Hi,

There's technical issue, which is lack of tessellation shaders. They
probably might be hooked relatively easily via GPU extension, but you might
also be doomed to upgrading whole GLSL system to a newer spec.

There's also a workflow problem. Personally i don't consider Blender as a
framework or a game engine, it's mainly a 3D modelling and animation tool.
Which means tools should be aimed to artists. In case of GLSL shaders i
case see how viewport would benefit, but i don't see how you'll be able to
use those morphed objects in renders.

Thanks for your response. I would like to port my project to Blender, with
> Animation Nodes or whatever; but there is no much time to discusse, afraid
> so.
>

If you're applying for GSoC you kind of expected to know what and how
you're gonna to work.


>
> Working on this project gave me huge experience with all kind of shaders.
> So, do you know any shader-related issue to code on Blender?
>

Bringing it to a new OpenGL standards and implementing PBR in viewport are
the project.


> Because if it's not possible or doesn't make sense implement my project,
> probably I could help developing shaders or improving shader capabilities
> of Blender.
>
> I have less than a day to write my proposal and I need to know what's the
> best.
>

The best is to pick a project which you're really feel is your thing and
not pick a project because someone else told you.

-- 
With best regards, Sergey Sharybin
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