@Nicholas, this happens when entering sculpt mode so there would be some slowdown there - I assume, this would just move the delay to the first time someone uses the mask brush, it would only be once - since this is a very light data layer I doubt it would be noticeable slowdown. - compared to undo which does far more heavy stuff for eg.
@Sergey, I wouldn't want to wait until after release with this - mainly because it adds data to peoples meshes they probably won't use its not horrible but not good practice IMHO - unless the change looks like its error-prone, Id like to change the behavior before release. On Fri, Sep 21, 2012 at 11:48 PM, Sergey Sharybin <[email protected]> wrote: > I think one more thing: > > 3) GPU_draw_buffers seems to be also assuming sculpt mask always exists. > > We could switch to lazy initialization, but i wouldn't want this to happen > at this point -- think this could wait for after release. > > On Fri, Sep 21, 2012 at 7:29 PM, Nicholas Bishop > <[email protected]>wrote: > >> I don't have any strong objections, but a couple of things to look at: >> >> 1) Should check how big of a delay this introduces for the first use >> of the mask brush on a dense mesh. Don't want there to be a big delay >> that makes masking a second-class citizen among brushes :) >> >> 2) Implementation issue: the mask code for sculpt makes the assumption >> that a mask layer always exists, so if we change that we should >> carefully check for problems in both regular and multires sculpting. >> >> -Nicholas >> >> On Fri, Sep 21, 2012 at 4:01 AM, Campbell Barton <[email protected]> >> wrote: >> > This mail is mostly for Nicholas Bishop but others may have input, >> > >> > The other day I noticed the default cube had a mask vertex layer - >> > this isnt so bad - only storing one extra float per vertex - but seems >> > unnecessary. >> > >> > There are some other data layers that the user had no way to remove >> > (skin and sticky), now theres a panel "Geometry Data" - where layers >> > can be cleared, >> > (note - unlike UVs and VColors - these layer types are singletons - a >> > mesh can only have one of each - so the UI is different). >> > >> > ... back to the point of the mail... >> > >> > At the moment just entering sculpt mode will add sculpt-mask data >> > layer to the mesh verts, and be saved, and get stored in every undo >> > step... etc. >> > >> > Id prefer this was lazy initialized - so only when using the mask >> > brush it gets added, any reason not to do this? >> > >> > -- >> > - Campbell >> > _______________________________________________ >> > 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 >> > > > > -- > With best regards, Sergey Sharybin > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
