I’ve been doing more work on the modifier system. I’m rewriting Array in bmesh so it’s not quite so hackish and buggy as the old code was, what with the hacks I had to do to make it (almost) work.
I’m not sure how much slower and memory-intensive bmesh modifiers will be. If necessary, I could probably write some minimum necessary modeling functions for CDDM (the low-level mesh structure most modifiers use), though that would likely be quite complex since we’re dealing with ngons. For the foreseeable future, it’s likely that modifiers like Array will use bmesh, despite any performance loss.
After discussion with other developers, we decided it’d be best to get everything working as well as it does in trunk, before doing any new features. This means modifiers, vertex/weight paint, UV editing, projection paint, etc. I intend to get the modifier stack stable (and as functional as it was), then I’ll probably tackle vertex paint, then the UV stuff.
Of course any ideas for new tools are always welcome, it helps to get new ideas early, so I have plenty of time to think about them.
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