On Fri, Mar 30, 2012 at 12:38 AM, Jason Wilkins <[email protected]> wrote: > This is a continuation of my thread seeking feedback about improving > Blender's view drawing code. Previously titled "Compositing Viewport" > > The game engine contains a feature that is a subset of what my > proposal would do. The Filter2D actuators let the user write GLSL > programs that can refer to various "standard" buffers and which can be > arranged in linear passes. > > It would be weird if core Blender had more powerful view drawing code > than the game engine rasterizer :-)
I am not so sure that is true. The game must keep the frame rates high for good animation. The normal window does not need this as badly but does need very good quality renders at all times. Dropping to frame rates as low as 12 or maybe better 24 would not kill most desktop stuff but no gamer would like it. > So, my question here is: insofar as there is overlap between the game > engine and a new view port, how should I approach preventing > duplication? -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
