[Bf-viewport] OpenGL refactoring tasks

Mike Erwin significant.bit at gmail.com
Fri Dec 11 21:55:14 CET 2015


Thanks Brecht!

Please someone familiar with smoke shaders jump on that task. It's the only
thing in Blender that uses the old ARB programming API (pre GLSL).

For the GL_FLAT task do you mean the screen space derivatives in fragment
stage? I think it's better handled earlier in the pipeline, by using flat
interpolation and per-primitive normals. There needs to be some agreement
between a flat shader and the mesh data feeding it to get the right results.

Yes for immediate mode and matrix stacks; I'll report progress here.

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire

On Fri, Dec 11, 2015 at 3:37 PM, Brecht Van Lommel <
brechtvanlommel at pandora.be> wrote:

> Hi all,
>
> For developers who want to get involved in OpenGL refactoring, there
> are a couple of pretty well defined tasks to be done, listed here:
> http://wiki.blender.org/index.php/Dev:2.8/Source/OpenGL/Shaders#Tasks
>
> * Add stipple support to basic GLSL shader
> * Port smoke shader to GLSL
> * Implement texture paint multitexture masking shader in GLSL
> * Optimize basic GLSL shader
> * Add test .blend covering most GLSL material features
> * Add LOD bias in GLSL basic shader for icon drawing
> * Add glShadeModel(GL_FLAT) support in GLSL shaders (using dFdx / dFdy?)
>
> I can help you get started and review patches if you want to work on
> one of them.
>
> The implementation of the shader API design proposal I'll try do
> myself in the next couple of weeks, though I'm happy to leave it to
> someone else if there are volunteers. Once that's done there will be
> another set of tasks to replace fixed function shaders throughout the
> Blender code.
>
> Mike, as I understand it you will work something out for the immediate
> mode replacement and the matrix stack designs, and we'll wait a bit
> for that to be ready for others to get involved in?
>
> Thanks,
> Brecht.
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> Bf-viewport at blender.org
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>
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