Re: [Bf-committers] The dilation I am seeing in Blender is imo not good. I thought I'd propose an alternative (if there's support)?

2011-07-21 Thread michael williamson
+1

I always thought I was just using bake margins that were too small!  
these results look amazing!

Definately worth pursuing in my book!

Hiding the unwrap seams by manual choice is one thing, but the reduced 
artefact here is much nicer


On 21/07/11 01:13, Morten Mikkelsen wrote:
 The dilation I am seeing in Blender is imo not good. I thought I'd propose
 an alternative (if there's support)?


 Here's a close-up of the dilation blender does --
 http://jbit.net/~sparky/blender_dial/bakezoom_BI_dial.png
 Here's a close-up of the dilation I was able to do outside of blender using
 diff. code --  http://jbit.net/~sparky/blender_dial/bakezoom_other_dial.png

 The bumped visual you get using the first one is this (ugly filtering scar)
 --  http://jbit.net/~sparky/blender_dial/scr_BI_dial.png
 The visual you get using the other method is this (significantly more
 subtle) --  http://jbit.net/~sparky/blender_dial/scr_other_dial.png

 The blend file to produce the texture is up there --
 http://jbit.net/~sparky/blender_dial/bmake.blend

 This is the full-res baked result you get with dilation using blender --
 http://jbit.net/~sparky/blender_dial/bake_BI.png
 and this is using the alternative dilation --
 http://jbit.net/~sparky/blender_dial/bake_other_dial.png

 I dumped everything here http://jbit.net/~sparky/blender_dial/ incl. a
 blender file.



 Let me know what you think.
 Cheers,

 Morten.
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Re: [Bf-committers] Material Nodes: No normals in worldspace?

2011-07-21 Thread michael williamson
On 21/07/11 00:37, Tobias Oelgarte wrote:
 in
 this simple case. It could be much easier and powerful to have
 worldspace normals and maybe even the view-vector in wordspace
 coordinates. This would allow many new possibilities for reflection
 mapping and other cool stuff. On top of that it would work smoothly
 together with GLSL and shouldn't be so hard to implement. Maybe this can
 convince one of the programming gods to implement this feature?

It would be much easier!

For reflection I've found the current system works fine, but if normals 
were changed to world space then view would have to as well

It'd be nice to get object origins and current shading points world 
coordinates available in the nodes too  so you could do x distance 
from empty for example...

I know you can a bit of that in texture nodes... but would be nice in 
material nodes!



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Re: [Bf-committers] Help needed! Animation problems for 3D Audio GSoC

2011-07-21 Thread neXyon
Hi!

Sorry for the late reply, but I had no internet for 3 days.

Lars: The problem is that the Data API in blender doesn't have such 
mutexes and as such isn't thread safe, I guess making blender thread 
safe in this way, requires a GSoC project or even more on its own.

Knapp: This is not about interpolation ;-) And why it's not readable? 
Imagine a thread accesses a pointer while another thread deletes that 
memory?!

Brett: This doesn't change anything regarding the data access.

Sergey: Well yes, the question is whether the main thread can do such a 
preprocessing. At least the cache can be updated with the current frame 
value once it's reached so that the value is correct at least the second 
time you playback after a change (not doing changes between first and 
second playback for sure).

Regards

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[Bf-committers] Blender on the Mac App Store

2011-07-21 Thread Markus Kasten
Hello everyone.

what about putting blender on the App Store (the one for Mac applications of 
course, not for iOS)?
Blender could reach a lot more popularity. 

Markus K.
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Re: [Bf-committers] Blender on the Mac App Store

2011-07-21 Thread Sergey I. Sharybin
Hi,

Personally, I don't think it's a good idea. App Store isn't compatible 
with GPL license. Even more, it was accident with VLC already -- Apple 
simply removed this application from App Store due to license 
incompatibility.

Markus Kasten wrote:
 Hello everyone.

 what about putting blender on the App Store (the one for Mac applications of 
 course, not for iOS)?
 Blender could reach a lot more popularity.

 Markus K.
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-- 
With best regards, Sergey I. Sharybin

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[Bf-committers] python32_d.dll requires MSVC9

2011-07-21 Thread Tom Edwards
If VC9 is not installed, Blender debug builds quit with an application 
was unable to start correctly error as soon as they try to load the 
Python library.

