Running blender headless = as a background process right? Could you use this + game engine, to send data to the headless version, and send back models via libLoad?
Agoose has done this with a "running copy" of blender, but could you do it with a headless version of blender launched by the blenderPlayer? Destructive terrain modification, in game modeling etc? *I can imagine an amazing version of blender verse....* On Fri, Dec 12, 2014 at 1:13 PM, Carroll, Michael R < [email protected]> wrote: > > Great, thank you for the feedback Campbell. I'll be taking a closer look > at the first two options. > > > -MichaelC > > -----Original Message----- > From: Campbell Barton [mailto:[email protected]] > Sent: Thursday, December 11, 2014 4:16 PM > To: Carroll, Michael R > Cc: [email protected] > Subject: Re: WITH_HEADLESS and OpenGL > > On Thu, Dec 11, 2014 at 11:26 PM, Carroll, Michael R < > [email protected]> wrote: > > Hello BF-Committers, > > > > > > > > Does building Blender WITH_HEADLESS require linkage with OpenGL? > > Currently yes, however it could be changed. > > With headless builds (and in background mode) OpenGL arent called, there > are a few possible workaround. > > - Use mesa software OpenGL (we use this for blender-softwaregl on Linux), > ... Not a real solution, but at least you don't need to install libs on the > operating system. > > - Stub-out OpenGL and link to a dummy library. > ... No heavy dependencies, but takes some effort to setup. It could be > preloaded or static link. > > - Omit all GL calls from WITH_HEADLESS builds, ... the most correct > solution, but likely disruptive to the current code-base. maybe interesting > to try, but likely to add a lot if #ifdef's. Since this is a build option > (not even included in official builds), its not such an attractive prospect > to insert 100's of ifdef's all over the code. > > Longer term we might move drawing code into our own GPU module, IIRC Jason > Wilkins work went some way towards this, in that case its probably less > trouble to stub out the drawing calls and remove the OpenGL dependency. > > > > I have read the renderer doesn’t leverage OpenGL at all. I see the > > window > > manager/X11 features have been disabled in the WITH_HEADLESS source. > > However, I attempt to compile (using CMAKE) without any of the > > WITH_GL_PROFILE* options and bump into OpenGL related compiler errors. > > They start with the second editors/ object: > > > > > > > > [ 5%] Building C object > > source/blender/editors/armature/CMakeFiles/bf_editor_armature.dir/edit > > armature_sketch.c.o > > > > > /blender/blender/source/blender/editors/armature/editarmature_sketch.c:441:26: > > error: unknown type name ‘GLUquadric’ > > > > static void sk_drawPoint(GLUquadric *quad, SK_Point *pt, float size) > > > > > > > > Would OpenGL have to be shimmed out or is there a build toggle to > > remove OpenGL? > > > > Many sources in the editors/ folders appear to use OpenGL… can these > > specifically be removed from a WITH_HEADLESS build? > > > > > > > > I have been lurking on the mail list reading related conversations… > > starting with the March’11 thread with Campbell, Brecht, and Pete. > > Campbell suggested that adding the WITH_HEADLESS feature could negate > > the requirement for OpenGL. I have seen a lot of checkins to support > > WITH_HEADLESS but those same diffs don’t appear to remove OpenGL from > the build flow. > > > > > > > > I’m looking to run Blender for performance analysis on many different > > platforms. Eliminating any GUI is a requirement. Removing OpenGL would > > also be extremely helpful. > > > > > > > > Thank you, > > > > -MichaelC > > > > > > > > -- > - 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
