AW: OpenGL in renderer please! and bugs....... Re: [Bf-funboard] Render Buttons proposal

Paul Lunneberg bf-funboard@blender.org
Tue, 3 Feb 2004 17:25:46 -0500


Since it would most likely use the display parameters from your current 3D view
that you could just enable openGL as your render type and then press Z or
whatever and change your OGL view settings in your 3D view and it then uses the
last set OGL settings.  Easier... and less interface stuff to deal with.  That
way you could do wire, shaded, textured or whatever you have your 3D viewports
configured to.
paul

Quoting Benjamin Freundorfer <benjamin.f@gmx.at>:

> I second that. Although it sounds a bit too much, to include 4 different
> render methods.
> But I would love to see at least two of them: shaded and textured.
> Because you nearly cant preview any animation especially with RVKs, when
> in wiremode.
> 
> benjamin
> 
> 
> 
> -----Ursprüngliche Nachricht-----
> Von: bf-funboard-admin@blender.org
> [mailto:bf-funboard-admin@blender.org] Im Auftrag von Luke Wenke
> Gesendet: Dienstag, 03. Februar 2004 14:40
> An: bf-funboard@blender.org
> Betreff: OpenGL in renderer please! and bugs....... Re: [Bf-funboard]
> Render Buttons proposal
> 
> 
> > Btw, is openGL to be included as renderer? At version 3.30 it was. And
> > it came in very handy for previewing an animation.
> 
> OpenGL is kind of a renderer in Blender 2.32... if you ctrl-click the
> picture icon in the 3d view's header, it renders and saves the animation
> of
> the current 3d view (press numpad 0 to switch to the camera view). It
> will
> render in wireframe, shaded, textured (to some extent), etc, just like
> it is
> rendered in the 3d view (except without the grid, etc). Unfortunately it
> doesn't render the camera's view perfectly if you have the camera view
> zoomed in or out too far.
> My suggestion is that the following appear on the rendering list:
> OpenGL Wireframe (maybe)
> OpenGL Fake lighting (since the "solid" mode now shows things as solid
> and
> smooth, but lighting isn't based on actual lighting)
> OpenGL Basic lighting (this is the "shaded" mode)
> OpenGL Textured
> 
> BTW, in shaded mode, the lights don't appear to act any different unless
> you
> grab them and move them around... i.e. if you change the colour of a
> light,
> it doesn't affect the openGL view unless you grab the light and move it
> around a bit. (or use "s" or "r" on the light, but right-clicking on the
> light without dragging won't do anything).
> 
> I think adding those render methods to the render buttons (which would
> render from the main camera's POV) and fixing that lighting bug would be
> a
> good start.
> Then maybe the programmers could improve the OpenGL renderer and make
> its
> output approach the final output (e.g. have optional bump-mapping,
> shadow-maps, transparency, envmaps, mip-mapping, lens flares, etc). That
> way
> the games engine would be better, the interactive view would be better,
> and
> people could do fast renders using fast 3D video cards [that even have
> antialiasing] (where each frame could take 1 second or less to render).
> 
> - Luke.
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