Thanks for the info… I guess I was naively thinking it had little implications on the rest of the code.
Jordi Bares [email protected] On 23 May 2014, at 14:18, Luc-Eric Rousseau <[email protected]> wrote: > On Fri, May 23, 2014 at 8:36 AM, Jordi Bares <[email protected]> wrote: >> Can I ask you Luc-Eric how is that the same engine was not put in XSI? the >> whole HQV reinvention seems to me like I am missing something. >> >> If you ware allowed to discuss what was the behind that decision? I am sure >> it made sense to someone but I still don't get it. > > The HQV project in Softimage was small project we could do in one > release. It was about finishing the already-begun MetaSL > implementation in the viewport, which you could enable with an > environment variable in Softimage 2010, and fixing a few things like > transparency and texturing issues that have been asked for a long > time. It ended up being a bit more complicated, but we still managed > to do it with a few people. > > It's not a new viewport, it's just installing realtime shaders in the > same Softimage viewing code as before. It's the same thing as the > "OpenGL" real time shader mode. > > Now Viewport 2.0 in Maya or Max... those are huge multi-year project > with dozens of people, and work continues. You need to change many > thing in your app to modernize it to the new viewing philosophy and > detach it from the old OpenGL and old ways of thinking/coding. A few > years ago, when the plan for Softimage 2014 was made, nitrous and vp > 2.0 were both young and struggling so it wasn't obvious at all.

