I think here the point is trying to get a stable and future proof core, with an initial functionality to match that of the current blender, where then all the other part will be able to create their own extension. It's like a plug in system for the viewport!
On Wed, Mar 28, 2012 at 6:36 PM, Carsten Wartmann <[email protected]> wrote: > Am 28.03.2012 17:09, schrieb Tobias Oelgarte: > > Currently we have a OpenGL Render capability (the two buttons on the > > right side of the 3D-View menu bar) which is quite useful sometimes, but > > it lacks the mentioned features which are such heavy drawbacks, that it > > isn't a real option to replace rendering. Soft shadows would be my > > personal main priority and the Game Engine would definitely profiting > > from it. > > I totally agree with you here. Nearly a decade ago we did animations in > the BGE writing the frames with the screenssave function in Python. It > was so helpfull because we needed to change things so close to the > deadline that a normal rendering would have been nearly impossible. > > Carsten > -- > Carsten Wartmann: Autor - Dozent - 3D - Grafik > Homepage: http://blenderbuch.de/ > Das Blender-Buch: http://blenderbuch.de/redirect.html > _______________________________________________ > 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
