[Bf-committers] I'd like to help

Matt. D. matdml at googlemail.com
Tue Dec 15 13:09:58 CET 2009

On Tue, 15 Dec 2009 11:37:12 +0100, Brecht Van Lommel <brecht at blender.org>  

> Hi Alan,
> Here are a number of bugs that seem like they are specific to intel
> graphics cards. You could verify if you can redo them, and if possible
> try to fix.
> Thanks,
> Brecht.
> http://projects.blender.org/tracker/?func=detail&aid=20389&group_id=9&atid=498
> http://projects.blender.org/tracker/?func=detail&atid=498&aid=20007&group_id=9
> http://projects.blender.org/tracker/?func=detail&atid=498&aid=20268&group_id=9
> http://projects.blender.org/tracker/?func=detail&atid=498&aid=20375&group_id=9
> http://projects.blender.org/tracker/?func=detail&atid=498&aid=19964&group_id=9
> http://projects.blender.org/tracker/?func=detail&aid=20071&group_id=9&atid=498
> http://projects.blender.org/tracker/?func=detail&aid=20184&group_id=9&atid=498
> On Tue, Dec 15, 2009 at 1:10 AM, Alan Randolph <tmgarr123 at gmail.com>  
> wrote:
>> I noticed in the Blender Developers Meeting notes this statement.  "Help
>> needed! We need OpenGL developers who can compile and test Blender in
>> different configurations, especially ATI and Intel (gfx) environments.  
>> This
>> for sculpting (partial update, VBO) and buffer methods (double, triple,  
>> draw
>> to texture)"  I would like to offer my help.  I have one machine running
>> Windows XP, Intel Celeron 540, with an Intel 965 graphics chip set.  I  
>> have
>> been using Blender for sometime now.  Please let me know how I can be  
>> of any
>> help.  My current SVN as of this writing is 25386.  Seems to be running
>> great.  I am also on most Blender forums as Tempus123
>> Thank you
>> Alan
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Id like to help you too. If you have anything ATI specific you want me to  
test just throw it at me.
Also i made some observations using the new sculpt of which you might be  
well aware but i'll list them anyway.

* Simplified view navigation works fine. The only problem i have  
personally is
   that it should use the preview resolution from the multires modifier  
   the first resolution. This aids navigation if high res mesh differs from  
   lowest res much.

* View navigation is much smoother in sculpt mode then in object mode with  
   mesh with a multires modifier. A 1.5 million verts mesh in object mode
   (preview res maxed out!) has the same impact as a 6 million verts mesh in
   sculpt mode.

* Triple buffering works fine here and is speeding up menu drawing nicely,  
   drawing the 3dview becomes slow, compared to overlap. I didn't test full
   redraw but don't expect anything glorious so ...

* In textured view port shading the view of the geometry isn't updated at  
   Switching to solid updates it.

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