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

Jorge Bernal jbernalmartinez at gmail.com
Tue Aug 23 19:55:52 CEST 2016


Now with link even. https://github.com/UPBGE/blender/issues/141
El 23/8/2016 7:50 p. m., "Jorge Bernal" <jbernalmartinez at gmail.com>
escribió:

> 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
>>
>> _______________________________________________
>> Bf-viewport mailing list
>> Bf-viewport at blender.org
>> https://lists.blender.org/mailman/listinfo/bf-viewport
>>
>>
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