This new system can be added to vmf_tool/solid_tools.py to convert .vmf to .obj
(and potential as a base for editing .vmfs in blender)
solid.__init__ should be a function that calls solid.__init__ instead
since it makes more sense for solid.__init__ to be called when creating a brush,
rather than when loading from a .vmf
Also, the rendering system needs a total refactor,
adding a new shader & vertex format and draw calls are a pain
all the OpenGL in ui/viewport.py ACTUALLY being in ops/render.py is confusing
Furthermore:
GL state changes in viewport.paintGL appear to be causing crashes
GL initialization is spread across multiple files
GL does not support asynchronously updating buffers while drawing afaik
There is still a lot to be done but it's certainly better than the previous system
There are some rounding errors which cause a lot of errors when loading displacement heavy maps
Snapping verts to grid when generating geo would fix this
This new system can be added to vmf_tool/solid_tools.py to convert .vmf to .obj (and potential as a base for editing .vmfs in blender)
solid.__init__
should be a function that callssolid.__init__
instead since it makes more sense forsolid.__init__
to be called when creating a brush, rather than when loading from a .vmfAlso, the rendering system needs a total refactor, adding a new shader & vertex format and draw calls are a pain all the OpenGL in
ui/viewport.py
ACTUALLY being inops/render.py
is confusing Furthermore: GL state changes inviewport.paintGL
appear to be causing crashes GL initialization is spread across multiple files GL does not support asynchronously updating buffers while drawing afaikThere is still a lot to be done but it's certainly better than the previous system