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tags: Eevee/Viewport module, Minutes
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# 2022-12-12 Eevee/Viewport Module Meeting #
**Practical Info**
This is a weekly video chat meeting for planning and discussion of Blender Eevee/viewport module development. Any contributor (developer, UI/UX designer, writer, …) working on Eevee/viewport in Blender is welcome to join.
For users and other interested parties, we ask to read the meeting notes instead so that the meeting can remain focused.
* [Google Meet](https://meet.google.com/pdh-qwfv-dwf)
* Next Meeting: **December 19, 2022, 11:30 AM to 12:00 PM Amsterdam Time** (Your local time: [date=2022-12-19 time=11:30:00 timezone="Europe/Berlin"] → [date=2022-12-19 time=12:00:00 timezone="Europe/Berlin"])
*Attendees*:
* Clement
* Jeroen
* Michael
* Miguel
* Omar
## Viewport Compositor
* Implement Simple Star Glare node. (https://developer.blender.org/rB5ee116d4).
* Implement Ghost Glare node. (https://developer.blender.org/rBfa27a5d0).
* Started with user manual.
* Still to do is to crop compositing to camera bounds.
## Workbench-next
* Mainly worked on Shadows.
* Some question about changes considering Metal and SSBOs. We might want to a different API to address this issue.
* Fix a bug for 3.4 release, where incorrect type cast was made.
## Vector/matrix data structures
* CPP data structure patch; some discussion about the design process. During the design process the Core module wasn't included. Patch description has been updated to include more context of the patch.
## Image Engine
* Image engine now uses a set of tiles that make up the area to be drawn. This improves the smoothness when panning. When the user moves the tiles are used, only re-cycling tiles that went off-screen. [c20e456ee04f](http://developer.blender.org/rBc20e456ee04f)
* Currently has some floating point precision issues when zoomed on large textures. Precision issues can be solved by using double matrices when calculating the bounds of the tiles.
## Metal backend
* Most patches to support Eevee landed in master. Some shaders are still failing.
* Some outstanding tweaks are still needed. Expect to be up and running by the end of the year.
* Some issues on older hardware/macOS.
* Compute shader would be a next target (for early January)
## Vulkan backend
* GLSL to Spir-V is still a target for this year. Currently fails as it hasn't been adapted for the new Eevee create info shaders.
* Detected a macro issue which has been reported up-stream. Multiple work-arounds exists. Issue is that macros used as parameter of another macros are evaluated twice. [Issue on github](https://github.com/google/shaderc/issues/1288).