The problem is that python32_d.dll was built with the VC9 debug CRT 
dynamically linked, and that the debug CRT is available only through an 
install of VC9. The solution is simply to recompile the DLL with the 
runtime statically linked (/MTd).

This is the only thing preventing VC10 builds from succeeding!
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Re: [Bf-committers] Proposal: better envmap scripting

2011-07-21 Thread Tom Edwards
Then I'll begin. :)

On 20/07/2011 2:47, Tom Edwards wrote:
 Hello all. I'm currently writing an add-on to ease the export of renders
 and environment maps to the Source game engine, and I'm finding my
 options when it comes to envmaps extremely limited. I'd like to add the
 following functions:

 bpy.types.EnvironmentMap.save( filename, layout=(
 (0,0),(0,1),(0,2),(1,0),(1,1),(1,2) ) )

 Saves the envmap with the scene render settings. layout determines the
 location of each face in the output image; 1 == EnvironmentMap.resolution.

 bpy.types.EnvironmentMap.render(ignore_cache=False)

 Renders the envmap if it is stale. Ignores the camera and indeed goes
 ahead without one. Might render other envmaps for recursion.
 ignore_cache bypasses the normal envmap cache checks.

 bpy.types.EnvironmentMap.clear()

 Same as bpy.ops.texture.envmap_clear(), but without the overhead of
 setting up then reverting the context.


 Is there any reason why the above couldn't be added to trunk?
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Re: [Bf-committers] Material Nodes: No normals in worldspace?

2011-07-21 Thread pete larabell
Hey guys,

I wrote the patch to add reflection mapping (and could easily extend
to other things like WS normals) to the material nodes.

The issue behind the patch's delay is more of a logical issue of what
parts of blender you want to expose to the node system.

I spoke with kaito about this for a while and he had a good idea how
we could do it without exposing render core internals.

If I get a little more time I will implement the way kaito and I discussed.

Cheers!
Pete

On Thu, Jul 21, 2011 at 2:15 AM, michael williamson
micha...@cowtoolsmedia.co.uk wrote:
 On 21/07/11 00:37, Tobias Oelgarte wrote:
 in
 this simple case. It could be much easier and powerful to have
 worldspace normals and maybe even the view-vector in wordspace
 coordinates. This would allow many new possibilities for reflection
 mapping and other cool stuff. On top of that it would work smoothly
 together with GLSL and shouldn't be so hard to implement. Maybe this can
 convince one of the programming gods to implement this feature?

 It would be much easier!

 For reflection I've found the current system works fine, but if normals
 were changed to world space then view would have to as well

 It'd be nice to get object origins and current shading points world
 coordinates available in the nodes too  so you could do x distance
 from empty for example...

 I know you can a bit of that in texture nodes... but would be nice in
 material nodes!



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Re: [Bf-committers] Blender on the Mac App Store

2011-07-21 Thread Shaul Kedem
Hi,
 As I understood, the VLC incident was because of the original authors
of VLC not wanting their software to be in the App store, apple just
followed the original copyright holder's request.

 As for the license, we need a lawyer for that :)



On Thu, Jul 21, 2011 at 6:16 AM, Sergey I. Sharybin g.ula...@gmail.com wrote:
 Hi,

 Personally, I don't think it's a good idea. App Store isn't compatible
 with GPL license. Even more, it was accident with VLC already -- Apple
 simply removed this application from App Store due to license
 incompatibility.

 Markus Kasten wrote:
 Hello everyone.

 what about putting blender on the App Store (the one for Mac applications of 
 course, not for iOS)?
 Blender could reach a lot more popularity.

 Markus K.
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 --
 With best regards, Sergey I. Sharybin

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Re: [Bf-committers] python32_d.dll requires MSVC9

2011-07-21 Thread Tom Edwards
Steady on, nobody is suggesting that. ;-)

On 21/07/2011 4:28, Shaul Kedem wrote:
 Well, not only... when running cmake with VC10 in builds that require
 boost and ioimage libs it will fail on them as well.

