Thanks Germano - I hope you have some time to take a closer look at this - IMO this is a significant regression from 2.79. So maybe workbench is extremely low compared with the old OpenGL? It can't be only that because workbench in viewport is faster than in the render animation. not change the times, so the problem must be a problem of render system, it cant be a problem with editor because if you render without any image editor in the screen or viewport the problem is the same.Įdit: The problem is correlated with resolution, because the time to render change with resolution at linear factor. This same scene in 2.79 needs only a few miliseconds.Ĭhanging the format, video or image, or it is 8bit, 16bits, OpenXR, PNG. You can pick a scene with no objects, only a camera, do a workbench render at 4k and time to made any frame will be 0,27 seconds (in my system). Also the editor doesn't respond to user interact at same speed like 2.79 render.īut I think that is a problem of the render system itself. In 2.79 when you render the same scene at 4k with OpenGL it is near to realtime But when you render with 2.80 and workbench, that must to be the replace to OpenGL render, at same resolution it go really slow. I just think that trying to Port Mesa and all this stuff is a little bit of a weird direction to take things into when we should be focusing on first and foremost getting ourselves things that aren't creature comforts that are only going to benefit the people with the fastest computers.After try the test scene that user provide the problem is clear. It's good that you are happy with your setup and everything. Without distracting from the original topic here I wanted to basically make the point that my personal opinion is going to remain that we should avoid working on things that are lost causes. I would be far less pessimistic when it comes to this but for the fact that it's going to it adversely impact us the longer that we ignore this. Hence it may run pretty decently on a octane or something that has decent amount of computing power but as soon as you start going down into the lower end systems that don't have as much to spare it's going to be slower and our systems are always going to be slower running these toolkits than systems which have better support. Because there's no SIMD on our systems, and because there's no optimized OpenGL routines for this, what's basically happening is GTK2 is making calls to Cairo and XRender to calculate font rendering on the CPU. GTK2 and beyond uses its own client-side font rendering. GTK1 little more than a wrapper around things like Xlib and was designed as a free version of motif. Maybe simple applications run but the problem is everything beyond GTK1 is computationally expensive because of text shaping. On the step 8 "install packages", choose "Install everything" step or just install what you need.Īfter finished install, remove xorg-x11-proto-devel package to prevent errors during linking. Install sgug-rse-0.0.7beta on your SGI using given instructions from There seems to be OpenEXR package in wip branch of sgug-rse tho but I have no time to look into the wip branch yet. Note that I didn't include OpenEXR support due to v2.5.6 give compile error with sgug-rse. Sorry for the picture isn't screen capture, as it a trouble to transfer screenshot with secondary SCSI HDD to/from my PC. I assume you know a bit on how to compile stuff from source. Here is the step I took to compile Blender 2.49b with sgug-rse, the compile step I based from blender249 AUR The result is it compile and link without error and the binary works too! \OwO/ It took me sometimes with a lots of trial and errors as there aren't any documentations about compiling Blender on IRIX anywhere I have search. (the last version to support OpenGL 1.x) or Blender 2.79b by patch it to use OpenGL 1.x. This would be good starting point in case anyone want to port newer Blender to IRIX, like Blender 2.76b Few days ago, I have some free times to do stuff, so I decided to try compile Blender 2.49b with sgug-rse.
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