Hi Jason, When it comes to performance the BGE rendering system is so different and has such a different goal than the "Blender" one that it doesn't make any sense in unify them in my opinion.
Now if you are concerned about features (some screen shaders that could benefit both BGE and Blender) I wouldn't mind seeing a preview of custom (and/or premade) BGE 2dfilters in the viewport. That could benefit both BGE and the rest of Blender users. It's not clear to me what you want to touch actually. -- Dalai 2012/3/30 Jason Wilkins <[email protected]> > >From the other thread: > >Personally I think (and I know that many other users agree) that speed > >should be the number one priority. > > Speed is definitely important. I do not plan on writing anything > slow. I'm aiming to unify code paths as much as possible. The new > code paths can be optimized. > > Right now there are glVertex* and glDraw* calls in 57 files. That is > 57 files where something is drawn. I'm hoping I can reduce that to 1 > or 2 files. > > object_draw.c is over 7,000 lines long though... > _______________________________________________ > 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
