On Thu, Jun 27, 2013 at 9:38 AM, David Jeske <[email protected]> wrote: > ...which brings us back to my original question. Why is DPI exposed to so > much blender code? If there was a virtual coordinate system and DPI/PIXEL > scaling was hidden, then none of these places would know about DPI, node > placement would be right, and node spacing would be consistent. > > Is this to avoid a wrapper around the GL calls for 2d operations? Does that > overhead matter? They could be inlined.
I don't know the reason behind this, Ton decided to do it this way when he worked on DPI and later retina support. I would have implemented it at a lower level too in the UI code, though maybe not as an OpenGL wrapper because you still want to round to integer coordinates for final button drawing I think, or have line thickness of 1 or 2, not 1.5 if you want things to draw crisp. Brecht. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
