[Bf-committers] Compositing View Port Proposal
jason.a.wilkins at gmail.com
Wed Mar 28 20:12:29 CEST 2012
On Wed, Mar 28, 2012 at 12:40 PM, Gianmichele Mariani
<g.mariani at liquidnet.it> wrote:
> I think here the point is trying to get a stable and future proof core,
> with an initial functionality to match that of the current blender, where
> then all the other part will be able to create their own extension. It's
> like a plug in system for the viewport!
This is almost exactly right. I'd prefer the word 'extensible' to
'plug-in system' though. I'd hope that 99% of what somebody would
want to do will be there and the 1% they can't would only require a
small extension. That might just be semantics though.
> On Wed, Mar 28, 2012 at 6:36 PM, Carsten Wartmann <cw at blenderbuch.de> wrote:
>> Am 28.03.2012 17:09, schrieb Tobias Oelgarte:
>> > Currently we have a OpenGL Render capability (the two buttons on the
>> > right side of the 3D-View menu bar) which is quite useful sometimes, but
>> > it lacks the mentioned features which are such heavy drawbacks, that it
>> > isn't a real option to replace rendering. Soft shadows would be my
>> > personal main priority and the Game Engine would definitely profiting
>> > from it.
>> I totally agree with you here. Nearly a decade ago we did animations in
>> the BGE writing the frames with the screenssave function in Python. It
>> was so helpfull because we needed to change things so close to the
>> deadline that a normal rendering would have been nearly impossible.
>> Carsten Wartmann: Autor - Dozent - 3D - Grafik
>> Homepage: http://blenderbuch.de/
>> Das Blender-Buch: http://blenderbuch.de/redirect.html
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