[Soc-2014-dev] Weekly Report #7 Viewport FX III

Antony Riakiotakis kalast at gmail.com
Sun Jul 6 17:00:54 CEST 2014


Hi,

It's not entirely clear to us what the state of the project is. We had
agreed before GSOC to have GHOST initialization reviewed and merged as soon
as possible, so that we could at least have the basis on which to port the
new vertex streaming code.

As far as I know this is not achieved yet.

I would really rather one target is finished, reviewed and merged first,
then move on to other targets.
Not doing concentrated work will surely result again in unfinished work and
the code in an uncertain state.
Let's avoid that this time.



On 5 July 2014 16:36, Jason Wilkins <jason.a.wilkins at gmail.com> wrote:

> I set a few modest goals last week and I was a little disappointed that
> that is about all I was able to do.  Then I realized I lost a couple of
> days due to having to go home early one day (a pipe burst) and of course,
> the July 4th holiday.
>
> This week:
>
> * Extension Shims - This is just a way of reducing the amount of
> conditional compilation and branches that can happen due to the different
> possible OpenGL APIs that may be available.
>
> * State Policy - Reducing the number of OpenGL API calls by choosing a
> "policy" for each state that results in the fewest calls.  For example I
> eliminated a few dozen calls to glBlendFunc by just assuming that the state
> is GL_ALPHA/GL_ONE_MINUS_SRC_ALPHA.
>
> At this point I regretted that I ignored the Game Engine last year because
> I'm not completely sure that all my state policies can hold across all of
> Blender, BlenderPlayer, and the embedded Game Engine without more testing.
>
> Next Week:
>
> One reason I was conservative about goals last week was that I wanted to
> think about my next move, since it wasn't completely clear to be at the
> time, but I think I figured it out.
>
> There is a module called "gpu_immediate" that is meant as a replacement
> for immediate mode.  Not a great name since it is more like a vertex buffer
> builder and is capable of saving vertex buffers for reuse.  My goal for
> this week is to get that module into a reviewable state.
>
> There is some overlap between it and gpu_buffers and some of the cases
> where Blender uses vertex arrays instead of immediate mode that should be
> combined to remove the redundancy.  Also I've been meaning to use vertex
> array objects for over a year now and I want to get to that.
>
>
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>
>
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