Hi. First, sorry that i missed @feature tag. it's just my missing since i just cherry-picked the patch that was submitted to other branch old before.
Second, still bunch of patches are just on upstreaming. I expect these will be cleaned up before closing of the next merge window. And of course, I will disable this in default. I totally understand your nervous, but raster/cedric already reviewed this new feafure. and a day ago, cedric asked me to push this before 1.10. Although this evas 3d was not reviewed muchly and still it could be revised later. But it's time to push then go work together. This will make us speed up and work faster. Thank you. ------------------------------------ -Regards, Hermet- -----Original Message----- From: "Stefan Schmidt"<[email protected]> To: "Enlightenment developer list"<[email protected]>; Cc: Sent: 2014-04-25 (금) 17:03:07 Subject: Re: [E-devel] [EGIT] [core/efl] master 01/02: Evas: 3D: Introducing 3D scene rendering features On Fri, 2014-04-25 at 00:18, Taekyun Kim wrote: > hermet pushed a commit to branch master. > > http://git.enlightenment.org/core/efl.git/commit/?id=8fda63173063e03e1d48c8b026ecf8b94298162c > > commit 8fda63173063e03e1d48c8b026ecf8b94298162c > Author: Taekyun Kim <tkq.kim>@samsung.com> > Date: Fri Dec 27 16:56:30 2013 +0900 > > Evas: 3D: Introducing 3D scene rendering features > > Enable 3D features using --enable-evas-3d=yes when configuring. > APIs are exposed through Evas_3D.h. > Currently, evas-3d is being supported only on gl_x11 engine. Missing the @feature tag here for such a big thing. > Conflicts: > > src/lib/evas/Evas_Eo.h > --- > configure.ac 17 + > src/Makefile_Evas.am 26 + > src/lib/evas/Evas.h 1 - > src/lib/evas/Evas_3D.h 289 ++++ > src/lib/evas/canvas/evas_3d_camera.c 159 ++ > src/lib/evas/canvas/evas_3d_light.c 273 ++++ > src/lib/evas/canvas/evas_3d_material.c 221 +++ > src/lib/evas/canvas/evas_3d_mesh.c 828 +++++++++++ > src/lib/evas/canvas/evas_3d_mesh_loader_md2.c 440 ++++++ > src/lib/evas/canvas/evas_3d_node.c 1162 +++++++++++++++ > src/lib/evas/canvas/evas_3d_object.c 129 ++ > src/lib/evas/canvas/evas_3d_scene.c 622 ++++++++ > src/lib/evas/canvas/evas_3d_texture.c 440 ++++++ > src/lib/evas/canvas/evas_image.eo 27 + > src/lib/evas/canvas/evas_object_image.c 194 ++- > src/lib/evas/canvas/evas_object_main.c 21 +- > src/lib/evas/include/evas_3d_private.h 377 +++++ > src/lib/evas/include/evas_3d_utils.h 1526 ++++++++++++++++++++ > src/lib/evas/include/evas_private.h 32 + > src/modules/evas/engines/gl_common/evas_gl_3d.c 1332 +++++++++++++++++ > .../evas/engines/gl_common/evas_gl_3d_common.h 37 + > .../evas/engines/gl_common/evas_gl_3d_private.h 145 ++ > .../evas/engines/gl_common/evas_gl_3d_renderer.c 284 ++++ > .../evas/engines/gl_common/evas_gl_3d_renderer.h 6 + > .../evas/engines/gl_common/evas_gl_3d_shader.c 1482 +++++++++++++++++++ > .../evas/engines/gl_common/evas_gl_common.h 2 + > src/modules/evas/engines/gl_x11/evas_engine.c 202 +++ > src/modules/evas/engines/gl_x11/evas_engine.h 19 + > src/modules/evas/engines/gl_x11/evas_x_main.c 90 ++ > .../evas/engines/software_generic/evas_engine.c 16 + > 30 files changed, 10394 insertions(+), 5 deletions(-) Puh, this thing is HUGE. A new feature with over 10K lines of code in a core component like evas without any tests 50h before closing of the merge window. I was really hoping to avoid such things. It also just failed on jenkins mingw build. Funny enough because it should only build when enabled during configure, no? But this is so new nobody has enabled it which means it builds unconditional right now and fails at least on mingw... https://build.enlightenment.org/job/changely_efl_mingw_x86_64/lastFailedBuild/console Next question is what we do about all this new API's. I stopped counting at 40 new function calls with EAPI. They don't seem to be hidden behind any BETA configure flag. Thus they are fully supported and can't go away until 2.x. I can only hope they have been reviewed internally before. Is that the case? I have to say I'm nervous about this big change coming in so late. We basically only have three weeks now to find the biggest problems. Taekyun/Hermet I expect you two spending some time on this code during stabilization. Look at the next coverity reports for issues on this code. With our current ration of 0.5 issues on 1000 lines of code it should have at least 5. But that is for old debugged code not for something new. Guess we will see more. I would also be way less nervous about this if it would have come with tests. regards Stefan Schmidt ------------------------------------------------------------------------------ Start Your Social Network Today - Download eXo Platform Build your Enterprise Intranet with eXo Platform Software Java Based Open Source Intranet - Social, Extensible, Cloud Ready Get Started Now And Turn Your Intranet Into A Collaboration Platform http://p.sf.net/sfu/ExoPlatform _______________________________________________ enlightenment-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/enlightenment-devel ------------------------------------------------------------------------------ Start Your Social Network Today - Download eXo Platform Build your Enterprise Intranet with eXo Platform Software Java Based Open Source Intranet - Social, Extensible, Cloud Ready Get Started Now And Turn Your Intranet Into A Collaboration Platform http://p.sf.net/sfu/ExoPlatform _______________________________________________ enlightenment-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/enlightenment-devel