 If we want to upgrade to VC10 I think that we should abandon VC9 and
 do the move once and for all

 On Thu, Jul 21, 2011 at 8:12 AM, Tom Edwardscont...@steamreview.org  wrote:
 If VC9 is not installed, Blender debug builds quit with an application
 was unable to start correctly error as soon as they try to load the
 Python library.

 The problem is that python32_d.dll was built with the VC9 debug CRT
 dynamically linked, and that the debug CRT is available only through an
 install of VC9. The solution is simply to recompile the DLL with the
 runtime statically linked (/MTd).

 This is the only thing preventing VC10 builds from succeeding!
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Re: [Bf-committers] Blender on the Mac App Store

2011-07-21 Thread jonathan d p ferguson
hi.

As far as I know, the GPL is *incompatible* with the terms of the Apple App 
Store. VLC was pulled because the GPL is incompatible with Apple's terms [1]. 
It is Apple who needs to liberalize their terms, not the FOSS developers. We 
must all respect the terms of the GPL, and encourage Apple to be more liberal 
with their terms.

Given that Apple's Lion Operating System will be deployed through the App Store 
only, and given that Lion includes a substantial amount of GPL software, 
perhaps these changes are already afoot. Perhaps not.

Thanks.

have a day.yad
jdpf


[1] 
http://arstechnica.com/apple/news/2011/01/vlc-for-ios-vanishes-2-months-after-eruption-of-gpl-dispute.ars

On Jul 21, 2011, at 11:26 AM, Shaul Kedem wrote:

 Hi,
 As I understood, the VLC incident was because of the original authors
 of VLC not wanting their software to be in the App store, apple just
 followed the original copyright holder's request.
 
 As for the license, we need a lawyer for that :)
 
 
 
 On Thu, Jul 21, 2011 at 6:16 AM, Sergey I. Sharybin g.ula...@gmail.com 
 wrote:
 Hi,
 
 Personally, I don't think it's a good idea. App Store isn't compatible
 with GPL license. Even more, it was accident with VLC already -- Apple
 simply removed this application from App Store due to license
 incompatibility.
 
 Markus Kasten wrote:
 Hello everyone.
 
 what about putting blender on the App Store (the one for Mac applications 
 of course, not for iOS)?
 Blender could reach a lot more popularity.
 
 Markus K.
 ___
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 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
 
 
 
 --
 With best regards, Sergey I. Sharybin
 
 ___
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Re: [Bf-committers] Material Nodes: No normals in worldspace?

2011-07-21 Thread Tobias Oelgarte
This sounds really good. As impatient as users always are, I like to see 
it inside blender as soon a possible. ;-)

The minimum I would need is the normal of the material (in world space 
or/and local object space), together with the world space vector of the 
view. Do you have some hints on how you thought it to be implemented 
(how to access the data) after your discussion?

Greetings
Tobias

Am 21.07.2011 15:04, schrieb pete larabell:
 Hey guys,

 I wrote the patch to add reflection mapping (and could easily extend
 to other things like WS normals) to the material nodes.

 The issue behind the patch's delay is more of a logical issue of what
 parts of blender you want to expose to the node system.

 I spoke with kaito about this for a while and he had a good idea how
 we could do it without exposing render core internals.

 If I get a little more time I will implement the way kaito and I discussed.

 Cheers!
 Pete

 On Thu, Jul 21, 2011 at 2:15 AM, michael williamson
 micha...@cowtoolsmedia.co.uk  wrote:
 On 21/07/11 00:37, Tobias Oelgarte wrote:
 in
 this simple case. It could be much easier and powerful to have
 worldspace normals and maybe even the view-vector in wordspace
 coordinates. This would allow many new possibilities for reflection
 mapping and other cool stuff. On top of that it would work smoothly
 together with GLSL and shouldn't be so hard to implement. Maybe this can
 convince one of the programming gods to implement this feature?
 It would be much easier!

 For reflection I've found the current system works fine, but if normals
 were changed to world space then view would have to as well

 It'd be nice to get object origins and current shading points world
 coordinates available in the nodes too  so you could do x distance
 from empty for example...

 I know you can a bit of that in texture nodes... but would be nice in
 material nodes!



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Re: [Bf-committers] Blender on the Mac App Store

2011-07-21 Thread Mathias Panzenböck
I might be wrong, but as I understood it the problem is that the GPL requires 
the distributor to 
also provide the source of the application. In the case of the App Store Apple 
is the distributor. 
But they have never thought that anyone would like to distribute source code 
through their system 
and I think they think it's not the right place for the source anyway.

