On Wed, Mar 28, 2012 at 12:40 PM, Gianmichele Mariani <[email protected]> wrote: > 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!
This is almost exactly right. I'd prefer the word 'extensible' to 'plug-in system' though. I'd hope that 99% of what somebody would want to do will be there and the 1% they can't would only require a small extension. That might just be semantics though. > 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 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
