Yes, the ID is not related to OpenGL...and I like your idea. The object ID could be:
Object ID = Blender file GUID + Sequential Number This would be great...and of course a python function like getObjectbyGUID(int). The change to 2.8 and all recode is the moment to think in this task. The point is to get an immutable id. Antonio From: Piotr Arlukowicz Sent: Sunday, April 17, 2016 6:20 PM To: bf-blender developers Subject: Re: [Bf-committers] Blender 2.8 and OpenGL version It is not necessarily connected to openGL, but having an unique random ID stored in each Blend file upon creation/first-save will be also beneficial and very welcomed. It could be even a date since epoch - anything - which could help distinguish files copied and changed from files created from scratch. pio Piotr Arlukowicz, BFCT *YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2016-04-17 12:10 GMT-04:00 Blendergit <[email protected]>: > Hi Mike, > > Thanks for the answers > > If we remove things like a simple draw_line and need VBO and shaders, any > simple add-on gets complex. Maybe a library with primitives (line, polygon, > set color,...) could help a lot and create a standard API. > > And about matrix, are we going to use GLM? > > PS: Something really useful for Python (not related to OpenGL) is to have > a IMMUTABLE object identifier. > > Add an identifier would be as simple as add 1 to any arbitrary number. > It's not necessary keep a sequence...the problem is if you link files...you > can get conflicts, so the best idea could be use something like GUIDs. > > In database design, the unique identifier must keep equal all the time, > and in Blender you must get objects by name, and this name can change, so a > lot of functions would be possible if we add a simple integer immutable > value for each object. > > Maybe, now you have already this, but I have never seen this identifier. > > Antonio > > From: Mike Erwin > Sent: Sunday, April 17, 2016 5:56 PM > To: bf-blender developers > Subject: Re: [Bf-committers] Blender 2.8 and OpenGL version > > Hi Antonio, > Yes to 1) and 2) for sure. 3) I have not thought of deeply, but it seems to > follow from 1 and 2. The underlying context will be GL 3.2 core. > > Because we'll be targeting OpenGL 3.2 core profile, lots of older but > convenient functions / techniques will not be available. Matrix stack, > batch rendering, etc. So we'll be replacing those as needed, coming up with > some (hopefully) nice abstractions that fit exactly what we need. What > would be helpful from a Python GL point of view? > > Mike Erwin > musician, naturalist, pixel pusher, hacker extraordinaire > > On Sun, Apr 17, 2016 at 11:30 AM, Blendergit <[email protected]> wrote: > > > Hi, > > > > Only to be sure about Blender 2.8 and OpenGL version. > > > > 1) Blender 2.8 will be >= OpenGL 3.2. > > 2) All Blender code using old OpenGL version must be migrated (if the > > module is not removed or recoded). > > 3) All add-ons using OpenGL must be updated to >= OpenGL 3.2. > > > > I need to be sure about that because I have several popular add-ons using > > OpenGL and some ideas to improve grease pencil, so OpenGL 3.2provides a > > wide new range of tools. > > > > Thanks, > > Antonio Vazquez > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > https://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > [email protected] > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ > Bf-committers mailing list > [email protected] > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
