Hi.
I have a request towards a developer.
I want you to change it not to copy it because a management folder of svn is
copied in site-packages folder of Python when I build in SCONS.
PerfectionCat
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Side note, if camera distance is exposed each frame, why not make that
available to the python api? Like
object.cameraDistance. ?
On Apr 8, 2014 6:09 PM, "Jacob Merrill" wrote:
> What about collecting a list of all objects with LOD settings when p is
> pressed, and then using the cameras view are
What about collecting a list of all objects with LOD settings when p is
pressed, and then using the cameras view area to filter further? Also same
for speakers? Only loop through objects that are on a list?
On Apr 8, 2014 6:02 PM, "Campbell Barton" wrote:
> Hi, recently I noticed that Blender is
Hi, recently I noticed that Blender is slower then it was back in 2.4x
days when it comes to many objects (just empties).
I recall having 80'000 objects in a scene, while it was very slow to
duplicate, Blender was usable apart from that.
Two recent examples:
---
On a test with ~20,000 objects I
Rather not expose the Object via the DerivedMesh, having a strict
assurance access only go one-way means we don't have to worry about
nasty stuff like `((Mesh *)dm->ob->data)->mvert` getting into the
code.
But accessing materials seems reasonable from the DerivedMesh, why not
just store a material
Hi,
For the new code that displays meshes in texture paint for gsoc, I will
need access to the material at gpu buffer build time. This in turn requires
access to the object, since the code only has access to the derived mesh.
Is there some way to get it? I can only see getting this through
GPUMat
On Mon, Apr 7, 2014 at 6:59 PM, Mitchell Stokes wrote:
> BGL is a Python wrapper for OpenGL that is maintained by Blender.
> Unfortunately, it is stuck on approximately OpenGL 1.1 level features with
> some shader calls also exposed. It could be updated to support newer OpenGL
> features (at least
Hi,
Added a patch here
https://developer.blender.org/D452
This should serve as a good start for getting rid of quite a lot of ultra
legacy calls.
On 4 April 2014 22:26, Brecht Van Lommel wrote:
> Yes, I agree, it would be a clear improvement to use vertex arrays
> even if VBO's are turned of
I have seen the new Unreal Engine 4 Animation and Rigging Toolkit plugin
for Maya and I am wonering if some of you would like to contribute, to
develop something similar for Blender.
I have oppened a thread here:
http://blenderartists.org/forum/showthread.php?332923-Unreal-Engine-4-A-R-T-plugi