Sorry for the slight aside, but some of this might be relevant to conversation at hand even though applied in a different way: http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf
On Tue, Apr 2, 2013 at 9:17 AM, Brecht Van Lommel < [email protected]> wrote: > Hi, > > On Tue, Apr 2, 2013 at 7:33 AM, Dalai Felinto <[email protected]> wrote: > > The way OpenEXR organize the data seems a bit too loose (view can either > be > > nested to a pass or be a top element, able to nest a layer or a pass > > directly). > > > > For Blender it would be easier if we stick to one of them: > > (the (1) seems to be the more logical in my opinion, but that also means > > the code will be more intrusive) > > I also think (1) is the correct solution. > > Brecht. > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- ||------------------ Instant Messengers ---------------------- || ICQ at 11133295 || AIM at shatterstar98 || MSN Messenger at [email protected] || Yahoo Y! at the_7th_samuri ||---------------------------------------------------------------------- _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
