- User Since
- Apr 27 2010, 10:07 PM (360 w, 5 d)
Thu, Mar 23
Woohoo! GLU is no more.
Wed, Mar 22
Tue, Mar 21
Fri, Mar 17
Thu, Mar 16
Wed, Mar 15
Tue, Mar 14
Thanks for the info! I suspect this is a buffer alignment/padding issue. I'm talking to someone from NVIDIA tonight (local C++ meetup) and will ask him for details.
Every Batch has at least one VertexBuffer. Now you can add more & they will all be used when drawing. There is a fixed limit like we discussed over email. It's easy to raise this limit if needed.
Mon, Mar 13
After more testing -- zoom/rotate viewpoint, run animation -- I'm still not seeing this problem.
No problems on Mac, tested on Intel and NV. Trying Windows next...
Does not build with MSVC 2015. Getting lots of these:
error C2016: C requires that a struct or union has at least one member
We get warnings on Mac + clang, but it does build & run there.
Wed, Mar 8
Pushed to blender2.8
Tested armature sketching and it works same as 2.78. Awesome!
Tue, Mar 7
Thanks a lot, Looks nice! I can test it tonight before accepting.
Sat, Mar 4
Fri, Mar 3
I'm also glad!
Thu, Mar 2
@Clément Foucault (fclem) to use as a flag do this on CPU side
PackedNormal p = convert_i10_v3(normal); p.w = 1;
Then extract values in GLSL
Tue, Feb 28
Sun, Feb 26
Thank you! This greatly reduces warning noise.
Feb 24 2017
Landed in blender2.8, woohoo!
Hey everyone, I updated the call for help wiki page with recommended coding style. It's worth another read even if you've been doing this a while, to clarify how the new API works.
@Dalai Felinto (dfelinto) do you mean pass an extra boolean into the function? That would make it less mysterious.
Feb 23 2017
Code looks good. I had concerns at first but the more I read the better I feel about this.