[Bf-committers] Blender FX Proposal

Gianmichele Mariani g.mariani at liquidnet.it
Fri Mar 30 20:09:46 CEST 2012


Mmmm I tend to disagree here!

When you're animating having a fast viewport speed is a must. Don't want to
lose time doing OpenGl previews just to get a the feeling of your timing.
You need to be able to hit play and see the result of your work in realtime.



On Fri, Mar 30, 2012 at 6:44 PM, Knapp <magick.crow at gmail.com> wrote:

> On Fri, Mar 30, 2012 at 12:38 AM, Jason Wilkins
> <jason.a.wilkins at gmail.com> wrote:
> > This is a continuation of my thread seeking feedback about improving
> > Blender's view drawing code.  Previously titled "Compositing Viewport"
> >
> > The game engine contains a feature that is a subset of what my
> > proposal would do.  The Filter2D actuators let the user write GLSL
> > programs that can refer to various "standard" buffers and which can be
> > arranged in linear passes.
> >
> > It would be weird if core Blender had more powerful view drawing code
> > than the game engine rasterizer :-)
>
> I am not so sure that is true. The game must keep the frame rates high
> for good animation. The normal window does not need this as badly but
> does need very good quality renders at all times. Dropping to frame
> rates as low as 12 or maybe better 24 would not kill most desktop
> stuff but no gamer would like it.
>
> > So, my question here is: insofar as there is overlap between the game
> > engine and a new view port, how should I approach preventing
> > duplication?
>
>
>
> --
> Douglas E Knapp
>
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