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Blender 3.4 Aims To Ship Wayland Support Enabled

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  • Blender 3.4 Aims To Ship Wayland Support Enabled

    Phoronix: Blender 3.4 Aims To Ship Wayland Support Enabled

    The latest daily development builds of the Blender 3D modelling software have enabled native support for Wayland. If all goes well, the Blender 3.4 release coming up will ship with this native Wayland support for Linux...

    https://www.phoronix.com/news/Blende...y-With-Wayland

  • #2
    Is there KDE support for libdecor or do we still have this silly desktop antagonism on Linux?

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    • #3
      Michael

      In related news Unigine 2.16.1 is out

      https://unigine.com/news/2022/unigin...window-manager

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      • #4
        Originally posted by patrick1946 View Post
        Is there KDE support for libdecor or do we still have this silly desktop antagonism on Linux?
        If you are asking how libdecor will behave on KDE - it should let compositor draw decorations. It is supposed to take care of decorations only for compositors without server side decorations support.

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        • #5
          The cursor warping thing seems like a tricky one to do.

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          • #6
            Very interesting:

            Wayland development unexpectedly lead to fixing an 8 year old bug on MS-Windows. Supporting modifier key detection on Wayland involved changes to modifier handling on all platforms. I stumbled on error prone logic that caused issues with modifier key detection (commits 1, 2).​
            https://code.blender.org/2022/10/way...port-on-linux/

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            • #7
              Originally posted by birdie View Post
              Birdie thanks for a good post. I would like to see more of these! It's just a few years late, but finally experimental Vulkan support has landed!

              Here's a quote from Unigine:

              DirectX 12 and Vulkan (Experimental)

              Needless to say, it took a while. We had our reasons: low quality of drivers and poor support from vendors at early stages, industry's negative experience of porting AAA games, the list goes on. Now that technology has matured enough, we are finally implementing experimental DirectX 12 and Vulkan versions of the engine starting from 2.16.​


              Sounds like a bad excuse if you think that the big players implemented it over 6 years ago: Unreal Engine (Feb 2016), Dota (Mar 2016) and Unity (Sept 2016). Even community funded open source Godot have rewritten their feature set for Vulkan support and released it in beta while providing Linux, Windows, Mac, Android binaries and a web-browser editor.

              https://www.phoronix.com/news/Dota-2-Vulkan-Coming-Soon

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              • #8
                Originally posted by Jabberwocky View Post

                Birdie thanks for a good post. I would like to see more of these! It's just a few years late, but finally experimental Vulkan support has landed!

                Here's a quote from Unigine:



                Sounds like a bad excuse if you think that the big players implemented it over 6 years ago: Unreal Engine (Feb 2016), Dota (Mar 2016) and Unity (Sept 2016). Even community funded open source Godot have rewritten their feature set for Vulkan support and released it in beta while providing Linux, Windows, Mac, Android binaries and a web-browser editor.

                https://www.phoronix.com/news/Dota-2-Vulkan-Coming-Soon
                Since they decided to focus on the professional side of 3D graphics, where customers value reliability way above what gamers do, they probably decide to do it it in baby steps, until customers started demanding it.

                I still think they took too long, but I can see where they come from, after all, it is not a trivial change. And they are not alone taking their time, even some games with continued development, like Valve's Counter Strike, where also late to the party.

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