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GIMP Roadmap

Name: Anonymous 2018-11-29 15:18

I remember asking Gimp devs why there is no non-destructive editing: i.e. applying effects in chain to a layer, without modifying its pixels, like you would process textures in 3d rendering pipeline (Photoshop and other commercial editors had it for ages), and back then Gimp devs replied that pipelining is a useless features, which will only confuse users (it was around 2009-2010). So years have passed, and now the amazing has happened:
https://wiki.gimp.org/wiki/Roadmap#GIMP_3.2
>Filter/Adjustment layers Needs complete GEGL port first, API for stacking GEGL ops on a layer will be available in 2.10
>Layer effects bevel/emboss, drop shadow etc., needs complete GEGL port first

TLDR: old Gimp had completely broken internal architecture "designed" by undergrad students, who had no experience working with graphics. That architecture was really clunky, rigid and unscalable, leading to impossibility of introducing even the most basic features, like pipelining. Now they try to bolt on GEGL - a former commercial architecture, used in motion picture, it was opensourced after its owner went bankrupt.

So their answer, about the feature being useless, was more of a damage control sour grapes propaganda. Like in USSR they always lied to you, that you don't need a car or even a good food, like sausages.

So yes, opensource retards cant even design a shader pipeline themselves, otherwise they would be working in a large company, earning a ton of money. If you ever wrote a shader for your video game, you're smarter than 95% of Gimp crowd.

Name: Anonymous 2018-11-29 17:38

>>7
Are you retarded?

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