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 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
