The Final Death of EditMesh

January 29, 2010 at 7:38 pm 32 comments

When I originally got the updated BMesh API from Geoffry Bantle, we both knew it was going to be a lot of work to integrate it.  We had tried and failed a from-scratch rewrite (that started by removing much of the old tools code) in the first BMesh project, so when I started again I decided to keep unported mesh code working via a compatibility layer, until it came time to rewrite it.  This worked very well in the beginning of the project, as I could write tools and improve the BMesh API.  More then that, I was able to rewrite or refactor a large portion of the mesh code one piece at a time, and still have everything mostly working.

Unfortunately, as more and more tools and code got ported to BMesh, the compatibility layer got more and more unstable and buggy.  From a coding point of view, it made the code more confusing and muddled the underlying design.  I finally realized I was going to have to remove it entirely, and port the remaining tools to the new system.

I have now started this process.   I’ve removed the compatibility layer and all the old code it supported, and I’ve started porting it to BMesh.  Currently join triangles, a bunch of selection tools, and some of the primitives code (cone/grid/circle/tube) remain to be ported.  I hope to have all of this done within the next two weeks; the hardest will be join triangles and region to loop,  the rest is only one or two days of work.

BMesh should be much more stable after this, as no longer will things randomly break or tools unpredictably mess up your mesh.  After that, all I have to do is fix the remaining bugs and BMesh will be ready for a merge into trunk (yay!).


Entry filed under: Uncategorized.

Sculpt/Multires Join Triangles

32 Comments Add your own

  • 1. Cris Polecat  |  January 29, 2010 at 8:06 pm

    That’s great! Can’t wait for the bmesh merged in trunk! Really really can’t wait! Thanks for your effort! Will miss you EditMesh… but not too much! Thanks again!

  • 2. Paweł Łyczkowski  |  January 29, 2010 at 8:13 pm

    Yes! It’s getting closer!

  • 3. NRK  |  January 29, 2010 at 8:33 pm

    Way to go my friend… sounds great!

  • 4. ZanQdo  |  January 29, 2010 at 8:46 pm

    Requiem for editmesh 🙂

  • 5. Adam Weber  |  January 29, 2010 at 8:47 pm

    Bwa hahaha!

    Dude this is so exciting. Go go go!

  • 6. n-pigeon  |  January 29, 2010 at 9:17 pm

    Cool! 😀

  • 7. Germano Martins  |  January 29, 2010 at 9:27 pm

    Thanks a lot!
    Fantastic News!

  • 8. Steren  |  January 29, 2010 at 10:07 pm

    Goal is so near, it wil be so rewarding to be merged into trunk and to be thanked by the entire Blender community.
    Hang on!

  • 9. kernond  |  January 30, 2010 at 12:41 am

    Hey, congratulations! 🙂

  • 10. dd  |  January 30, 2010 at 5:26 am

    dream come true..
    great joe…

  • 11. abhifx  |  January 30, 2010 at 8:57 am

    what can i say, u all did it man. thank you very much for all the efforts. its been very long and very tiring for you guys. thanks

  • 12. Marcus  |  January 30, 2010 at 3:51 pm

    Great news!
    I wish you all the best (strong nerves etc) for the upcoming tasks!

  • 13. michal  |  January 30, 2010 at 6:16 pm

    Thanks a lot.

  • 14. Demohero  |  January 30, 2010 at 10:28 pm

    Thank you very very much for all your efforts. B-mesh is a revolution for Blender. :=)

  • 15. Tungee  |  January 31, 2010 at 2:38 am

    Your names will go in the hall of fame of blender.

  • 16. melon  |  January 31, 2010 at 11:27 am

    That is so cool! 🙂

    I’ve created my pay-pal account, now I believe it’s time to donate, and say thank you!

  • 17. blenderificus  |  January 31, 2010 at 2:38 pm

    I’m soooooo looking forward to the TRUNK MERGE!!!! Thanks for all your talent & hard work. Hope you’re feeling better.

  • 18. Astapov  |  January 31, 2010 at 8:35 pm

    Sweet dude,

    Ive been modeling exclusively with 2.5 already for a month or so. The trunk is already stable enough for that. Once this merges in I think I can forget about modeling in anything else.

    Respect to you and Geoff for this project.

  • 19. Piiichan  |  January 31, 2010 at 9:53 pm

    Your work looks very promising.
    The day I can see it at work in Blender will be a special day.
    Thanks and good luck!!!!!

  • 20. Carrozza  |  February 1, 2010 at 7:19 am

    This is great news Joe!
    Thanks for your hard work, Bmesh will get Blender into a whole new league in my opinion.

  • 21. Camille Bissuel  |  February 1, 2010 at 12:08 pm

    Congrats !

  • 22. haikalle  |  February 2, 2010 at 7:21 am

    This is going to be crazy! This is totally a feature to pay for.. Where is my wallet…

  • 23. imbusy  |  February 2, 2010 at 10:44 am

    Brilliant! I’m happy that it’s dying. Hopefully the new system will be VBO friendlier 🙂

  • 24. Max Puliero  |  February 4, 2010 at 8:09 am

    thankyou programmer

    you are a life saver!

  • 25. AkoZ  |  February 5, 2010 at 2:28 pm

    Thanks a lot for your work it seems promizing, and you get the straight rigourous rules for your code. happy to know it will get off in some next days ! thanks ! 🙂

  • 26. AkoZ  |  February 5, 2010 at 2:31 pm

    hhuumm, if i’m … to get off ? or perhaps may be more, i wanted to say: to land off (hhhumm like a supersonic plane !)

  • 27. Davis  |  February 11, 2010 at 3:16 pm

    What everyone else said. 😛

  • 28. Kemeros  |  February 12, 2010 at 12:58 am

    Ever got an answer for where Bmesh stands with the next alpha release?

    I saw your message in the mailing list but never saw any answer to it.

    • 29. joeedh  |  February 12, 2010 at 10:44 pm

      Not quite yet, we’re still figuring it out.

      • 30. Kemeros  |  February 13, 2010 at 4:27 am

        Alright, can’t wait 🙂

  • 31. Bmesh_fan  |  February 14, 2010 at 5:26 pm

    Hej sounds great. Looking forward to do more magic with a real bevel tool.


  • 32. alalo  |  February 14, 2010 at 6:52 pm



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