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	<title>利用者:DingTo/GSoC 2016/Weekly Reports/Week1 - 版の履歴</title>
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	<updated>2026-04-30T07:47:49Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:DingTo/GSoC_2016/Weekly_Reports/Week1&amp;diff=151057&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:DingTo/GSoC_2016/Weekly_Reports/Week1&amp;diff=151057&amp;oldid=prev"/>
		<updated>2018-06-28T21:16:27Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:16時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:DingTo/GSoC_2016/Weekly_Reports/Week1&amp;diff=151056&amp;oldid=prev</id>
		<title>2016年5月27日 (金) 23:49にwiki&gt;DingToによる</title>
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		<updated>2016-05-27T23:49:07Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Week 1 =&lt;br /&gt;
&lt;br /&gt;
== What I did this week ==&lt;br /&gt;
&lt;br /&gt;
* Some code cleanup, basically to make it easier to add half float and to deduplicate some code that was added recently. ({{GitCommit|84a9d171}}, {{GitCommit|a2669b0c}}, {{GitCommit|2ee06386}}, {{GitCommit|2f457b76}}, {{GitCommit|dc07a556}})&lt;br /&gt;
&lt;br /&gt;
* I started implementing half float textures (4 channel and 1 channel variants), which will further reduce the memory usage during Render. This will be used for e.g. Vertex Colors internally. For image textures we will check for .exr and .hdr, half float variants. So just as with byte and float single channel textures, the user needs to properly save the texture in his application of choice. This will also reduce the space needed on the harddrive, so it's a win win. We could auto detect all this, but that's not optimal, adds some startup time to each render and is generally something we should avoid. ({{GitCommit|9ddbf6ab}})&lt;br /&gt;
&lt;br /&gt;
== Next week ==&lt;br /&gt;
Finish half floats implementation. &lt;br /&gt;
&lt;br /&gt;
== Questions ==&lt;br /&gt;
None.&lt;/div&gt;</summary>
		<author><name>wiki&gt;DingTo</name></author>
		
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