[Bf-viewport] OpenGL low level shader API proposal

Ton Roosendaal ton at blender.org
Sat Dec 5 10:13:38 CET 2015


Hi,

Thanks for the writeup. For the more complex (3d viewport) case this would be fine I guess.

How would then the case for "simple constant color" work? We can probably ditch most of the hardcoded glColor cases, but the theme color api should preferably stay very simple and quick to use.

Maybe each editor (spacetype) can prepare a set of per-editor callbacks for it?

-Ton-

--------------------------------------------------------
Ton Roosendaal  -  ton at blender.org   -   www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



> On 5 Dec, 2015, at 3:02, Brecht Van Lommel <brechtvanlommel at gmail.com> wrote:
> 
> Hi all,
> 
> I've written a rough proposal for the low level shader API that all
> OpenGL shaders would use, both for mesh and UI drawing.
> http://wiki.blender.org/index.php/Dev:2.8/Source/OpenGL/Shaders
> 
> It builds on data structures and APIs that are already there, moving
> information about required vertex attributes from GPUMaterial to
> GPUShader, while moving uniform and texture values into a new
> GPUShaderParams. Nothing radical really.
> 
> What do you think?
> 
> Thanks,
> Brecht.
> _______________________________________________
> Bf-viewport mailing list
> Bf-viewport at blender.org
> http://lists.blender.org/mailman/listinfo/bf-viewport



More information about the Bf-viewport mailing list