My thought on BGE vs Blender came down to this: If I write a 2D filter for the Blender view port, it should work in the Blender Game Engine as well without modification. Basically, I do not want to run off and make a totally incompatible way to do the same thing.
On Mon, Apr 2, 2012 at 10:03 AM, Dalai Felinto <[email protected]> wrote: > 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 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
