On Tue, Mar 27, 2012 at 8:43 PM, Mike Erwin <[email protected]> wrote: > With all the major stuff you've done for sculpt, what I meant was "if > anyone can tackle a tough problem, it's you." Sorry for being unclear!
I think I understood this is what you meant, but I'm not invincible by any stretch. It is good to make sure something is achievable in the limited time available. > So for instance the 3D view, would you issue one call like "3D view, > draw thyself", then composite widgets & overlays on top of that based > on a script? Or does it go deeper into how the 3D view is actually > drawn? Or am I missing the point entirely? This looks like a reasonable summary. I do not think it really "goes deeper" except, for example, you might be able to support something like deferred lighting eventually. I say "eventually" because my goal at this point is not to provide a full game engine like capability like you'd see in Unreal or Unity. Honestly, this is to just to be able to do a couple of things I want to do for sculpt, but which actually fall into the category of view port drawing :) > Mike Erwin > musician, naturalist, pixel pusher, hacker extraordinaire > > > > On Tue, Mar 27, 2012 at 7:06 PM, Jason Wilkins > <[email protected]> wrote: >> On Tue, Mar 27, 2012 at 4:50 PM, Michael Fox <[email protected]> wrote: >>> Oh yes it is more then a mess, its a nightmare, I am trying to add view >>> tessellation option to the view port, and im having one hell of a hard >>> time. we defiantly need an cleaning out >> >> I'm curious what you are trying to do. >> >> To answer Mike's question about if I can handle this, yes, I am rather >> confident. The fancy view port could be written along side the >> existing one where it can grow features until it replaces the old one. >> That is also good for A-B switching. >> >> Although I want to emphasis generality and programmability, which are >> sometimes evil tar-pits, I can start with a very domain specific set >> of pieces and replace those with more general pieces as time allows. >> >> In other words, as long as I don't try to jump straight to absolute >> best implementation right away I'll be fine. I think this is >> something that can be made to approach "perfection" over multiple >> iterations instead of something I get stuck in over my head. >> _______________________________________________ >> 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
