This patch rejects a fundamental change I've been trying to make -- that 2D is different from 3D and deserves its own best implementation.
What I like about this patch: - it makes our matrix API closer to old familiar OpenGL - user code doesn't need to setup/teardown <-- best part - code is shorter That's about it! If my fellow devs prefer this unified matrix stack (focused on 3D) then let's use it. I can express these ideas about 2D graphics outside of Blender. Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire On Fri, Apr 14, 2017 at 9:03 AM, Dalai Felinto <[email protected]> wrote: > > Hi, > While waiting for a reply I went ahead and implemented the following patch: > "GPU Matrix API: stick to a single 4x4 matrix stick for 2D and 3D" [1]. > > With this we get the interface and viewport fully working in core profile [2]. > > Notes: > 1) The text glitches are unrelated to the matrix situation. > 2) Nothing changes if you build 2.8 with compatibility profile instead > 3) For comparison, this is blender2.8 built with core profile without > this patch [3] (--factory-startup) and [4] (special file in fullscreen > and clay engine). > > [1] - https://developer.blender.org/D2626 > [2] - http://pasteall.org/pic/show.php?id=114662 > [3] - http://pasteall.org/pic/show.php?id=114663 > [4] - http://pasteall.org/pic/show.php?id=114664 > > Cheers, > Dalai > -- > blendernetwork.org/dalai-felinto > www.dalaifelinto.com > _______________________________________________ > 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
