
> > them.
> > The idea is to build an interactive modeling tool assisted by real
> > photographs as source, using GLSL pixel shaders and forcing some
> > constraints so the user can accurate model and texture objects in a 3D
> > editor easily. The last part is still not done.
> >
> > I think that it is better to try to integrate this into a mature 3D
> > software like Blender instead of trying to reinvent the wheel
> > rewriting a full user interface, but I'd like to know in advance it
> > this is possible before involving too much.
> >
> > My question is:
> > Is it possible (and easy) to build and use custom "pixel shaders"
> > (GLSL shaders, the better) inside Blender *editor* so photographs are
> > projected onto the 3D model as textures, but using some special
> > transformations, in real time, while being edited? Performance is
> > quite important.
> >
> > Can you give me some advice where to start looking for? Is there
> > somebody in the development team that might be interested in helping
> > with this?
> >


      
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