[Bf-committers] Blender 2.8 and OpenGL version

Owen Hogarth II gurenchan at gmail.com
Tue Apr 19 05:54:05 CEST 2016


HI guys

I read this and the notes from a few of the more recent coder meetings and
I had a few questions. I noticed that the new 3.2 renderer will break
backwards compatibility with previous versions of the particle system.

I have been doing some work with the node system in blender for a project,
just basically accessing the nodes via the python script to export the mesh
data, materials, etc....

With the talk of a totally new node system as well, will that mean a
rewrite of the node's api, would that also break backwards compatibility as
well if I was doing a lot of work with the current api?

Best
Owen

On Mon, Apr 18, 2016 at 3:55 AM, Blendergit <blendergit at gmail.com> wrote:

> Yes, the ID is not related to OpenGL...and I like your idea. The object ID
> could be:
>
> Object ID = Blender file GUID + Sequential Number
>
> This would be great...and of course a python function like
> getObjectbyGUID(int).
>
> The change to 2.8 and all recode is the moment to think in this task. The
> point is to get an immutable id.
>
> Antonio
>
> From: Piotr Arlukowicz
> Sent: Sunday, April 17, 2016 6:20 PM
> To: bf-blender developers
> Subject: Re: [Bf-committers] Blender 2.8 and OpenGL version
>
> It is not necessarily connected to openGL, but having an unique random ID
> stored in each Blend file upon creation/first-save will be also beneficial
> and very welcomed. It could be even a date since epoch - anything - which
> could help distinguish files copied and changed from files created from
> scratch.
>
> pio
>
> ​Piotr
> ​ Arlukowicz, BFCT​
>
> ​*YT: /user/piotao?feature=guide*
> *FB:* */polskikursblendera* *TW:*
> */piotao*
> *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz
> <https://www.blendernetwork.org/piotr-arlukowicz>*
> *Polski Kurs Blendera:* http://polskikursblendera.pl
>
>
>
>
> 2016-04-17 12:10 GMT-04:00 Blendergit <blendergit at gmail.com>:
>
> > Hi Mike,
> >
> > Thanks for the answers
> >
> > If we remove things like a simple draw_line and need VBO and shaders, any
> > simple add-on gets complex. Maybe a library with primitives (line,
> polygon,
> > set color,...) could help a lot and create a standard API.
> >
> > And about matrix, are we going to use GLM?
> >
> > PS: Something really useful for Python (not related to OpenGL) is to have
> > a IMMUTABLE object identifier.
> >
> > Add an identifier would be as simple as add 1 to any arbitrary number.
> > It's not necessary keep a sequence...the problem is if you link
> files...you
> > can get conflicts, so the best idea could be use something like GUIDs.
> >
> > In database design, the unique identifier must keep equal all the time,
> > and in Blender you must get objects by name, and this name can change,
> so a
> > lot of functions would be possible if we add a simple integer immutable
> > value for each object.
> >
> > Maybe, now you have already this, but I have never seen this identifier.
> >
> > Antonio
> >
> > From: Mike Erwin
> > Sent: Sunday, April 17, 2016 5:56 PM
> > To: bf-blender developers
> > Subject: Re: [Bf-committers] Blender 2.8 and OpenGL version
> >
> > Hi Antonio,
> > Yes to 1) and 2) for sure. 3) I have not thought of deeply, but it seems
> to
> > follow from 1 and 2. The underlying context will be GL 3.2 core.
> >
> > Because we'll be targeting OpenGL 3.2 core profile, lots of older but
> > convenient functions / techniques will not be available. Matrix stack,
> > batch rendering, etc. So we'll be replacing those as needed, coming up
> with
> > some (hopefully) nice abstractions that fit exactly what we need. What
> > would be helpful from a Python GL point of view?
> >
> > Mike Erwin
> > musician, naturalist, pixel pusher, hacker extraordinaire
> >
> > On Sun, Apr 17, 2016 at 11:30 AM, Blendergit <blendergit at gmail.com>
> wrote:
> >
> > > Hi,
> > >
> > > Only to be sure about Blender 2.8 and OpenGL version.
> > >
> > > 1) Blender 2.8 will be >= OpenGL 3.2.
> > > 2) All Blender code using old OpenGL version must be migrated (if the
> > > module is not removed or recoded).
> > > 3) All add-ons using OpenGL must be updated to >= OpenGL 3.2.
> > >
> > > I need to be sure about that because I have several popular add-ons
> using
> > > OpenGL and some ideas to improve grease pencil, so OpenGL 3.2provides a
> > > wide new range of tools.
> > >
> > > Thanks,
> > > Antonio Vazquez
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