[Bf-viewport] Updates for the weeks of August 8th to August 29th

Jacob Merrill blueprintrandom1 at gmail.com
Thu Sep 1 07:05:38 CEST 2016


what about using uv from a bvh raycast to then 'target' that ui panel just
like the mouseover context normally does?

maybe somehow even hijack the same system (mouseover context)?

On Aug 30, 2016 7:20 AM, "Julian Eisel" <eiseljulian at gmail.com> wrote:

> @Jacob, the issue is not rendering the UI as a floating plane in 3D
> space (that'd be totally possible with current drawing code), the
> issue is designing and implementing interactions with it - the latter
> is the most challenging.
>
> On 30 August 2016 at 16:14, Julian Eisel <eiseljulian at gmail.com> wrote:
> > Hey,
> >
> > I've started working on BVH based selection which has been listed as a
> > possible goal for the new viewport ([1]). It seems quite promising so
> > far, but obviously it still needs quite some work (but it's basically
> > working). The initial commit [2] describes more details about the
> > project, including open TODOs. I'll open a design/TODO task at some
> > point.
> > I probably can't spend too much time on it as I need to get back to
> > other projects - layer manager, custom manipulators and other 2.8
> > stuff - but I'd like to get the main stuff done at least.
> >
> > [1] https://wiki.blender.org/index.php/Dev:2.8/Viewport#Discussion_Items
> > [2] https://developer.blender.org/rB695da4fd62a
> >
> > Cheers,
> > - Julian -
> >
> > On 30 August 2016 at 00:30, Jacob Merrill <blueprintrandom1 at gmail.com>
> wrote:
> >> With the new methods of rendering the UI, will it be possible to bring a
> >> window panel into the viewport as the texture on a plane?
> >>
> >> (For preparing to 'unhinge' the UI for VR / Vive like interactions?)
> >>
> >>
> >>
> >> On Mon, Aug 29, 2016 at 2:34 PM, Mike Erwin <significant.bit at gmail.com>
> >> wrote:
> >>>
> >>> Wow, August seemed to fly by!
> >>>
> >>> I've been focused on the OpenGL upgrade -- eliminating GLU and
> replacing
> >>> legacy glBegin/End with Gawain's immediate mode work-alike. Added
> simple
> >>> built-in shaders for common 2D & 3D drawing. So far so good.
> >>>
> >>> https://developer.blender.org/T49165 is the master task, commits are
> >>> linked to its subtasks.
> >>>
> >>> Just started looking at ways to simplify solid mode drawing.
> >>> draw_mesh_fancy does about 1000 different things depending on the
> current
> >>> state: which mode we're in, whether something is selected or active,
> etc.
> >>> Layered / composited drawing in 2.8 will avoid messes like this.
> >>> Experimental goal: simple draw_mesh_solid function that uses one
> >>> solid-specific shader.
> >>>
> >>> LET'S MEET -- I'm visiting the Blender Institute the 2nd half of
> >>> September, to discuss future viewport designs (technical and visual)
> with
> >>> whoever shows up! Will also be at the Blender Conference end of
> October.
> >>>
> >>> Mike Erwin
> >>> musician, naturalist, pixel pusher, hacker extraordinaire
> >>>
> >>> On Mon, Aug 29, 2016 at 4:43 PM, Mitchell Stokes <mogurijin at gmail.com>
> >>> wrote:
> >>>>
> >>>> Hello devs,
> >>>>
> >>>> Any interesting viewport updates for the weeks of August 8th to August
> >>>> 29th? Any plans for the upcoming week? I will be aggregating
> information on
> >>>> the Viewport Reports wiki page[1].
> >>>>
> >>>> Thanks,
> >>>> Mitchell Stokes
> >>>>
> >>>> [1] https://wiki.blender.org/index.php/Dev:2.8/Viewport/Reports
> >>>>
> >>>> _______________________________________________
> >>>> Bf-viewport mailing list
> >>>> Bf-viewport at blender.org
> >>>> https://lists.blender.org/mailman/listinfo/bf-viewport
> >>>>
> >>>
> >>>
> >>> _______________________________________________
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> >>> Bf-viewport at blender.org
> >>> https://lists.blender.org/mailman/listinfo/bf-viewport
> >>>
> >>
> >>
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