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squareline's Avatar
squareline squareline is offline
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Hello,

I testing the great new features of Apricot project and try find out how it works.
see wats new on the apricot blog
You can download here (apricot builds)
One of the most exciting feature is the GLSL preview (by Brecht) i.e. you can see the tangent normalmap in real-time and others You can reach this feature need add a lamp for see glsl material in the result
turn on textured draw type and turn on in game menu -- Blender Glsl Materials

-color map - ok (col)
-normal map - ok (nor)
-specular map - ok (Csp)
-specular color map - ok (Csp)
alpha map used with colormap
offset map? - (i dont know this feature is planned but would be great)
glsl splatting!!!

glsl lamps (not all type)
glsl in blender game engine with some limits.
  • Improved view navigation on large maps (Campbell) ?
  • Boarder zoom in perspective mode (Campbell) shift+b
  • Support groups with a center location other then (0,0,0) (Campbell) ?
  • Loop selecting in the UV window (Brecht) hold contorl as in 3d window
  • UV stretch display (Campbell) in uv editor view-view properties-uv strech button.
  • snapping tools: snap to face/edge, aling to sufrace normal
There's more undo steps in UV image Editor Painting tool
X-Axis Mirror in UV Editing window
Ghost IPO Curves (under the View menu in IPO editor window)

Last edited by squareline; 18-Jun-08 at 10:39.
#1   Old 23-May-08, 07:29   
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pildanovak pildanovak is offline
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you forgot 1 very important feature -snapping to faces and edges. thanks go to theeth
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#2   Old 23-May-08, 07:38   
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bigbad bigbad is offline
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Quote:
Originally Posted by squareline View Post
Hello,

I testing the great new features of Apricot project and try find out how it works.
You can download here (apricot builds)
One of the most exciting feature is the GLSL preview (by Brecht) i.e. you can see the tangent normalmap in real-time and others (but the specular map level may not works yet?).

-color map - ok (col)
-normal map - ok (nor)
-specular map - cant find! , but it seems where i set totally transparent with alphamap for normal map will not specular that places - but i cant manage the specular level.
-specular color map - ok (Csp)
alpha map + clip alpha - cant find (maybe not implemented yet?)
offset map? - (i dont know this feature is planned but would be great)
Can't get it to work...What do you have to do?

Edit: Got it to work. But I can't interact the lightning.
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Last edited by bigbad; 23-May-08 at 08:02.
#3   Old 23-May-08, 07:57   
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squareline's Avatar
squareline squareline is offline
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Sorry i edited the first post.
You can reach GL feature at Users Preferences - System & Preferences - GL shaded mode.
#4   Old 23-May-08, 08:06   
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jendrzych jendrzych is offline
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How do You snap to edges?
It only snaps to verts for me...
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#5   Old 23-May-08, 08:42   
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theeth theeth is offline
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Quote:
Originally Posted by jendrzych View Post
How do You snap to edges?
It only snaps to verts for me...


Martin
PS: Keep in mind that right now, this only work when snapping to OTHER objects (not the one currently in edit mode). Yes, this will get fixed eventually.
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#6   Old 23-May-08, 08:48   
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jendrzych jendrzych is offline
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Now everything's clear
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#7   Old 23-May-08, 09:02   
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Gwenouille Gwenouille is offline
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Mmmmhhh... and i thought GLSL had been dropped !
Developpers never rest do they ?
#8   Old 23-May-08, 09:16   
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Mattepiu Mattepiu is offline
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Thank you for letting us know, is there a place where download just the patches to
apply against blender 2.46 ?
#9   Old 23-May-08, 09:33   
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Michael W's Avatar
Michael W Michael W is offline
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Have you guys seen the "auto depth" option in the preferences???

It fixes the issue with view nav on a large model where sometimes you can't zoom in any more or zoom is extremely slow!

This is great for me!

I had GLSL working a few weeks back, but just re-built the apricot svn and now it crashes whenever I switch to shaded mode with "GL Shaded mode" on on prefs...

ah well. Exciting stuff!

