[Bf-committers] Compositing View Port Proposal
significant.bit at gmail.com
Wed Mar 28 03:43:07 CEST 2012
With all the major stuff you've done for sculpt, what I meant was "if
anyone can tackle a tough problem, it's you." Sorry for being unclear!
So for instance the 3D view, would you issue one call like "3D view,
draw thyself", then composite widgets & overlays on top of that based
on a script? Or does it go deeper into how the 3D view is actually
drawn? Or am I missing the point entirely?
musician, naturalist, pixel pusher, hacker extraordinaire
On Tue, Mar 27, 2012 at 7:06 PM, Jason Wilkins
<jason.a.wilkins at gmail.com> wrote:
> On Tue, Mar 27, 2012 at 4:50 PM, Michael Fox <mfoxdogg at gmail.com> wrote:
>> Oh yes it is more then a mess, its a nightmare, I am trying to add view
>> tessellation option to the view port, and im having one hell of a hard
>> time. we defiantly need an cleaning out
> I'm curious what you are trying to do.
> To answer Mike's question about if I can handle this, yes, I am rather
> confident. The fancy view port could be written along side the
> existing one where it can grow features until it replaces the old one.
> That is also good for A-B switching.
> Although I want to emphasis generality and programmability, which are
> sometimes evil tar-pits, I can start with a very domain specific set
> of pieces and replace those with more general pieces as time allows.
> In other words, as long as I don't try to jump straight to absolute
> best implementation right away I'll be fine. I think this is
> something that can be made to approach "perfection" over multiple
> iterations instead of something I get stuck in over my head.
> Bf-committers mailing list
> Bf-committers at blender.org
More information about the Bf-committers