You say "DirectX 10" here, but since I'm still developing on my Windows XP machine I actually am forced to only support DirectX 9 capabilities :-)
My old box is still keeping me honest. On Wed, Mar 28, 2012 at 12:00 AM, Tom M <[email protected]> wrote: > FBO is from July 2008 as part of the OpenGL 3.0 spec, but since Opengl > 3.0 is the designed to support the same features as hardware that can > run direct x 10, which was introduced November 30, 2006 - that means > that it is beyond the 5 year time frame, especially since hardware > prior to that date can also run direct x 10. > > Also the frame buffer extension is present in 2006. > > Also since we want to support portables we have to switch to purely > opengl es compatible api calls. FBO is present in the opengl es 2.0 > spec and i think earlier versions as well. > > http://en.wikipedia.org/wiki/OpenGL > > http://en.wikipedia.org/wiki/DirectX#DirectX_10 > > LetterRip > > On Tue, Mar 27, 2012 at 9:16 PM, Campbell Barton <[email protected]> wrote: >> Quick reply on this topic... >> >> * happy view-port is getting some attention, it needs it :) >> >> * Project seems ambitious, suggest to provide minimum targets in your >> proposal. >> >> * I would feel better about this project if our view-code was in a >> better state, Ideally IMHO this code should be improved before large >> changes like this (draw modes and settings are mixed up and not nice >> from code or user POV) >> >> * One problem with large changes to our OpenGL drawing is our >> selection code which is tricky - mixed bone/object select, vertex >> select, face & vertex select in weight paint mode - supporting all >> configurations is probably not trivial if you plan to refactor this >> code. >> >> * Rule of thumb - we support 5 year old hardware, can this be done on >> standard/crappy GFX cards from 5 years ago? - if not is there a >> reasonable fallback which wont complicate things too badly? >> >> - Campbell >> >> On Wed, Mar 28, 2012 at 12:43 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! >>> >>> 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? >>> >>> 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 >> >> >> >> -- >> - Campbell >> _______________________________________________ >> 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