I wonder why it should not be enough to provide a link to the source in the 
description? After all 
the binary in the App Store would be the same as on blender.org (binary compare 
would match), so one 
can be sure it wasn't tampered with (if you really want to test that).

But I haven't read the GPL or the App Store license. That's all just what I 
take from all the news 
articles about this incident.

-panzi

On 07/21/2011 06:01 PM, jonathan d p ferguson wrote:
 hi.

 As far as I know, the GPL is *incompatible* with the terms of the Apple App 
 Store. VLC was pulled because the GPL is incompatible with Apple's terms [1]. 
 It is Apple who needs to liberalize their terms, not the FOSS developers. We 
 must all respect the terms of the GPL, and encourage Apple to be more liberal 
 with their terms.

 Given that Apple's Lion Operating System will be deployed through the App 
 Store only, and given that Lion includes a substantial amount of GPL 
 software, perhaps these changes are already afoot. Perhaps not.

 Thanks.

 have a day.yad
 jdpf


 [1] 
 http://arstechnica.com/apple/news/2011/01/vlc-for-ios-vanishes-2-months-after-eruption-of-gpl-dispute.ars

 On Jul 21, 2011, at 11:26 AM, Shaul Kedem wrote:

 Hi,
 As I understood, the VLC incident was because of the original authors
 of VLC not wanting their software to be in the App store, apple just
 followed the original copyright holder's request.

 As for the license, we need a lawyer for that :)



 On Thu, Jul 21, 2011 at 6:16 AM, Sergey I. Sharybing.ula...@gmail.com  
 wrote:
 Hi,

 Personally, I don't think it's a good idea. App Store isn't compatible
 with GPL license. Even more, it was accident with VLC already -- Apple
 simply removed this application from App Store due to license
 incompatibility.

 Markus Kasten wrote:
 Hello everyone.

 what about putting blender on the App Store (the one for Mac applications 
 of course, not for iOS)?
 Blender could reach a lot more popularity.

 Markus K.
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Re: [Bf-committers] Blender on the Mac App Store

2011-07-21 Thread Shaul Kedem
If that is the problem then the solution would be to provide a link to
the source, problem solved. There is no reason apple will object to
that and there is a link to the developer anyway. Btw, It's debatable
whether or not apple has actually any part here, in the sense meant in
the GPL. The developer chooses to use the app store as means of
distribution, like a DVD or steam or other pipelines, if the GPL meant
to burden every link in the chain with taking on the GPL it shoots
itself in the foot. What's next? we'll ask ISPs to provide the source
code and attribution because the code flows through their servers?

On Thu, Jul 21, 2011 at 3:43 PM, Mathias Panzenböck
grosser.meister.mo...@gmx.net wrote:
 I might be wrong, but as I understood it the problem is that the GPL requires 
 the distributor to
 also provide the source of the application. In the case of the App Store 
 Apple is the distributor.
 But they have never thought that anyone would like to distribute source code 
 through their system
 and I think they think it's not the right place for the source anyway.

 I wonder why it should not be enough to provide a link to the source in the 
 description? After all
 the binary in the App Store would be the same as on blender.org (binary 
 compare would match), so one
 can be sure it wasn't tampered with (if you really want to test that).

 But I haven't read the GPL or the App Store license. That's all just what I 
 take from all the news
 articles about this incident.

        -panzi

 On 07/21/2011 06:01 PM, jonathan d p ferguson wrote:
 hi.

 As far as I know, the GPL is *incompatible* with the terms of the Apple App 
 Store. VLC was pulled because the GPL is incompatible with Apple's terms 
 [1]. It is Apple who needs to liberalize their terms, not the FOSS 
 developers. We must all respect the terms of the GPL, and encourage Apple to 
 be more liberal with their terms.

 Given that Apple's Lion Operating System will be deployed through the App 
 Store only, and given that Lion includes a substantial amount of GPL 
 software, perhaps these changes are already afoot. Perhaps not.

