[Soc-2013-dev] Weekly Report #7 Viewport FX

Jason Wilkins jason.a.wilkins at gmail.com
Sat Aug 3 08:32:34 CEST 2013


This Week:

Got a little bogged down with polishing changes to GHOST and getting
Blender to run on OpenGL core profile.

Currently working on replacing simple shading situations (basically stuff
that was done with the fixed function pipeline) with a simple shader.

It really isn't that simple when you consider using one shader for every
combination of GL_LIGHTING, glShadeModel, GL_TEXTURE_2D,
GL_LIGHT_MODEL_TWO_SIDED, GL_LIGHT_MODEL_LOCAL_VIEWER.  Also, optimizing
for the case of simple viewport lighting. But I guess it is simple compared
to the full fixed function pipeline.

Also adding in a font shader, since core profile doesn't have GL_ALPHA
textures (you have to use GL_RED).  Adding another bit for single channel
shader would double the number of combinations again, and making the font
into an RGBA texture seems like a waste.  But this gives a chance to
eventually replace the font renderer with a "signed distance" font shader
that lets you blow up fonts without blur.

Next Week:

Hopefully finish up the simple shader and move on to replacing GL_SELECT.
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