Might start by doing a hardware poll among the users. Perhaps on the
Blender.org site and also a few of the other bigger blender sites. I
would bet that you could find a much narrower design goal that way.
I will start out here. Nvidia Gforce 7600 GS. A nice card for blender
but I am hoping to
Not to butt in here, but what exactly is the point of the OpenGL profiles? To
simplify setting up OpenGL display settings? What's wrong with auto-detecting
what the card is capable of and just using that? Is the goal to avoid settings
that are buggy on certain cards?
It just seems to me like
In brief: hardware/drivers dont always support what they are supposed
to (working around driver bugs/glitches is common enough), and in some
cases features are supported are so slow as to make them unusable,
remember ATI slow selection bug?
Some snippets from blenders code...
/* workaround for os
Hi Dan,
It has {application,plugin,libplugin} version control and symbol
dependencies (as I understand them)
after reading again through the documentation, I don't think so. There is
no thought put into negotation between the application and the plugin,
what API version should be used for a
Intersting, I thought about that this week. In that case I think we should
have KX_PADRETURN too (since KX_PADENTER is already there). I can add it
later today.
Cheers,
Dalai
2010/10/4 Mitchell Stokes moguri...@gmail.com
Revision: 32311
On Tue, Oct 5, 2010 at 8:17 AM, Dalai Felinto dfeli...@gmail.com wrote:
Intersting, I thought about that this week. In that case I think we should
have KX_PADRETURN too (since KX_PADENTER is already there). I can add it
later today.
Cheers,
Dalai
I'm okay with that.
--Mitchell
Hi,
The sad truth is that the implementation of Opengl, driver versions,
bugs in drivers, all make Opengl not work as smooth as it could be.
The idea of a Profile is that you can setup per-system settings that
match the used hardware. These could be topics like:
- FSA
- Buffer swap methods
-
It might be worth looking at how Ogre and possibly CrystalSpace handle this.
LetterRip
On Tue, Oct 5, 2010 at 9:29 AM, Ton Roosendaal t...@blender.org wrote:
Hi,
The sad truth is that the implementation of Opengl, driver versions,
bugs in drivers, all make Opengl not work as smooth as it
I actually had to write similar code back in the day for realMYST/URU for
handling the peculiarities of various graphics cards (and back then, there were
a TON more of them!). Having the user select a profile still doesn't make
sense; instead, all it really takes is a bitfield of what
On Tue, Oct 5, 2010 at 1:45 AM, Peter Schlaile pe...@schlaile.de wrote:
Hi Dan,
It has {application,plugin,libplugin} version control and symbol
dependencies (as I understand them)
after reading again through the documentation, I don't think so. There is
no thought put into negotation
Hi, I mentioned this to campbell before, but that lcms stuff needs to be
removed - it was only ever there are a quick test that martin committed,
ifdefed out, and before color management was implemented. Lcms is currently not
used for anything in blender, and v1 is not very functional for our
so, should we remove the Blender RETKEY as well? or only the bge?
2010/10/5 Mitchell Stokes moguri...@gmail.com
Revision: 32337
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=32337
Author: moguri
Date: 2010-10-06 02:36:12 +0200 (Wed, 06 Oct
Just a note, don't know if it's related to this, but on osx, enter and return
are different keys.
Matt
On 06/10/2010, at 12:22 , Dalai Felinto wrote:
so, should we remove the Blender RETKEY as well? or only the bge?
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Some instances of KeyCommand were missed when changed to KeyOS.
Cheers,
Mike.
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What is not OK about it?
I think it is clear that the Blender Foundation cannot support proprietary code.
If you have the situation where a company wants to build
some DLL and keep it proprietary, then never release it to the public. Guard it
as
your own intellectual property. Use your code to
I would like feedback on this proposal:
http://wiki.blender.org/index.php/User:Moguri/BGE_Components_Proposal
It is a proposal to add Unity-like components to the BGE. I plan to
hopefully implement this soon, but as I said, I would like some feedback.
Thanks,
Mitchell Stokes (Moguri)
As long as myDLL didn't link to or rely on any gpl'd code there's nothing
anyone can say about how people use it -- except for the copyright owner of
course.
Bundling (distributing it and blender in the same 'package') is probably not
an option though.
The bottom line is that we consider
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