 Thanks.

 have a day.yad
 jdpf


 [1] 
 http://arstechnica.com/apple/news/2011/01/vlc-for-ios-vanishes-2-months-after-eruption-of-gpl-dispute.ars

 On Jul 21, 2011, at 11:26 AM, Shaul Kedem wrote:

 Hi,
 As I understood, the VLC incident was because of the original authors
 of VLC not wanting their software to be in the App store, apple just
 followed the original copyright holder's request.

 As for the license, we need a lawyer for that :)



 On Thu, Jul 21, 2011 at 6:16 AM, Sergey I. Sharybing.ula...@gmail.com  
 wrote:
 Hi,

 Personally, I don't think it's a good idea. App Store isn't compatible
 with GPL license. Even more, it was accident with VLC already -- Apple
 simply removed this application from App Store due to license
 incompatibility.

 Markus Kasten wrote:
 Hello everyone.

 what about putting blender on the App Store (the one for Mac applications 
 of course, not for iOS)?
 Blender could reach a lot more popularity.

 Markus K.
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Re: [Bf-committers] Blender on the Mac App Store

2011-07-21 Thread Alexandr Kuznetsov
I don't understand the purpose of Mac App Store. You can simply download
.zip from the web and drag it on desktop. What can be simpler?  On the other
hand you need to get in iOS App Store to be on iPhone. There absolutely no
reason why we must or want to be in Mac App Store. Mac App Store probably
inherited long and tedieous review proccess. And even if Blender can pass
it, there will be literally weeks of delay before updates. Look at Ubuntu
Software Center. Blender is 2.49 there.
Moreover, downloading from website, gives the feel of community. Users can
discover wiki, video tutorials, gallery, forums which are undoubtedly major
sources of learning and inspiration. Differently, App Store gives a feel of
no community and no development engagement. Granted, Blender can easily be
in top 20, but user base will be very pretty random. Many will complain why
Blender doesn't do X and does Y differently. Most of those users will
uninstall faster then they feel the potential and never try it again.

Alex K

On Thu, Jul 21, 2011 at 3:57 PM, Shaul Kedem shaul.ke...@gmail.com wrote:

 If that is the problem then the solution would be to provide a link to
 the source, problem solved. There is no reason apple will object to
 that and there is a link to the developer anyway. Btw, It's debatable
 whether or not apple has actually any part here, in the sense meant in
 the GPL. The developer chooses to use the app store as means of
 distribution, like a DVD or steam or other pipelines, if the GPL meant
 to burden every link in the chain with taking on the GPL it shoots
 itself in the foot. What's next? we'll ask ISPs to provide the source
 code and attribution because the code flows through their servers?

 On Thu, Jul 21, 2011 at 3:43 PM, Mathias Panzenböck
 grosser.meister.mo...@gmx.net wrote:
  I might be wrong, but as I understood it the problem is that the GPL
 requires the distributor to
  also provide the source of the application. In the case of the App Store
 Apple is the distributor.
  But they have never thought that anyone would like to distribute source
 code through their system
  and I think they think it's not the right place for the source anyway.
 
  I wonder why it should not be enough to provide a link to the source in
 the description? After all
  the binary in the App Store would be the same as on blender.org (binary
 compare would match), so one
  can be sure it wasn't tampered with (if you really want to test that).
 
  But I haven't read the GPL or the App Store license. That's all just what
 I take from all the news
  articles about this incident.
 
 -panzi
 
  On 07/21/2011 06:01 PM, jonathan d p ferguson wrote:
  hi.
 
  As far as I know, the GPL is *incompatible* with the terms of the Apple
 App Store. VLC was pulled because the GPL is incompatible with Apple's terms
 [1]. It is Apple who needs to liberalize their terms, not the FOSS
 developers. We must all respect the terms of the GPL, and encourage Apple to
 be more liberal with their terms.
 
  Given that Apple's Lion Operating System will be deployed through the
 App Store only, and given that Lion includes a substantial amount of GPL
 software, perhaps these changes are already afoot. Perhaps not.
 
  Thanks.
 
  have a day.yad
  jdpf
 
 
  [1]
 http://arstechnica.com/apple/news/2011/01/vlc-for-ios-vanishes-2-months-after-eruption-of-gpl-dispute.ars
 
  On Jul 21, 2011, at 11:26 AM, Shaul Kedem wrote:
 
  Hi,
  As I understood, the VLC incident was because of the original authors
  of VLC not wanting their software to be in the App store, apple just
  followed the original copyright holder's request.
 
