Hi,
Nobody of the active team suggested to stick to Nvidia. Blender should remain
cross platform, as wide as possible.
I have the impression the crits here interpret my proposal far too negative. I
tried to define it a positive step forward (for our future), and to come with a
clear
By reading some great proposals I conclude that Blender should have a minim
requirement:
1. Quad Core
2. OpenGL 4.3 (pref mid to high nvdia quadro)
3. 8-16 GB memory
4
And beside that maybe Blender should go in direction of Gnome 3, Unity and
Win8, and start hiding options from users. Who
I'm currently working on a eye shader that utilizes parallax mapping
[1], but to do it right (better) i would need to have access to local
axes of the object, so that i can transform vectors between local space
and world space. I can retain them from the normal and tangents (radial
x,y,z), but
That is a nice outline, but i also have to assume that implementing it
would take a lot of time. But till then the user has no true way to do
anything in that direction, even if he implements the functionality
using vectors instead of matrices.
Having the three vectors is an easy way to
Tamito-san,
When I add a new scene with Link Objects option, the new scene is
successfully created, but the original scene loses most of all
freestyle settings (linesets, linestyles, etc.).
r54178
--
IRIE Shinsuke
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I think a Transform node which can transform a vector/point between
two spaces (object, world, camera) is probably easiest to use for
nodes and not too low level. If you want the individual axes you can
extract them by doing a transform with (1, 0, 0), (0, 1, 0), (0, 0,
1). Such a node is on the
Thank you for the hint with the normal map node. I had overseen that it
already delivers normals in object space. Together with the right colors
(x: 1.0, 0.5, 0.5 y: 0.5, 1.0, 0.5, z: 0.5, 0.5, 1.0) it outputs the
local normalized axes. Since i can ignore scaling for the most part, it
should
FWIW, I see 3D content creation as a fundamentally high-end endeavor.
Being able to start learning Blender on low-end systems is great. However,
I want Blender to be taken seriously as a professional tool, not just
something you play with until you are able to afford real hardware and
I just wanted to say that I too agree that we should assume some higher
level opengl.
I think it would be rather helpful in fact if we didn't rely on traditional
fixed function rendering period
but instead keep it simple such that we're always using custom shading. It
keeps it simpler,
easier to
By the way, Mesa drives, which are hardware accelerated open source
drivers for Linux only go up to OpenGL 3.0 at the moment.
So OpenGL 3.0 should be minimum, not OpenGL 3.2.
You can support an all shader pipeline with OpenGL 2.x anyway. Mesa
hardware accelerated drivers should always serve as
By the way, Mesa drives, which are hardware accelerated open source
drivers for Linux only go up to OpenGL 3.0 at the moment.
So OpenGL 3.0 should be minimum, not OpenGL 3.2.
You can support an all shader pipeline with OpenGL 2.x anyway. Mesa
hardware accelerated drivers should always serve as
As Wilkins and I said, we are not using OpenGL 3.0+ pipeline right now.
We are not even close to it as it would require complete
re-implementation. Although we got basic thing working in ES, there is a
lot thing to be done before it will become usable. When it does
(hopefully next year), we
I personally use the same method as you used suggested, but rebind Unity's
alt key to the OS key (windows key) - which blender does not use as far as
I know. All works well for me after that change.
On Thu, Jan 31, 2013 at 12:30 PM, pa...@telenet.be wrote:
Hi all,
Since Ubuntu unity
Hi,
Additional info: the conflict is not that Unity overrides Blender shortcuts -
we could live with that. The issue is that on every (!) ALT keypress, Unity
sends the active application a window-deactivate and a window-activate event.
Apart from the unnecessary full-UI refresh this invokes,
3.0+ means, requires, writing -everything- in shaders (except if you
use compatibility profile which sort of beats the purpose). It is a
totally different mindset than the one we currently use. It is state
of the art of course but it also means new design to accomodate for
that (shader machine to
On Thu, Jan 31, 2013 at 8:25 AM, Jed Frechette jedfreche...@gmail.com wrote:
FWIW, I see 3D content creation as a fundamentally high-end endeavor.
Being able to start learning Blender on low-end systems is great. However,
I want Blender to be taken seriously as a professional tool, not just
If development is being held back by attempting to support old hardware
and OS versions and no one is willing to step up and support those bits
then their use should be depreciated.I would much rather see the limited
developer hours available put towards moving Blender forward rather than
On Fri, Feb 1, 2013 at 11:36 AM, Chad Fraleigh ch...@triularity.org wrote:
On Thu, Jan 31, 2013 at 8:25 AM, Jed Frechette jedfreche...@gmail.com wrote:
FWIW, I see 3D content creation as a fundamentally high-end endeavor.
Being able to start learning Blender on low-end systems is great.
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