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

Jason Wilkins jason.a.wilkins at gmail.com
Sun Jul 6 19:02:20 CEST 2014


Beside GLX support I just need to get feedback.

On Sunday, July 6, 2014, Antony Riakiotakis <kalast at gmail.com> wrote:

> 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
> <javascript:_e(%7B%7D,'cvml','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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