2.80: Impressing! - Excellent work!
Am 29.11.18 um 18:43 schrieb Ton Roosendaal:
Hi,
The beta is official now! Congrats to everyone :)
Feature landing page:
https://www.blender.org/2.8/
Code blog announcement:
https://code.blender.org
Daily builds
https://builder.blender.org
As a tester
Congratulations for the 2.8 release to all developers. The big efforts at
work are recognized, I followed all the development and I know the well
done how to commanded for the Cherokee Chieff Tom :) . Looks very good!.
Really this software is amazing, and free! Thanks to all, you are a
fantastic
Ray:
Thank you for the reply. It sounds like there is an interest in supporting
multiple back-ends, which is exciting.
With regards to the cleanup, it sounds like the current goal is to replace
any GL calls with GPU_* calls outside the GPU folders. I'd be happy to
contribute to that cleanup.
Is
I'm going to assume RA was build with multiple back-ends in mind, the blender
code-base however is an old old code-base, and wasn't really designed to use
anything other than openGL.
Although we have cleaned it up quite a bit, there are still loads of openGL
calls and opengl-isms sprinkled all
It's up for debate really, I'd prefer not having to maintain 5 different
versions of all shaders , also there is a fair amount of dynamic glsl being
generated by blender. so having something that'll take glsl and outputs
'whatever we want' would be nice.
glslang[1] with spirvcross[2] looked
I'd agree, it would be much easier to use unified shaders. I've had a
really good experience with using glslang and SPIRV-cross in RetroArch to
generate Metal shaders dynamically. Both of these projects are well
maintained. Worth noting that some of the glsl shaders are quite complex
and translate
Hi Blender 3D developers:
Given the deprecation and poor support of OpenGL on Apple platforms, I am
curious if there is any interest in my desire to develop Metal GPU support
for Blender 3D?
I recently implemented Metal support for RetroArch (a cross-platform
emulator front end). Some of the
Well given the amount of shader we use, we *need* to only maintain one
version of each.
The biggest showstopper I see for porting to metal is the lack of geometry
shader that we use in some places (not that many actually but important
ones like the edit mesh cage and outlines wireframes).
It
*Stuart Carnie*
On Tue, Dec 4, 2018 at 7:56 PM Clément FOUCAULT
wrote:
> Well given the amount of shader we use, we *need* to only maintain one
> version of each.
>
A very reasonable requirement.
>
> The biggest showstopper I see for porting to metal is the lack of geometry
> shader that we