Hi,
I've gathered some thoughts about a cache data structure to accelerate huge
scenes redraw time and part way with the current unorder object iteration
model.
https://docs.google.com/document/d/1Lcg2G3v7JJX25kF_
b4m2NM286cJkfTBMFDhzmZ2ruAg/edit?usp=sharing
Some point still need to be adressed
A colleague pointed this out the other day. Google has released an open
source 3D compression library called Draco.
https://opensource.googleblog.com/2017/01/introducing-draco-compression-for-3d.html?m=1
I am unsure where to start the process of discussing how to find someone to
work on adding
Yes, the keyframe type is ok in Timeline editor (beside autokey button).
Can you tell me where the orange dot is drawn?
Antonio.
De: Joshua Leung
Enviado: lunes, 16 de enero de 2017 13:28
Para: bf-blender developers
Asunto: Re: [Bf-committers] Dope sheet not working in Blender 2.8 branch
I'd
I'd guess that this is some OpenGL porting stuff that still needs to be
worked out.
The code there currently (in master) uses display lists, which AFAIK is not
supported with the newer OpenGL standards.
BTW, do the keyframe types in the header dropdown (beside the autokey
button) show up
Hi,
I was working in adding the palette animation to the editors, and I have found
a problem in dope sheet.
If you compile blender2.8 branch in windows 64, the dope sheet keyframes are
not displayed. The animation is there, but not orange diamond.
I’m not sure if this is a problem for windows
Hi,
> Julian Eisel finished the foundation work for the main integration of
> workspaces (needs review):
As stated in the patch thread last Monday (with no reply so far ;),
this patch is massive (>10k). We may need to wait for Julian to have
spare time to help coordinating the review effort