[Soc-2014-dev] Weekly Report #02 - Viewport FX III
Sergey Sharybin
sergey.vfx at gmail.com
Sun Jun 1 14:56:37 CEST 2014
Hi,
Answers are inlined.
On Sun, Jun 1, 2014 at 2:59 AM, Jason Wilkins <jason.a.wilkins at gmail.com>
wrote:
>
>
> On Saturday, May 31, 2014, Sergey Sharybin <sergey.vfx at gmail.com> wrote:
>
>> I'm not sure why to blame merges. We couldn't postpone everything
>> actually. Not even sure why it might be an issue for the project. You might
>> easily ignore them for now.
>>
>
> I wouldn't suggest that anything be postponed. I could put off
> merging, but I'm not convinced it would save work later. Seeing as how
> this year was significantly less work than last year supports that idea
> (even though it is anecdotal). The difference is merging after 2 months
> versus 6. It has to be done eventually.
We're already trying to not do major changes in drawing area for quite a
while already. Changes there as minimal as we can make them without leaving
Blender in a stagnated state feature-wise.
Also, it'll help starting merges back to master to master to prevent
headache on merge in the future. Just mentioning.
> I actually feel that no gl calls should be made outside of the gpu source
> directory. I'll continue this thought below...
>
This i'm not so much sure about actually. It has own cons and pros.
> That is why I've taken to calling the compatibility layer a "replacement".
> It is not compatible with legacy OpenGL, but tries to capture how blender
> actually uses legacy OpenGL and only implements that functionality which
> needs to be replaced since it was removed from core. It has a similar
> interface to make porting easier.
>
That's what'm talking about. Why to try mimmic OpenGL usage in Blender
rather than making it so Blender uses OpenGL in a way it was designed to.
Correct me if i'm wrong, but seems you've got immediate-mode-like API which
translates stuff to new GL calls (buffers-based). This is probably fine to
have for the first time, but making proper API migration is also somewhat
we'll need to do, IMO.
The porting has already been done. I don't think you really want me to
> inline the OpenGL 3.2 code out of the replacement code. My replacement
> might not have the best design, but I believe it's existence is the correct
> decision and can be improved as time goes on.
>
No, i don't want you to inline GL commands. But i'm not really considering
the immediate-mode-like-api something which is really ultimately finished.
It's for sure something like a must-have milestone, but IMO ideally Blender
should stop using immediate-mode-like api. Not sue in the scope of this
summer or in more long-term.
> A side note, I wouldn't use the word "fail" to describe my work. I'm
> guessing you mean I've failed to contribute anything to master. I'll agree
> with that, and I'm focused on rectifying that.
>
Yes, exactly, fail as in nothing was merged into the master yet.
--
With best regards, Sergey Sharybin
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