It is about time to remove it, I wrote that code more than 13 years ago :)
On 10 September 2013 23:03, Mitchell Stokes moguri...@gmail.com wrote:
Hello devs,
Based on feedback from a BA thread[0], I would like to start working on
removing the Singletexture material mode. By removing
Hi all,
Thanks to the first Steam Workshop donation payment, we can now invest quality
developer time for getting Blender work better in game creation pipelines. I'm
happy to announce that Blender developers Dalai Felinto and Bastien Montagne
have accepted a 6 month contract to work half-time
On Wed, Sep 11, 2013 at 4:07 PM, Erwin Coumans erwin.coum...@gmail.com wrote:
It is about time to remove it, I wrote that code more than 13 years ago :)
On 10 September 2013 23:03, Mitchell Stokes moguri...@gmail.com wrote:
Hello devs,
Based on feedback from a BA thread[0], I would like to
Is this for viewport drawing too? or only the game engine?
Initially, Mitchell's main idea was to remove it for the game engine. That
would inevitably affects the viewport code though).
My personal concern is to make sure people can still assign textures and
create materials 'as easy' as we had
Fantastic news!
Jonathan Williamson
http://cgcookie.com
On Wed, Sep 11, 2013 at 4:22 AM, Ton Roosendaal t...@blender.org wrote:
Hi all,
Thanks to the first Steam Workshop donation payment, we can now invest
quality developer time for getting Blender work better in game creation
pipelines.
Hi,
I've seen regularly tracker reports from Windows users about OpenEXR crashes.
Below is a tip from the openexr list about proper configuration of MSVC for it.
-Ton-
Ton Roosendaal - t...@blender.org - www.blender.org
Chairman
Hi,
I'm happy to see old cruft removed, but automatic conversion is
unlikely to be totally smooth. So if we are going to put game engine
users through this compatibility breaking again, it may be good to
consider the bigger picture too?
What is the ideal material system that you would work
why not have the legacy rasterizer use the transitional GLSL 1.2 instead of
multitexture? is there userbase out there with pre opengl 2 / glsl 1.2
hardware?
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i for one would be happy with a fly mode that was not a game engine, had no
movement over surfaces, but was free of the momentum driven movement. i
just want it to. more easily reposition cameras.
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1+ for fly mode that is usable to position cameras. It is what I use it for in
other programs for large scale sets such as pathways between buildings.
JTa
From: David Jeske dav...@gmail.com
To: bf-blender developers bf-committers@blender.org
Sent:
By deprecating, in 2.69, I was thinking about printing a message when the
BGE started if it was using Singletexture materials. As for face textures,
this is still supported in Multitexture if no material is assigned. If a
material is assigned, the user can simply select the Face Texture option.
sounds like this is fixed for now..
in the future, another possibility is to slightly extend the svg to png
generation to bit compare the png pixels, and if they are the same, just
touch the old instead of overwriting the new.
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Windows' native OpenGL implementation only does 1.1. You need
vendor-specific drivers installed to go any higher.
http://www.opengl.org/wiki/Getting_Started#Windows
On 11/09/2013 9:27, David Jeske wrote:
why not have the legacy rasterizer use the transitional GLSL 1.2 instead of
multitexture?
I started a google doc that filled up rather quick after posting on
polycount - Enjoy the years of work!
https://docs.google.com/spreadsheet/ccc?key=0AuS_F0ZKX-zTdGxKOEMtRmI2Tno4UUlPZzVfNXB6RHc#gid=0
-Sean
On Wed, Sep 11, 2013 at 9:55 AM, Jonathan Williamson
jonat...@cgcookie.comwrote:
On Thu, Sep 12, 2013 at 6:43 AM, W. Nelson indigitalsp...@yahoo.com wrote:
1+ for fly mode that is usable to position cameras. It is what I use it for
in other programs for large scale sets such as pathways between buildings.
JTa
This is the purpose of existing fly mode, and it can be used
On 12/09/2013, at 10:08 AM, Campbell Barton wrote:
On Thu, Sep 12, 2013 at 6:43 AM, W. Nelson indigitalsp...@yahoo.com wrote:
1+ for fly mode that is usable to position cameras. It is what I use it for
in other programs for large scale sets such as pathways between buildings.
JTa
This is
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