  As for the license, we need a lawyer for that :)
 
 
 
  On Thu, Jul 21, 2011 at 6:16 AM, Sergey I. Sharybing.ula...@gmail.com
  wrote:
  Hi,
 
  Personally, I don't think it's a good idea. App Store isn't compatible
  with GPL license. Even more, it was accident with VLC already -- Apple
  simply removed this application from App Store due to license
  incompatibility.
 
  Markus Kasten wrote:
  Hello everyone.
 
  what about putting blender on the App Store (the one for Mac
 applications of course, not for iOS)?
  Blender could reach a lot more popularity.
 
  Markus K.
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[Bf-committers] python32_d.dll requires MSVC9

2011-07-21 Thread J.
To be able to compile Blender using MSVC 2010 (x86 at least) without 
recompilling some of the libraries you need to disable:

- Openexr
- Opencollada

And this is for non debug builds. This way Blender builds and is quite stable 
when compilled with MSVC 2010.

Is possible to compile Blender using MSVC 2010 with all the features enabled, 
but this require you manually recompille using MSVC 2010:

- Python
- Openexr
- OpenCollada
- Zlib (for x86 only, x64 will build fine)

And manually replace these on the LIB directory, or modify the cmake scripts 
and filelists for the linking phase. Scons will build only if you replace the 
old libraries in the LIB folder for the new libraries, since scons is still not 
updated to support MSVC 2010 (x86) and/or MSVC 2010+Windows 7 x64 SDK (for x64 
builds), and will use the components taken from the environment assuming that 
MSVC 2008 is installed.


And if you want to build cycles, you really need to recompile all it's 
dependencies. Good Luck with Boost ;).

I've uploading builds done with MSVC 2010 to graphicall in the past, but Real 
Life (TM) issues keeps me to do anything serious nowadays. Maybe in the future 
i will upload again these, but don't hold your breath for now.

Regards.

J.
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Re: [Bf-committers] python32_d.dll requires MSVC9

2011-07-21 Thread J.
Sorry,  is not really needed to recompile Python in the release builds, but 
only on debug builds.

Regards

J.
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Re: [Bf-committers] Blender on the Mac App Store

2011-07-21 Thread J.
From the Mac App Store Terms and conditions:


Programs that don’t comply with Apple’s Human Interface Guidelines will not be 
accepted.

Blender uses its own HIG.

From the Adium Mailing list:

In the current agreement for the App Store - on all platforms - there are 
several provisions which restrict distribution.  These are incompatible with 
the GPL.  If we were to submit Adium to the App Store, any contributor - which 
includes contributors to underlying libraries like libpurple, libglib, or 
libintl - could (1) sue us directly and (2) activate the deauthorization 
provision in the GPL to remove our right to use the code, both because we would 
have knowingly violated the GPL.

This was checked with Karen Sandler, which is their legal representative.

These are the 2 main reasons Blender can't use the Mac App Store. Of course the 
Blender Foundation can ask Apple but is a well known fact that Apple dislike 
the GPL, and i know at least that the ffmpeg/libav guys are pretty willing to 
fight anyone that uses their code in any way that breaks the GPL/LGPL part of 
their licensed code.

Can of worms, anyone?

Regards.

J.
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Re: [Bf-committers] Blender on the Mac App Store

2011-07-21 Thread Mathias Panzenböck
On 07/21/2011 10:48 PM, Alexandr Kuznetsov wrote:
 I don't understand the purpose of Mac App Store. You can simply download
 .zip from the web and drag it on desktop. What can be simpler?

You could basically say the same about your favourite Linuxs package manager. 
Although I do not know 
if the App Store really provides all the features of a full blown package 
manager. I use Linux.

 On the other
 hand you need to get in iOS App Store to be on iPhone. There absolutely no
 reason why we must or want to be in Mac App Store. Mac App Store probably
 inherited long and tedieous review proccess. And even if Blender can pass
 it, there will be literally weeks of delay before updates. Look at Ubuntu
 Software Center. Blender is 2.49 there.

Yeah, probably it would only be for publicity and would have no real use for 
blender users.

