Open SubDivision in Blender

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Bullit
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Open SubDivision in Blender

Post by Bullit » 12 May 2014, 17:10


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Draise
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Re: Open SubDivision in Blender

Post by Draise » 12 May 2014, 18:54

Can't wait for this release, I will learn blender for animation if this is the case. ;)

iamVFX
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Re: Open SubDivision in Blender

Post by iamVFX » 13 May 2014, 19:14


Bullit
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Re: Open SubDivision in Blender

Post by Bullit » 17 May 2014, 22:43

That's very good.

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Mathaeus
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Re: Open SubDivision in Blender

Post by Mathaeus » 20 May 2014, 15:04

Great, but one thing I can't understand here. How on the earth they got this open subdiv thing to work on Blender Open Gl 1.0. Or, OpenGl and OpenSubd versions are not related, or what.

iamVFX
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Re: Open SubDivision in Blender

Post by iamVFX » 22 May 2014, 20:35

Mathaeus wrote:Great, but one thing I can't understand here. How on the earth they got this open subdiv thing to work on Blender Open Gl 1.0. Or, OpenGl and OpenSubd versions are not related, or what.
Many people have misconception that OpenGL specification version might impact on performance. It's not. At least I haven't seen any benchmarks which might prove the opposite.

luceric
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Re: Open SubDivision in Blender

Post by luceric » 22 May 2014, 22:37

this is a programming topic.. so I can tell you that YES opengl version has a huge impact on performance. That's why the hardware vendors (and Apple) wants us to get rid of all the OpenGL 1.x calls, all the classic OpenGL API with glBegin/glEnd, etc.. and all the old transform and lighting pipelines. All that stuff is emulated with duck tape nowdays.

now as to how they they got opensubdiv in blender.. the fact that they are using OpenGL 1.x doesn't prevent them from using new function calls as well, at least on Windows/Linux. On the Mac.. you need to pick your opengl profile, and you can't use openGl 3.x calls and 1.x calls in the same app.

iamVFX
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Re: Open SubDivision in Blender

Post by iamVFX » 22 May 2014, 23:12

luceric wrote:this is a programming topic.. so I can tell you that YES opengl version has a huge impact on performance.
The version itself is not. It's just a number that correspond to certain specification. It's some of its functions which can affect the performance. AFAIK they replaced immediate mode mesh drawing since 2006. Outlines still drawn with glBegin/glEnd, though...

Useful link: What everybody needs to know about Blender Viewport performance

Ahmidou
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Re: Open SubDivision in Blender

Post by Ahmidou » 24 May 2014, 14:25

Exactly and you can use a mixed pipeline the only thing you need is a compatible video card andto declare the OpenGL extention you need in your code.
you can also use a library like glew to make it for you.

iamVFX
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Re: Open SubDivision in Blender

Post by iamVFX » 05 Jun 2014, 18:49

iamVFX wrote:AFAIK they replaced immediate mode mesh drawing since 2006. Outlines still drawn with glBegin/glEnd, though...
I just checked that to be sure: apparently, immediate mode wasn't replaced for mesh drawing at all...

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