[Bf-committers] About 2.46 RC
Campbell Barton
ideasman42 at gmail.com
Sat Mar 22 18:41:09 CET 2008
If anyones interested in tested, I tried to see how much faster
display lists are then using immediate more.
https://projects.blender.org/tracker/index.php?func=detail&aid=8711&group_id=9&atid=127
My tests showed it to be only 20% faster, but update speed isnt
consistent, (remaking the display lists initially has a bit of a speed
hit)
- JK, Id be interested if this makes much difference for you.
On Sat, Mar 22, 2008 at 3:30 PM, Brecht Van Lommel
<brechtvanlommel at pandora.be> wrote:
> Hi,
>
>
> Jaros?aw Kolmaga wrote:
> > About UV/Edit mode selecting - most of it's functionality can be redone
> > in UV+Edit mode, with just little changes, but it's not the problem in
> > fact. Bigger problem is power consumption of UV mode - I used to work on
> > 1.8 duo laptop, but even in my home, on 3.0 duo, selecting few k faces
> > (can't tell exact numbers) is making things slow... In UV-Edit mode, I
> > can work on specific selection on UV, then in Edit Mode unhide all and
> > using v-groups and materials specify next fragment and get back to work
> > in UV. Also, defining "done" and "undone" parts in UV-Edit is sweet
> > because of that - I don't know (and precisely - don't know) if that will
> > be also so cool in UV+Edit. Ad when it goes for power consumption, just
> > unhiding (or select-all'ing) 50k model part in UV Mode is enough to
> > force me to take some break - because I just must wait for it to load
> > all that UV islands and place it on 2048 map. I don't know, what part is
> > that hard for processor - maybe you, with your knowledge, will be able
> > to specify it. Also, with few k, basic operations on UV (rotate, scale,
> > grab) are very unpleasant, as you must wait long time for it to load -
> > after that initialisation, it goes smoothly, but you must re-wait for
> > any next operation. That's why I was forced to draw 'used' and 'unused'
> > areas on UV test grid while UV Mapping - I'm also worried about that
> > functionality in new, UV+Edit mode.
>
> I find it hard to understand this explanation, too many terms getting
> mixed up. As I understand it, working with UV's is slow for you, and
> so being able to work partially without in editmode before was helpful?
>
> If that's the case, then that's really not a good argument for a
> separate UV mode. Working with 50k faces on that kind of computer
> (assuming a reasonable grahics card) should really be fast enough. If
> it's not, there is a problem somewhere that is fixable.
>
> You can also try to investigate why it is slow for you. Like, does the
> size of the image matter? Does disabling drawing of dashed edges in
> the uv window view properties helps? Is it the 3d view or the uv
> window that draws slow (move around in both of them)? Is transforming
> in the uv window still slow with no 3d view visible?
>
>
> jmsoler at free.fr wrote:
> > Selon Campbell Barton <ideasman42 at gmail.com>:
> >
> >> My reply to the issues you raise, feel free to add your own suggestions!
> >> 1) Use Shift+LMB rather then Alt+LMB for creasing edges. (as far as I
> >> can tell this isnt taken)
> >
> > Alt-lmb is needed to emulate 3 buttons mouse, isn't it ?
> >
> > Creasing edge uses Ctrl-E, first and mouse movement to set the value, lmb t end.
>
> I think there's isn't really a good key + mouse combination available.
> I can't think of nice solution, besides some option that turns the
> alt+(shift+)rmb key combinations into seam marking tools instead of
> loop selection.
>
> Brecht.
>
>
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