-panzi
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Re: [Bf-committers] Blender on the Mac App Store

2011-07-21 Thread Mathias Panzenböck
On 07/22/2011 12:54 AM, J. wrote:
  From the Mac App Store Terms and conditions:


 Programs that don’t comply with Apple’s Human Interface Guidelines will not 
 be accepted.

 Blender uses its own HIG.

  From the Adium Mailing list:

 In the current agreement for the App Store - on all platforms - there are 
 several provisions which restrict distribution.  These are incompatible with 
 the GPL.  If we were to submit Adium to the App Store, any contributor - 
 which includes contributors to underlying libraries like libpurple, libglib, 
 or libintl - could (1) sue us directly and (2) activate the deauthorization 
 provision in the GPL to remove our right to use the code, both because we 
 would have knowingly violated the GPL.

 This was checked with Karen Sandler, which is their legal representative.

 These are the 2 main reasons Blender can't use the Mac App Store. Of course 
 the Blender Foundation can ask Apple but is a well known fact that Apple 
 dislike the GPL, and i know at least that the ffmpeg/libav guys are pretty 
 willing to fight anyone that uses their code in any way that breaks the 
 GPL/LGPL part of their licensed code.

 Can of worms, anyone?

 Regards.

 J.

I don't understand:
If Apple is seen as the distributor it would be Apple that violates the GPL, 
because it does not 
provide any source. If not, then the source is not needed to be in the App 
Store but just somehow 
reachable (link to blender.org) and there would be no violation at all.

Anyway, yes, it seems to be not worth the trouble at all.

-panzi
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Re: [Bf-committers] Blender on the Mac App Store

2011-07-21 Thread Alex Fraser
- Original Message -
 On 07/22/2011 12:54 AM, J. wrote:
  [...]
   From the Adium Mailing list:
 
  In the current agreement for the App Store - on all platforms -
  there are several provisions which restrict distribution. These are
  incompatible with the GPL.

Right. The problem, as I understand it, is that section 6 of the GPLv2 states 
You may not impose any further restrictions on the recipients' exercise of the 
rights granted herein, but the App Store imposes further restrictions. See:

http://www.fsf.org/blogs/licensing/more-about-the-app-store-gpl-enforcement

Cheers,
Alex
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [38593] branches/merwin-spacenav/release/ scripts/startup/bl_ui/space_userpref.py: Show NDOF sensitivity field in userprefs

2011-07-21 Thread Daniel Salazar - 3Developer.com
This branch is failing to build (cmake) with itasc

http://www.pasteall.org/23408

Daniel Salazar
3Developer.com



On Thu, Jul 21, 2011 at 4:26 PM, Nathan Letwory
nat...@letworyinteractive.com wrote:
 Revision: 38593
          
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=38593
 Author:   jesterking
 Date:     2011-07-21 22:26:58 + (Thu, 21 Jul 2011)
 Log Message:
 ---
 Show NDOF sensitivity field in userprefs

 Modified Paths:
 --
    branches/merwin-spacenav/release/scripts/startup/bl_ui/space_userpref.py

 Modified: 
 branches/merwin-spacenav/release/scripts/startup/bl_ui/space_userpref.py
 ===
 --- branches/merwin-spacenav/release/scripts/startup/bl_ui/space_userpref.py  
   2011-07-21 21:43:42 UTC (rev 38592)
 +++ branches/merwin-spacenav/release/scripts/startup/bl_ui/space_userpref.py  
   2011-07-21 22:26:58 UTC (rev 38593)
 @@ -817,12 +817,9 @@
         #sub.prop(view, wheel_scroll_lines, text=Scroll Lines)

         col.separator()
 -        ''' not implemented yet
         sub = col.column()
         sub.label(text=NDOF Device:)
 -        sub.prop(inputs, ndof_pan_speed, text=Pan Speed)
 -        sub.prop(inputs, ndof_rotate_speed, text=Orbit Speed)
 -        '''
 +        sub.prop(inputs, ndof_sensitivity, text=NDOF Sensitivity)

         row.separator()


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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [38593] branches/merwin-spacenav/release/ scripts/startup/bl_ui/space_userpref.py: Show NDOF sensitivity field in userprefs

