My advice would be to only do this after really trying to optimize this on the CPU, and if only if that fails, do it on the GPU. As far as I know all other 3d painting applications work fine only on the CPU. GPU code is much harder to maintain and tends to give graphics card specific issues, which you will end spending a lot of time debugging.
If you implement it on the CPU in a way that is similar to how you would do it on the GPU that probably already gives you a big performance gain. Brecht. On Sat, Jun 16, 2012 at 5:45 PM, Antony Riakiotakis <[email protected]> wrote: > Hi all, I've given some thought to implementing texture painting on the GPU > and posted a rough design document here: > > http://wiki.blender.org/index.php/User:Psy-Fi/GPU_Texture_Painting_Design > > There have been some concerns over maintaining two front-ends for texture > painting, but I thought I could at least share my thoughts on it. > _______________________________________________ > 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