No one has mentioned the layer buttons now being coloured to indicate layers with objects/active object layer...
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#10   Old 23-May-08, 10:05   
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Michael W's Avatar
Michael W Michael W is offline
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Quote:
Originally Posted by Mattepiu View Post
Thank you for letting us know, is there a place where download just the patches to
apply against blender 2.46 ?
I don't think there are any patches for these things, as it has it's own branch.

Get the apricot branch rather than trunk from svn and just build that. It seems pretty up to date with the 2.46 stuff and has all the apricot goodness as well.
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#11   Old 23-May-08, 10:14   
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squareline squareline is offline
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i posted the crash GL button bug in bugtracker if someone find other bug please report here
you can avoid the bug if you assing the texture in uv editor and turn on textured mode than , swithc bakc shaded mode and last turn on the GL mode button. (you need same textures assigned in Materials textures slots too and turn on the apropriate (col,nor etc buttons.)

or fixing the bug
you need resize every texture for regular square size i.e. 128x128, 256x256, 1024x1024 etc.

if someone can build a linux ubuntu version or know where can we download it pleas post here.

Last edited by squareline; 23-May-08 at 12:23.
#12   Old 23-May-08, 11:00   
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Tea_Monster Tea_Monster is offline
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Beware of 'bugs' with the GL view as people with crappy intel and other third party video cards may have major problems with Open GL. I have an intel card in my work machine and I can't see the curves in the RGB curve nodes. Thankfully I can see the points, which makes it possible to Blend at work!

So before posting a 'bug' report, test the issue out on a machine with an Nvidia card.
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#13   Old 23-May-08, 12:25   
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Yay! For the new snapping features.

thank you
#14   Old 23-May-08, 13:36   
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Michael W Michael W is offline
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Quote:
Originally Posted by Tea_Monster View Post
Beware of 'bugs' with the GL view as people with crappy intel and other third party video cards may have major problems with Open GL. I have an intel card in my work machine and I can't see the curves in the RGB curve nodes. Thankfully I can see the points, which makes it possible to Blend at work!

So before posting a 'bug' report, test the issue out on a machine with an Nvidia card.
er... that's still a "bug". If the advanced GL features don't work on "crappy" card it still shouldn't crash Blender so a bug report would be in order....

FYI it happens for me with a good Nvidia card...

Ah well.
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#15   Old 27-May-08, 09:41   
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Felix_Kütt Felix_Kütt is offline
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Quote:
Originally Posted by Michael W View Post
FYI it happens for me with a good Nvidia card...
Then even more so you should report it,
hell even get to the developers irc if you can,
and see if brecht the developer of this is on,
and let him know.
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#16   Old 27-May-08, 10:51   
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Tea_Monster Tea_Monster is offline
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On my machine it just informs me that it is unsupported.

If your card does not support OpenGL properly, its not realistic to expect the feature to work correctly. If it crashes Blender out, that is another matter all together!

Loop selecting on the UV editing window is in 2.46
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Last edited by Tea_Monster; 27-May-08 at 14:52.
#17   Old 27-May-08, 11:49   
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CG_Tiger CG_Tiger is offline
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Just tried it with an example from xNormal, and it works!!
Very cool to see tangent normal maps in realtime.
Although, lights do not have any effect on the mesh, when enabled.

My suggestion is to have a separate viewing mode called GLSL, instead of using shaded mode? That way, this mode will be dedicated to advance viewing options, and it does affect existing modes?
#18   Old 28-May-08, 10:56   
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squareline squareline is offline
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The GL bug is fixed in latest SVN, thanks for Brecht (blendx).
Yes the custom lights is not take effect. The alpha and specular map support will be implemented. The offset/parallax map not planned - so i hope that the users can use custom glsl scripts for create own shaders like in BGE.
#19   Old 28-May-08, 18:47   
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AngelaSmith AngelaSmith is offline
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Does this mean that we are going to be able to use GLSL normal map materials in the blender game engine? Or are we going to still need to write python scripts still?
#20   Old 28-May-08, 18:59   
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