[Soc-2017-dev] vertex paint project - ply exporter

Darshan kadu darsh7807 at gmail.com
Thu Jul 20 12:07:23 CEST 2017


Hello, Mr. Howard,

Yes, I also think that the alpha should be blend similar to rgb. It will be
simple to implement.

About the channel lock, the artists want it, so having it would be good
think, I can do it with r,g,b bool in the brush struct and changing them
from  UI,  Can you tell me the concept of padding you mention before for
adding element in the structure.

For visualization section, Can cull face be useful? but for the cases like
plane the back view will not be displayed.

Another thing that can be done is drawing according the depth the most
depth faces first, I haven't done it before). This blog explains this very
well https://learnopengl.com/#!Advanced-OpenGL/Blending.

But again why only some faces are behaving like that, why not all? This is
something interesting!

Now, I will be adding the alpha blending similar to rgb, and locking color.

Thank you.

On Wed, Jul 19, 2017 at 7:39 PM, Darshan kadu <darsh7807 at gmail.com> wrote:

> Hello, Mr. Howard,
> Sorry, I was ill from yesterday afternoon. I should haven't told you
> before but internet wasn't very good its monsoon season(heàvy rain) in
> India.
>
> Meanwhile, yesterday I changed the ply importer to take alpha into
> account. I have pushed the code. I thing the same problem comes with the
> fbx importer. I will check it. I will give reply to your mail as soon as
> possible.
>
> Sorry, I should have told you yesterday itself.
>
> Thank you.
>
> On 19-Jul-2017 6:40 PM, "Howard Trickey" <howard.trickey at gmail.com> wrote:
>
>> Darshan,
>>
>> What are you working on now?
>>
>> I looked a little more at the issue of alpha display after subdividing. I
>> am pretty sure now that the alphas are set properly -- if you remove all
>> but, say, the front (subdivided) face, the display looks OK. I tried
>> changing the glBlendfunc call to:
>> glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE,
>> GL_ONE_MINUS_SRC_ALPHA);
>> which seems more correct, but it didn't make any difference.
>>
>> Maybe someone reading this with more experience with OpenGL and
>> alpha-blending has an idea?  I wonder if somehow we have to turn on drawing
>> the elements in proper z-sorted order?
>>
>>
>> On Tue, Jul 18, 2017 at 9:48 AM Howard Trickey <howard.trickey at gmail.com>
>> wrote:
>>
>>> Darshan,
>>>
>>> I made a little python function to dump the vertex (loop) colors on the
>>> console.  You may find this useful.  If you put this in, say, the
>>> release/scripts/startup folder then you can use the <Space>-menu to search
>>> for 'Dump Vertex Colors'.  To see which faces and vertices correspond to
>>> which dumped colors, you can start blender with --debug and then enable the
>>> 'indices' visualization box in the right-hand panel of view3d (when in Edit
>>> mode) to see the indices of the currently selected elements.
>>>
>>> I think there may be a problem with the ply exporter, discovered by
>>> using this. I made a simple plane quad and put different colors and alphas
>>> on each, and then the ply exporter seemed to have an off-by-one error in
>>> lining up colors with vertices. But I looked briefly at the code and didn't
>>> see what was wrong.
>>>
>>> I also checked the interpolation of alpha's when subdividing and agree
>>> with you that it seems to be doing approximately the right thing, so the
>>> problem is somehow in the visualization code.
>>>
>>
>> _______________________________________________
>> Soc-2017-dev mailing list
>> Soc-2017-dev at blender.org
>> https://lists.blender.org/mailman/listinfo/soc-2017-dev
>>
>>
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