Re: [Bf-committers] Improvement of BGE rendering for CAVE systems

2012-06-11 Thread Dalai Felinto
Hi Damien, I remember the patch, but I also remember that you were gathering more feedback before pushing the final version of the patch. (from the tracker) "for the moment, I will wait for feebacks from users from our lab and other Virtual Environment [...] before modifying the patch and resubm

[Bf-committers] Improvement of BGE rendering for CAVE systems

2012-06-11 Thread Damien Touraine
Hi, I remind you a patch we would like to integrate inside blender : http://projects.blender.org/tracker/?func=detail&atid=127&aid=29161&group_id=9 I would like to know if somebody can review our patch. Regards Damien Touraine -- --

Re: [Bf-committers] Improvement of BGE rendering for CAVE systems

2011-12-06 Thread Damien Touraine
Hi, We have worked on the patch described below. It's ID is 29512. Could you please have a look on it and say me if it may be usefull ? Regards Damien Touraine On 29/11/2011 11:03, Damien Touraine wrote: > Hi, > > We are working hard on Blender CAVE. Actually, we use a python script to > syn

Re: [Bf-committers] Improvement of BGE rendering for CAVE systems

2011-11-29 Thread Julian Adenauer
I have an additional question concerning the synchronization for CAVE systems: Has anyone tried to implement a framelock in Blender? Or integrated support for G-Sync cards (http://www.nvidia.com/page/quadrofx_gsync.html)? Ideas how to do that? Best, Julian On Tuesday, November 29, 2011 11:03 AM,

Re: [Bf-committers] Improvement of BGE rendering for CAVE systems

2011-11-29 Thread Damien Touraine
Hi, We are working hard on Blender CAVE. Actually, we use a python script to synchronize informations (for the moment, position and orientation of each object) between the rendering nodes (the master node multicasts the information to several slaves). This script is running as a controller tr

Re: [Bf-committers] Improvement of BGE rendering for CAVE systems

2011-11-14 Thread Damien Touraine
Hi, I have thinking of a way of managing both modelview and projection matrix for specificity of CAVE systems management. I updated the projects.blender.org patch submit page to explain the solution I propose. Moreover, I include a new version of the patch that propose this solution. I'm not aw

Re: [Bf-committers] Improvement of BGE rendering for CAVE systems

2011-11-04 Thread Damien Touraine
Hi, Jorge pointed me that you were one of the most concerned developper on such feature. I have putted the patch on projects.blender.org. Its ID is : 29161. I'm not sure it covers all the cases (mainly regarding scene optimization rendering). That is a first step (but fundamental) to manage CA

Re: [Bf-committers] Improvement of BGE rendering for CAVE systems

2011-11-04 Thread Dalai Felinto
Hi Damien, It's strange, I could swear I had replied to your post in the forum [1]. I have been in touch with Jorge Gascon for the BlenderCAVE project and he pointed me to your idea. For your patch the better place to put it is in the projects.blender.org website and post here the link. I'll be g

[Bf-committers] Improvement of BGE rendering for CAVE systems

2011-11-04 Thread PabloVazquez.org
BTW, I just tried it live yesterday :) Here at Universidad Rey Juan Carlos in Móstoles (Madrid), it was awesome, specially with 3D glasses, still some little things to fix, but the overall experience is very rich, just needs cool graphics to make it more awesome! :) -- Pablo Vazquez CG Artist Ble

Re: [Bf-committers] Improvement of BGE rendering for CAVE systems

2011-11-04 Thread Ton Roosendaal
Hi, Interesting stuff! I'll make sure our dome/vr guru Dalai Felinto will check on it :) -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam

[Bf-committers] Improvement of BGE rendering for CAVE systems

2011-11-04 Thread Damien Touraine
Hi, I'm working on the BlenderCAVE project (http://www.gmrv.es/~jgascon/BlenderCave/). Its purpose is to use blender to render on CAVE systems (http://en.wikipedia.org/wiki/Cave_Automatic_Virtual_Environment). We use python API to synchronize the scene across all computers that render on a scr