Daniel raises a good point here, and i'm sure there are others who need the 
functionality.  
There is another problem, lets imagine that even if PIL was available for 
Python3, then the user must install Python3, and PIL - what a pain and error 
prone process.  And not very portable either since Ubuntu is going to come with 
its own version of Python3 that may not be compatible with whatever version 
blender was compiled with.
The solution seems to be ctypes, and for some basic commonly used libs (like 
libpng for example) to be precompiled for all platforms, and distributed right 
along with blender by default.  The ctypes python wrappers themselves do not 
need to be included with blender as those are likely to rapidly evolve over 
time, but the precompiled libs should be included - why not it will hardly 
inflate the download size?  
Scripters should not have to ship their scripts with libs compiled for every 
platform.  It should be pretty easy to add a few extra libs to the cmake build 
process, i'm sure there is already so many libs that blender already uses that 
could be exposed by ctypes.
-brett

--- On Tue, 12/14/10, Daniel Salazar - 3Developer.com <zan...@gmail.com> wrote:

From: Daniel Salazar - 3Developer.com <zan...@gmail.com>
Subject: Re: [Bf-committers] Getting pixel color for a vertex (the stupid way)
To: "bf-blender developers" <bf-committers@blender.org>
Date: Tuesday, 14 December, 2010, 11:30 PM

Damn... this is bad, specially since Python 3 has no image module
(PIL), there's just no way.. unless you pick a simple format like a
BMP and read the data straight from file.. still procedurals would be
left out. Also the Fracture Tools script need access to texture values
for cracking objects based on textures and I have needed it
personally. I hope this gets fixored

Daniel Salazar
www.3developer.com

On Wed, Dec 15, 2010 at 1:19 AM, Hart's Antler <bhart...@yahoo.com> wrote:
> Getting a UV texture's pixel value per vertex, the stupid way.
> (this should be rewritten as a C function exposed to Python)
> This script does the following hack to get the pixel value:
>   1. copy the object
>   2. apply a displace modifier
>   3. for each RGB set the ImageTexture.<color>_factor to 1.0 and others to 0.0
>   4. for each RGB bake a mesh (apply the displace modifier)
>   5. for each RGB find the difference of vertex locations
>   6. apply the differences as vertex colors
>
> http://pastebin.com/FJWKSGBR
>
> for some reason the values are off and always tinted green.
>
>
>
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> Bf-committers@blender.org
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