Konrad your proposal sounds good but as you note you will need a bit more details on schedule.
Something to consider if it isn't in the library already is dynamic loading and unloading of level of detail textures. That is, say the total texture resolution of the model would consume ungodly amounts of ram, drastically more than your computer is capable of. So instead of keeping all of the texture in memory at once, when a face is far away from the brush, the texture is unloaded from ram, and a low res proxy is put in its place - and/or for areas that the brush is far away from, the view render of the texture is kept and the real part of the texture is offloaded, and the texture changes are kept in view space until they are reprojected onto the mesh (which can be done threaded in parallel or such). So you could have ridiculously sized textures, bigger than your computer would normally every be able to handle, and handle them in real time with ease. LetterRip _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
