HI guys I read this and the notes from a few of the more recent coder meetings and I had a few questions. I noticed that the new 3.2 renderer will break backwards compatibility with previous versions of the particle system.
I have been doing some work with the node system in blender for a project, just basically accessing the nodes via the python script to export the mesh data, materials, etc.... With the talk of a totally new node system as well, will that mean a rewrite of the node's api, would that also break backwards compatibility as well if I was doing a lot of work with the current api? Best Owen On Mon, Apr 18, 2016 at 3:55 AM, Blendergit <blender...@gmail.com> wrote: > Yes, the ID is not related to OpenGL...and I like your idea. The object ID > could be: > > Object ID = Blender file GUID + Sequential Number > > This would be great...and of course a python function like > getObjectbyGUID(int). > > The change to 2.8 and all recode is the moment to think in this task. The > point is to get an immutable id. > > Antonio > > From: Piotr Arlukowicz > Sent: Sunday, April 17, 2016 6:20 PM > To: bf-blender developers > Subject: Re: [Bf-committers] Blender 2.8 and OpenGL version > > It is not necessarily connected to openGL, but having an unique random ID > stored in each Blend file upon creation/first-save will be also beneficial > and very welcomed. It could be even a date since epoch - anything - which > could help distinguish files copied and changed from files created from > scratch. > > pio > > Piotr > Arlukowicz, BFCT > > *YT: /user/piotao?feature=guide* > *FB:* */polskikursblendera* *TW:* > */piotao* > *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz > <https://www.blendernetwork.org/piotr-arlukowicz>* > *Polski Kurs Blendera:* http://polskikursblendera.pl > > > > > 2016-04-17 12:10 GMT-04:00 Blendergit <blender...@gmail.com>: > > > Hi Mike, > > > > Thanks for the answers > > > > If we remove things like a simple draw_line and need VBO and shaders, any > > simple add-on gets complex. Maybe a library with primitives (line, > polygon, > > set color,...) could help a lot and create a standard API. > > > > And about matrix, are we going to use GLM? > > > > PS: Something really useful for Python (not related to OpenGL) is to have > > a IMMUTABLE object identifier. > > > > Add an identifier would be as simple as add 1 to any arbitrary number. > > It's not necessary keep a sequence...the problem is if you link > files...you > > can get conflicts, so the best idea could be use something like GUIDs. > > > > In database design, the unique identifier must keep equal all the time, > > and in Blender you must get objects by name, and this name can change, > so a > > lot of functions would be possible if we add a simple integer immutable > > value for each object. > > > > Maybe, now you have already this, but I have never seen this identifier. > > > > Antonio > > > > From: Mike Erwin > > Sent: Sunday, April 17, 2016 5:56 PM > > To: bf-blender developers > > Subject: Re: [Bf-committers] Blender 2.8 and OpenGL version > > > > Hi Antonio, > > Yes to 1) and 2) for sure. 3) I have not thought of deeply, but it seems > to > > follow from 1 and 2. The underlying context will be GL 3.2 core. > > > > Because we'll be targeting OpenGL 3.2 core profile, lots of older but > > convenient functions / techniques will not be available. Matrix stack, > > batch rendering, etc. So we'll be replacing those as needed, coming up > with > > some (hopefully) nice abstractions that fit exactly what we need. What > > would be helpful from a Python GL point of view? > > > > Mike Erwin > > musician, naturalist, pixel pusher, hacker extraordinaire > > > > On Sun, Apr 17, 2016 at 11:30 AM, Blendergit <blender...@gmail.com> > wrote: > > > > > Hi, > > > > > > Only to be sure about Blender 2.8 and OpenGL version. > > > > > > 1) Blender 2.8 will be >= OpenGL 3.2. > > > 2) All Blender code using old OpenGL version must be migrated (if the > > > module is not removed or recoded). > > > 3) All add-ons using OpenGL must be updated to >= OpenGL 3.2. > > > > > > I need to be sure about that because I have several popular add-ons > using > > > OpenGL and some ideas to improve grease pencil, so OpenGL 3.2provides a > > > wide new range of tools. > > > > > > Thanks, > > > Antonio Vazquez > > > _______________________________________________ > > > Bf-committers mailing list > > > Bf-committers@blender.org > > > https://lists.blender.org/mailman/listinfo/bf-committers > > > > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > https://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > https://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers