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

Sergey Sharybin sergey.vfx at gmail.com
Fri Jul 11 23:42:21 CEST 2014


Even so GLX might take some time still, i don't see any reason why not to
send current patch (which as i understand works on OSX?) to the code review
system? Sooner all involved developers starts giving a feedback on the
changes sooner you'll be able to commit stuff to master branch. Doubt
reviewing such a larger changes would be reviewed sooner than week or so.


On Wed, Jul 9, 2014 at 10:52 PM, Antony Riakiotakis <kalast at gmail.com>
wrote:

> Great, I will make sure to check it out on my linux box too when ready.
>
>
> On 9 July 2014 17:12, Jason Wilkins <jason.a.wilkins at gmail.com> wrote:
>
>> It took a bit more time than I expected but I have a GLX implementation
>> now.  I actually got it to work on OSX, so no need for me to setup a Linux
>> box. (It didn't take much work to use x11 on osx actually)
>>
>> I'll be committing it later today after cleaning it up.
>>
>> This is a heads up for Antony since he indicated he wanted to look at the
>> GLX context class.  It actually works on OSX but there may be a surprise on
>> Linux so that would be a good idea.
>>
>> On Sunday, July 6, 2014, Jason Wilkins <jason.a.wilkins at gmail.com> wrote:
>>
>>> 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> 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.
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> Soc-2014-dev mailing list
>>>>> Soc-2014-dev at blender.org
>>>>> http://lists.blender.org/mailman/listinfo/soc-2014-dev
>>>>>
>>>>>
>>>>
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>>
>
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>


-- 
With best regards, Sergey Sharybin
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