![]() Much more stable and powerful Geometry->Close holes Better quality of the edge for curves filled inside with the polygons patch (in Coat tool). Depth and back plane limitations produce accurate sharp cut. Now the shape of cut is very uniform and accurate. CutOff in surface mode completely redone. serious problem fixed - unselecting random vertices/faces Correct split in surface mode with symmetry Soft booleans for volumes accessible not only via picking but through menu for boolean operations as well. A lot of refinement is VoxLayer, more accurate custom edge. Create retopo patch of quads in VoxLayer tool. Deleting selected faces in retopo room leads to boundary edges selection. Soon we will try to make native "3DCoat" build under newest Ubuntu using its latest "GCC". We stopped to build "3DCoat" under old Linux CentOS 6 ("GCC" compiler from old CentOS 6 makes errors during optimizations). Enable "TabletPC" inside " Edit > Preferences > Tablet Library > TabletPC".Įnsure to check " System Preferences > Security & Privacy > click the " lock" > select " App Store and identified developers" (when only "App Store" is selected error message is displayed "3DCoat" can't be opened because it was not downloaded from the App Store) "WinTab" library for tablet input for some reason doesn't work correctly under "Windows 10 Fall Creators Update" on Surface devices. His post can be interpreted as trolling.Alternative link (starts to works ~1 hour after uploading to main server)Įarly build with sculpt layers, only for real enthusiasts - Use this build at your own risk! Download it here: The original posters arguments do not apply in quite a large market. In my environment (embedded gaming devices and mobile phones), there is nothing better than OpenGL. In reference to the originals posters claims, it is not inferior to Direct3D, which is what I've been trying to advocate all along. Usable by hundreds of devices, thousands of applications, millions of users. It occasionally has hiccups every now and then, but the end result is quite good. Thats the thing about OpenGL, it is a committee based design (for better or for worse), which does take hardware architecture into consideration. OpenCL gets 161 fps, while DirectCompute gets 100. ![]() Case in point - look at these 2 benchmarks for the same silicon (GTX 260). Well, my original quote was that the Microsoft specification will not take hardware architecture into consideration, but that future version of DirectCompute will (hence my snide remark about Dx14-16). ![]() Then we'll have the eternal arguments whether Dx14 is better than Open? 6. The industry will blindly follow MS, bitch about complexity, force a change of the API, and 4 years later we will end up with an architecture which resembles what Khronos spec from day 1. I'm sure Microsoft will also throw a hair ball into the mix with Dx12, which will have a new programming API which has no relations to CUDA hardware. The industry are analysing the problem, and are trying to develop well thought out solutions which we'll see in 2-3 years. Of course, the future will bring us something which merges OpenGL and OpenCL. You will see desktop 3D API's move in that direction. This is the newest, freshest, most appropriate API for modern 3D graphics hardware. Meanwhile in embedded device land, hardware vendors have discovered that they need a different architecture for current chipsets, hence the OpenGL ES 2.0 branch. The architecture of D3D7 is conceptually similar to what OpenGL 1.0 was from day one, and over the years they've both added API support for newer hardware features (D3D 8 = GL 1.5, D3D 9 = GL 2.0). Eventually Microsoft came to their senses, and redesigned the API to model the actual hardware (around the D3D 5->6 time frame). The original D3D launched by Microsoft was what software engineers though a 3D stack should do, and in typical Microsoft style, it was made without any input from the people who have been designing hardware for years. ![]() Click to expand.You do realise that OpenGL was originally modeled on 3D acceleration hardware.
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