[Bf-viewport] What format will the render be?

Jorge Bernal jbernalmartinez at gmail.com
Tue Aug 23 19:50:09 CEST 2016


You can do the light culling pass using opencl. This way you avoid the use
of compute shader.

In this link (at thread bottom) is the investigation about forward+ that i
did several weeks ago for upbge "fork".

Regards
El 23/8/2016 5:50 p. m., "Mike Erwin" <significant.bit at gmail.com> escribió:

> We still need to work some of these things out.
>
> I like the flexibility of forward+. Will we be able to implement that in
> OpenGL 3.2? Thinking of the compute part. Even latest Mac OS is stuck on GL
> 4.1 with no compute shaders. Worth investigating!
>
> PBR definitely, Clément knows more about this. Support workflows targeting
> Cycles, targeting Unreal. We can mine Unreal for ideas. PBR will be the
> usual best viewing mode, but not the only option. Some projects don't
> need a "final" render or realistic materials.
>
> For example UI elements & widgets can use a totally different shading
> model but still be integrated into the scene among fully shaded objects.
>
> Short answer: we still need to decide what is needed & how feasible
> are the things we want. Brainstorm here, then make a design task on dev.b.o?
>
> On Tuesday, August 23, 2016, Jacob Merrill <blueprintrandom1 at gmail.com>
> wrote:
>
>> Will the viewport renderer use Forward+ rendering?
>>
>> some sort of programmable pipeline?
>>
>> PBR?
>>
>> is there a document I can read for the render type/capabilities?
>>
>
>
> --
> Mike Erwin
> musician, naturalist, pixel pusher, hacker extraordinaire
>
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> Bf-viewport at blender.org
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>
>
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