Yes, it would only move the delay. I figured entering sculpt mode would be a better place for that delay, but if the risks of making a change close to release are not deemed too great I don't mind it being changed.
-Nicholas On Fri, Sep 21, 2012 at 5:27 PM, Campbell Barton <[email protected]> wrote: > @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 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
