On Fri, 25 Apr 2014 16:38:54 +0200 Cedric BAIL <[email protected]>
wrote:

> On Fri, Apr 25, 2014 at 3:37 PM, David Seikel <[email protected]>
> wrote:
> > On Fri, 25 Apr 2014 15:06:56 +0200 Cedric BAIL <[email protected]>
> > wrote:
> >> On Fri, Apr 25, 2014 at 2:21 PM, David Seikel <[email protected]>
> >> wrote:
> >> >> > hermet pushed a commit to branch master.
> >> >> >
> >> >> > http://git.enlightenment.org/core/efl.git/commit/?id=8fda63173063e03e1d48c8b026ecf8b94298162c
> >> >> >
> >> >> > commit 8fda63173063e03e1d48c8b026ecf8b94298162c
> >> >> > Author: Taekyun Kim <[email protected]>
> >> >> > Date:   Fri Dec 27 16:56:30 2013 +0900
> >> >> >
> >> >> >     Evas: 3D: Introducing 3D scene rendering features
> >> >
> >> > While I'm happy there's more 3D rendering support coming into
> >> > EFL, this was a big shock to me.  Was this discussed anywhere?
> >> > Is there a road map?  And more to the point of my personal 3D
> >> > virtual world work, will this be suitable for 3D virtual worlds?
> >>
> >> Hum, it has been sitting in a branch for a 3 weeks or a month. I
> >> did point people to it on IRC, but I think we did fail to
> >> communicate on the mailing list.
> >
> > I don't recall seeing anything on the mailing list, and I don't do
> > IRC any more.  IRC is incompatible with my compulsive reading
> > problem, I never get anything else done.  lol
> >
> >> As for a road map, well, like every open source project. You have
> >> some free stuff, that will hopefully improve :-)
> >>
> >> More seriously, the first goal would be to make it useful and
> >> working for small object/scene, but after talking with Christophe
> >> who is doing a 3d engine with Evas_GL. I am now thinking that in
> >> fact we should accept any contribution that make this engine
> >> powerful enough to handle a 3d world for a game or virtual world
> >> like in your case. I guess that would be left to you and
> >> Christophe to improve it.
> >
> > I'm eager to help out with that, especially for virtual world stuff.
> >
> >> On the middle term what may be done :
> >> - Add a plugin infrastructure for reading more file format for
> >> scene/object
> >
> > I have that already.  B-)
> >
> > https://github.com/onefang/meta-impy/tree/mesh/linden/indra/mimesh/libg3d-0.0.8
> >
> > It's basically a fork of libg3d modified and wrapped to fit into my
> > meta-impy viewer, which is my experimental fork of Imprudence
> > viewer, which I now am head developer for.  I intended to wrap it
> > for Irrlicht, but I could do the same for Evas 3D.
> > http://automagically.de/g3dviewer/ for the original, which has been
> > kinda dead for many years.
> 
> I will let those in charge of that to look at it, but anything that
> does the job already would be nice.
> 
> >> - Integrate with Edje
> >> - Add a bigger demo to Elementary
> >
> > My virtual world experiments currently uses Irrlicht and Elementary.
> > I'll see how I go playing with what you have already, but a bigger
> > demo might be the result.
> >
> >> - Add partial update support
> >
> > You mean for updating what's in the scene at run time?  That's most
> > important for virtual worlds, coz the world can be edited from
> > inside the world.
> 
> No, what you describe is obviously needed and already there. I am
> talking about the ability that Evas has to tell the display system
> which part of the window has changed to not push all pixels all times.
> For UI it is quite useful, for game and virtual world, I doubt.

Ah, I understand now.  That might be useful for things like textures
slowly loading across the 'net when nothing else in the scene,
including the camera, has changed.  Or you are sitting still watching a
streaming video on a TV type object.

> 
> >> - Keep improving the API and features set
> >
> > One of the main reasons I chose Irrlicht is it's software
> > renderer.  No matter which way I go, that's still a highly
> > desirable feature for me.
> 
> That is a very good requirement. This release doesn't include it for
> the moment. Current plan is to use the same infrastructure that
> Evas_GL use with mesa software backend (dlopen and everything). It is
> likely to come with 1.11 when the API is not beta anymore. Of course,
> if you are willing to contribute a full implementation that doesn't
> rely on mesa, you are welcome :-)

I've not actually looked at the Irrlicht software renderers code, other
than to try it and note it seemed to work quite well.  It's all part of
my plans though, so I'll be looking at that eventually.

-- 
A big old stinking pile of genius that no one wants
coz there are too many silver coated monkeys in the world.

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