[Bf-committers] First pure Cocoa version ! [Fwd: Re: Finally did it]

Daniel Genrich daniel.genrich at gmx.net
Wed Oct 7 19:29:09 CEST 2009


Hey,

About Fluid + SDL: It didn't take me long to exchange SDL timers with 
pthreads one year ago :-)
So they aren't used anymore in fluids.

Anything else gainst 64bit mac?

Greetings
Daniel / Genscher

johnmadstone at yahoo.it schrieb:
>> Hi  Marco,
>>
>> My impression is that there isn't really much disagreement about all  
>> this.
>>
>> The main priority so far has been to get things working, providing a  
>> path for Blender on a Mac that allows for 64 bit and other advantages  
>> of Cocoa. This is great, considering that the Mac version of Blender  
>> hasn't received much attention for years, and has many annoyances.
>>     
>
>
> Considering what MrRage written in is old document, 64 bit port is not 
> possible, because of some SDL dependecies in the fluid engine.
> I am not sure of the details, because it is passed long time since I 
> read MrRage documentation, though I remember that it was about SDL timers.
>
>
>   
>> Blender/GHOST and Cocoa have been viewed as rather incompatible  
>> entities, so it's quite refreshing to see it working. In fact it  
>> already seems nicer than the old Carbon implementation in many ways.
>>     
>
>
> Of course, it is better, because Carbon is not evolved anymore since the 
> publication of Leopard.
>
>
>   
>> Your plan to recode GHOST is a more long term plan, and though it  
>> sounds nice in some ways, I think it's reasonable to first get things  
>> working first.
>>     
>
>
> I agree with it. Though, you misunderstood me. I still have to repeat 
> that the intention of my email was not to complain about GHOST architecture.
> I complained about the fact that I spent my time for nothing, since the 
> current Cocoa project is managed like in an anarchy. Or, most likely, 
> has no management.
>
>
>   
>> A couple of questions:
>>
>> Apart from avoiding Objective C++ and other code niceties, are there  
>> any user level advantages to recoding GHOST for the Mac?
>> What problems do you think are better solved this way?
>>     
>
>
> For the event part, we decided to short-circuit Cocoa Event Loop. That 
> means that GHOST/WM event loop (unchanged) is actually a nested loop of 
> the Cocoa Main Run Loop.
> This is a solution, I found, used by some fullscreen OpenGL examples 
> provided by Apple.
> Though, since Apple discourages polling techniques, I think that it is a 
> solution good mainly for fullscreen applications that take full control 
> of the UI.
>
> And, even if it is commonly used for fullscreen applications there exist 
> a technique, in pure Cocoa applications, to avoid short-circuit loop and 
> use the default Cocoa event handlers.
>
> Therefore, the short-circuit solution, could be just a temporary solution.
>
>
> For other optimizations (if any) I have to study things better, before 
> to provide my own detailed opinion.
>
>
>   
>> I hope you don't leave Cocoa/Blender development. Perhaps we can  
>> outline a longer term plan so we avoid confusion and conflicts like  
>> this.
>>     
>
>
> I think I will write (by myself) an Objective-C replacement of 
> GHOST_C-api.cpp. No problem for sharing, since Blender is GPL, my 
> implementation will be, of course, GPL too and will be published 
> somewhere on the internet.
> This approach will let me to write it in plain Objective-C (easier for me).
>
>
>   
>> Cheers,
>>
>> -William
>>     
>
>
>
> Marco Frisan, Triest
>
>
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>   



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