2011-07-21 Thread Daniel Salazar - 3Developer.com
And after disabling itasc it fails on spacenav related code

http://www.pasteall.org/23409

Daniel Salazar
3Developer.com



On Thu, Jul 21, 2011 at 6:44 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 This branch is failing to build (cmake) with itasc

 http://www.pasteall.org/23408

 Daniel Salazar
 3Developer.com



 On Thu, Jul 21, 2011 at 4:26 PM, Nathan Letwory
 nat...@letworyinteractive.com wrote:
 Revision: 38593
          
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=38593
 Author:   jesterking
 Date:     2011-07-21 22:26:58 + (Thu, 21 Jul 2011)
 Log Message:
 ---
 Show NDOF sensitivity field in userprefs

 Modified Paths:
 --
    branches/merwin-spacenav/release/scripts/startup/bl_ui/space_userpref.py

 Modified: 
 branches/merwin-spacenav/release/scripts/startup/bl_ui/space_userpref.py
 ===
 --- branches/merwin-spacenav/release/scripts/startup/bl_ui/space_userpref.py 
    2011-07-21 21:43:42 UTC (rev 38592)
 +++ branches/merwin-spacenav/release/scripts/startup/bl_ui/space_userpref.py 
    2011-07-21 22:26:58 UTC (rev 38593)
 @@ -817,12 +817,9 @@
         #sub.prop(view, wheel_scroll_lines, text=Scroll Lines)

         col.separator()
 -        ''' not implemented yet
         sub = col.column()
         sub.label(text=NDOF Device:)
 -        sub.prop(inputs, ndof_pan_speed, text=Pan Speed)
 -        sub.prop(inputs, ndof_rotate_speed, text=Orbit Speed)
 -        '''
 +        sub.prop(inputs, ndof_sensitivity, text=NDOF Sensitivity)

         row.separator()


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Re: [Bf-committers] Blender on the Mac App Store

2011-07-21 Thread Shaul Kedem
So OSX uses no GPL software? none?

On Thu, Jul 21, 2011 at 8:16 PM, Alex Fraser adfr...@vpac.org wrote:
 - Original Message -
 On 07/22/2011 12:54 AM, J. wrote:
  [...]
   From the Adium Mailing list:
 
  In the current agreement for the App Store - on all platforms -
  there are several provisions which restrict distribution. These are
  incompatible with the GPL.

 Right. The problem, as I understand it, is that section 6 of the GPLv2 states 
 You may not impose any further restrictions on the recipients' exercise of 
 the rights granted herein, but the App Store imposes further restrictions. 
 See:

    http://www.fsf.org/blogs/licensing/more-about-the-app-store-gpl-enforcement

 Cheers,
 Alex
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Re: [Bf-committers] Blender on the Mac App Store

2011-07-21 Thread Mathias Panzenböck
They use at least bash, wget and gcc. Lets tell GNU so they can sue them! :)

I've got another idea (then I stop spamming here):
Would it comply to App Store rules if one would write a native OS X application 
(conforming to HIG 
and BSD licensed) that is a Blender Downloader or Blender Installer or 
Blender Manager. This 
would not include blender, but would download and install blender. It would 
also provide a menu with 
options like put blender into dock and associate .blend files with blender 
etc. Maybe it could 
let you manage multiple blender installation. E.g. blender 2.49, blender 2.5x 
and a list of the 
latest GraphicAll builds.

If I would use OS X I would write such a software just to see whether Apple 
rejects it.

-panzi

On 07/22/2011 03:19 AM, Shaul Kedem wrote:
 So OSX uses no GPL software? none?

 On Thu, Jul 21, 2011 at 8:16 PM, Alex Fraseradfr...@vpac.org  wrote:
 - Original Message -
 On 07/22/2011 12:54 AM, J. wrote:
 [...]
   From the Adium Mailing list:

 In the current agreement for the App Store - on all platforms -
 there are several provisions which restrict distribution. These are
 incompatible with the GPL.

 Right. The problem, as I understand it, is that section 6 of the GPLv2 
 states You may not impose any further restrictions on the recipients' 
 exercise of the rights granted herein, but the App Store imposes further 
 restrictions. See:

 
 http://www.fsf.org/blogs/licensing/more-about-the-app-store-gpl-enforcement

 Cheers,
 Alex
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