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Blender Virtual Reality Main Code
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Updated version for Blender 2.9x, UPBGE and latest Qt #51

Open MadlyFX opened 3 years ago

MadlyFX commented 3 years ago

Hi! I have no idea if anyone will see this, but I'd like to make a request to get this updated for the newest versions of Blender and UPBGE.

With the Mandalorian showing that virtual production can be done live and in-camera, thousands of people have suddenly become interested in immersive display tech. The only current viable option is Unreal with their nDisplay system, which BlenderVR provides an almost 1:1 parity in functionality with--it just needs to be given a little love :)

bfgkatz commented 3 years ago

Dear Andy,

Thanks for this message to our long lost project.

I wonder if you have posted this question to the UPBGE developers? Maybe they would be in the best position to know what modifications would be needed to reintegrate this functionality. We haven’t been following the UPBGE development, but if it is feasible, we could consider it.

Best regards,

-Brian

--

Brian FG Katz, Research Director, CNRS

Groupe Lutheries - Acoustique – Musique

Sorbonne Université, CNRS, UMR 7190, Institut Jean Le Rond ∂'Alembert

http://www.dalembert.upmc.fr/home/katz

From: Andy Jarosz notifications@github.com Sent: samedi 13 février 2021 17:40 To: BlenderVR/source source@noreply.github.com Cc: Subscribed subscribed@noreply.github.com Subject: [BlenderVR/source] Updated version for Blender 2.9x, UPBGE and latest Qt (#51)

Hi! I have no idea if anyone will see this, but I'd like to make a request to get this updated for the newest versions of Blender and UPBGE.

With the Mandalorian showing that virtual production can be done live and in-camera, thousands of people have suddenly become interested in immersive display tech. The only current viable option is Unreal with their nDisplay system, which BlenderVR provides an almost 1:1 parity in functionality with--it just needs to be given a little love :)

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MadlyFX commented 3 years ago

I'll reach out to them--AFAIK they maintain compatibility with the old BGE, so it may just be minor tweaks.] Actually, thinking about it now, I'm wondering if Eevee might cause issues as well.

MadlyFX commented 3 years ago

Okay, here's what the UPBGE folks have said. Some of this is because of UPBGE, and some of it is changes in Blender itself:

the issue with addons is * became @ for multiply matrix and also openGL was abstracted so BGL is depreciated and GPU module needs to be used instead or the video_texture backend that youle remade

the GPU module has quite a bit of work very recent pretty much to replace bgl but it points to openGL buffers in openGL mode so it should be usable - but we have to catch anywhere bgl is used and also * to see if it should be @ then it should fix the addon I think in some cases in the past - youle restored stuff they cut out for the video texture module

dfelinto commented 3 years ago

Hi Andy,

Since the BGE project was faded out, I believe it makes more sense to reach out to the UPBGE team for tackling the update of the BlenderVR and its integration with UPBGE.

The matrix calculation order change is a trivial change (it really only requires changing the order of the factors in the operations). The OpenGL abstraction is a bit more time consuming.

My other remark is that I believe UPBGE is already using OpenXR for its VR support. So it would also make sense to integrate natively with it for HMD support. And this is also something the UPBGE developers may be more equipped to do.