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2018年6月29日 (金) 02:51時点における最新版

Current projects

Ray tracer

Matt Ebb asked about committing his ray-tracing work into the trunk. The general opinion was Ton needed to review the changes first, but since he's not in town that makes it difficult. Brecht offered to review the patch, then let Ton decide on whether to commit based on his input.

Boolean tools

Ken Hughes asked for people to test recent changes to the boolean tools, particularly if combining two manifold meshes result in a non-manifold mesh.

Modifier branch

Campbell brought up creating a modifier branch; he had discussed with Ben Batt who though it was OK.

Mystery project

Alfredo de Greef said he needed another week before giving details of his current project.

Google SoC

GLSL

José corrected the material structure creation, as it still had some crashes that he hadn't noticed. Also added a default material for when the object has no assigned material. It now compiles with the game engine and under Mac OS/X.

However, he said it seems with heavy scenes the shader fails as it exceeds the number of ALU operations or constant registers. If this is true, then the choices are either keep an estimated value for number of lights and break it into passes, do a pass per light or have some kind of option to activate deactivate per light pass. Martin suggested doing the light passes with alpha blending.

2.45 release

Martin said judging for the splash contest would take place after today's meeting. The call for release candidate builds will go out on the mailing list in the next week or two. People were encouraged to attack the bug tracker.