[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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>
>
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>
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>
>
>
>     -- 
>     With best regards, Sergey Sharybin
>
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