Sounds like more work than it's worth, frankly (how do we turn raw information about what processor/RAM/graphics a user has into threshold values?) Better to focus I think on making the settings simple (as few parameters as possible that do everything necessary.)
-Nicholas On Sat, Jun 12, 2010 at 10:46 PM, Roger Wickes <[email protected]> wrote: > Maybe, as part of the installation process, we could have a short benchmark > run that would give an overall power indicator that your (and others') code > could use to set thresholds...or maybe use a user pref. This would help guide > the user/code when setting multires, applying subsurf, etc. > > --Roger > > > Check out my website at www.rogerwickes.com for a good deal on my book and > training course, as well as information about my latest activities. Use coupon > Papasmurf for $15 off! > > > > ----- Original Message ---- > From: Nicholas Bishop <[email protected]> > To: bf-blender developers <[email protected]> > Sent: Sat, June 12, 2010 6:47:32 PM > Subject: Re: [Bf-committers] Unlimited clay status > > Hi Raul, > > I'm going to write up some docs on the PBVH in the wiki here: > http://wiki.blender.org/index.php?title=Dev:2.5/Source/Modeling/PBVH > > Thanks, > -Nicholas > > On Fri, Jun 11, 2010 at 11:57 AM, Raul Fernandez Hernandez > <[email protected]> wrote: >> Hi all >> >> A quick status report with good and bad news: >> >> The good first :P >> I'm ready to commit when I get connected again the new patch that add >> the possibility to get realtime feedback as the user subdivide the mesh, >> I have set it as an option, becasue as I have feared for high polycounts >> is still better to have it updated at stroke end. >> I think this kind of flexibility is good, now the user have tree levels >> >> -Normal sculpting (current workflow) >> -dynamic subdivission (realtime unlimited clay) (Low res) >> -static subdivission (non realtime unlimited clay) (Hi res) >> >> The low res and high res threshold is machine dependant and not written >> in stone ;) >> >> And ow the bad one: >> Since the current sculpting system wasn't designed for dynamic topology >> the PBVH tree which is based has no fast update function to handle >> changes in topology without need to rebuild the entire tree, so the >> current solution use the rebuild PBVH tree option that is painfully slow >> for realtime update at relative low polycounts. >> >> But a derived good news is that such a function could be implemented, and >> now that the problem is spotted, is the next goal to achieve. >> >> the new BLI_pbvh_update_mesh() function should insert the new subdivided >> faces/verts in the tree as sugested by Nicholas Bishop ... a question >> though: What is the best expected time for updates in a PBVH tree? >> >> I will preciate the help of the creators of the pbvh structure, a quick >> explanation on how it works could save me lot of time trying to understnd >> it from the plain source code :) >> >> Cheers Raul >> >> Cheers Raul >> >> >> >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
