[Soc-2014-dev] Weekly Report #7 Viewport FX III
Thomas Dinges
blender at dingto.org
Sat Jul 12 00:43:31 CEST 2014
Create a patch, and upload it on https://developer.blender.org/ via
"Submit Code".
Am 12.07.2014 00:19, schrieb Jason Wilkins:
>
> This is probably where I'm confused. I'm not totally sure what I need
> to do to officially start a review. I had Campbell review some code I
> just committed a couple of weeks ago, so I thought that would be enough.
>
> Do I need to make a separate patch and then point you guys at it? If
> so I'll do that asap.
>
> The X11 code has gotten to a point that it works, at least for me, but
> I'm not sure if there are situations where it might fail.
>
> On Jul 11, 2014 4:42 PM, "Sergey Sharybin" <sergey.vfx at gmail.com
> <mailto:sergey.vfx at gmail.com>> wrote:
>
> 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 <mailto: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
> <mailto: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
> <mailto: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.
>
>
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>
>
> --
> With best regards, Sergey Sharybin
>
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