[Bf-committers] Blender 2.8 gpu matrix API design questions

Mike Erwin significant.bit at gmail.com
Fri Apr 14 17:41:57 CEST 2017


This patch rejects a fundamental change I've been trying to make -- that 2D
is different from 3D and deserves its own best implementation.

What I like about this patch:
- it makes our matrix API closer to old familiar OpenGL
- user code doesn't need to setup/teardown <-- best part
- code is shorter

That's about it!

If my fellow devs prefer this unified matrix stack (focused on 3D) then
let's use it. I can express these ideas about 2D graphics outside of
Blender.

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire

On Fri, Apr 14, 2017 at 9:03 AM, Dalai Felinto <dfelinto at gmail.com> wrote:
>
> Hi,
> While waiting for a reply I went ahead and implemented the following
patch:
> "GPU Matrix API: stick to a single 4x4 matrix stick for 2D and 3D" [1].
>
> With this we get the interface and viewport fully working in core profile
[2].
>
> Notes:
> 1) The text glitches are unrelated to the matrix situation.
> 2) Nothing changes if you build 2.8 with compatibility profile instead
> 3) For comparison, this is blender2.8 built with core profile without
> this patch [3] (--factory-startup) and [4] (special file in fullscreen
> and clay engine).
>
> [1] - https://developer.blender.org/D2626
> [2] - http://pasteall.org/pic/show.php?id=114662
> [3] - http://pasteall.org/pic/show.php?id=114663
> [4] - http://pasteall.org/pic/show.php?id=114664
>
> Cheers,
> Dalai
> --
> blendernetwork.org/dalai-felinto
> www.dalaifelinto.com
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