Re: [Bf-committers] Bringing anti-aliasing back by fixing selection method

2010-01-14 Thread Damien Plisson
Unfortunately, even with glDisable(GL_MULTISAMPLE_ARB), there are still 
artifacts (at least n nvidia) that break the color coding method. And thus 
weird things happen, like orphan out of the selection area vertices being 
selected.

Occlusion query is part of openGL standard from rev. 1.5. So it should work 
well with other cards, but I'm interested to get feedback from ati/intel cards 
owners...

Damien


Le 14 janv. 2010 à 06:19, joe a écrit :

 Though of course rewriting it more properly is good too.  I've not
 looked into occlusion query since the original nvidia extension; how
 well does it work across disparate video cards?
 
 Joe
 
 On Wed, Jan 13, 2010 at 9:15 PM, joe joe...@gmail.com wrote:
 Explicitly disabling it in the selection draw functions seemed to work
 well enough before, via glDisable(GL_ARB_MULTISELECT).
 
 Joe
 
 On Wed, Jan 13, 2010 at 8:32 AM, Damien Plisson damien.plis...@yahoo.fr 
 wrote:
 Hi all,
 
 FSAA was breaking border/lasso select operations (e.g. orphan vertices were 
 selected).
 
 FYI, The root cause for this issue is that as soon as FSAA is enabled at 
 pixelformat level, even if not enabled afterwards, some color artifacts may 
 appear in draw operations.
 This breaks the color coding selection method that is currently used in 
 Blender for various selection tools like border, lasso, circle... when 
 occlude geometry is enabled.
 
 To fix it, the color coding selection method has to be replaced, and this 
 is what this patch does by implementing the occlusion query method for the 
 border/lasso/circle selection tools:
 
 http://projects.blender.org/tracker/index.php?func=detailaid=20660group_id=9atid=127
 
 I'm looking forward for your feedback / comments / suggestions...
 
 Damien
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Re: [Bf-committers] Fixed, and Updated Torus mesh tool

2010-01-14 Thread Michael Fox
Make a patch and submit it to the patch tracker then give us the link

On Thu, 2010-01-14 at 02:40 -0600, Jaevixa McNomera wrote:
 Hello,
 
 I've fixed the descriptions of the properties for the torus mesh in
 .blender/scripts/op/add_mesh_torus.py
 
 Also, i've added 3 new controls to it.
 
 The new controls add the ability to specify an Exterior Radius, and an
 Interior Radius, and then whether or not to USE those dimensions, or the
 regular Major/Minor Radii values.
 
 
 How do I go about submitting this to blender?
 
 Jae
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-- 
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http://mfoxdogg.googlepages.com

mfoxd...@gmail.com

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Re: [Bf-committers] Fixed, and Updated Torus mesh tool

2010-01-14 Thread Jaevixa McNomera
https://projects.blender.org/tracker/index.php?func=detailaid=20673group_id=9atid=127

is THIS the link i need to give you?

I'm really new to this process... :(


On Thu, Jan 14, 2010 at 4:28 AM, Michael Fox mfoxd...@gmail.com wrote:

 Make a patch and submit it to the patch tracker then give us the link

 On Thu, 2010-01-14 at 02:40 -0600, Jaevixa McNomera wrote:
  Hello,
 
  I've fixed the descriptions of the properties for the torus mesh in
  .blender/scripts/op/add_mesh_torus.py
 
  Also, i've added 3 new controls to it.
 
  The new controls add the ability to specify an Exterior Radius, and an
  Interior Radius, and then whether or not to USE those dimensions, or the
  regular Major/Minor Radii values.
 
 
  How do I go about submitting this to blender?
 
  Jae
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 http://mfoxdogg.googlepages.com

 mfoxd...@gmail.com

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Re: [Bf-committers] New Developer Meeting minutes

2010-01-14 Thread joe
I use msvc for source editing and debugging, and scons for compiling.
Build systems don't have to replace project files, I use scons mostly
because there's more control that way for what I do.

Joe

On Thu, Jan 14, 2010 at 2:28 PM, Mike Pan madoni...@gmail.com wrote:
 As mentioned before, I think one of the key benefit of cmake is the ability
 to generate solution/project files.  This might be not be a huge deal to
 seasoned coders, but for beginner coders who just wants to explore the
 Blender source code a bit, having an IDE like Visual Studio really helps.

 -mike





 On Thu, Jan 14, 2010 at 2:21 PM, joe joe...@gmail.com wrote:

 Sounds like us scons people need to try out cmake.  See how good it
 is.  I don't have time now, but will try to get to it.  Also need to
 look at how easy it is to maintain, that's one of the really nice
 things about scons.

 Joe

 On Thu, Jan 14, 2010 at 6:04 AM, Miguel A. Figueroa-Villanueva
 migu...@ieee.org wrote:
  On Tue, Jan 12, 2010 at 2:51 AM, Mats Holmberg wrote:
  On 12.1.2010, at 8.39, Nathan Letwory wrote:
  2010/1/12 Erwin Coumans:
  I'm surprised of so much resistance among the Blender developers
  to such a nice build system as cmake.
 
  Thanks,
  Erwin
 
  We can also reverse the question - we have a very nice and working
  SCons system. Why would you want to get rid of the nice system I
  created?
 
  I'm surprised at the resistance among certain people to such a nice
  build system as SCons
 
  Just to comment on this: I know nothing about the hassle that is
 required for maintaining any of these systems, but from a Blender user
 standpoint scons is very easy to use. As Nathan said, I do svn up  python
 scons/scons.py and that's all that's ever needed. During the years, I
 haven't seen anything being even close to that kind of ease of use.
 
  Dont' take that away, please!
 
  -mats
 
  I'm not a community member, so please pardon the intrusion (I am
  interested in blender, have compiled it with the cmake system, and I
  am looking forward to contributing to it in the future, but haven't
  had the time yet...).
 
  However, I just started reading this thread and it seems to me there
  is a lot of resistance, as Erwin mentions, to cmake without real
  justification. Although I understand the why, I think the arguments
  against CMake are not well founded. Most, if not all, of the problems
  that have been mentioned are related to rules either not updated or
  wrongly written in the CMakeLists.txt. These are issues with the build
  system maintainers not with CMake's capabilities. With properly
  written and maintained CMake files you would have both a very powerful
  command line based system and an equally powerful IDE based system.
 
  For example, the argument of ease of use can certainly be used as a
  positive aspect of scons, but I find it to be unfounded when arguing
  against CMake. That is because I do the following version of svn up
   python scons/scons.py to build my projects, not only on Ubuntu but
  on Windows:
 
  ctest -S simple_ctest_script.cmake
 
  With a small script ctest will: update (from svn,cvs,hg,etc),
  configure, build, test, and submit the build to a dashboard (or any
  subset of these steps).
 
  Again, I don't want to argue against scons, but I think that arguments
  against cmake are not really flaws of cmake but rather bad experiences
  because of not knowing how to do things (either from part of the user
  or the build system maintainer) and not giving it enough of a chance.
  I think that if the blender community really gives cmake a chance, it
  will not be dissapointed with the clean, simple, and flexible product
  that cmake can provide. Whether it should then replace, coexist, etc.
  with scons is a discussion that I wouldn't feel comfortable providing
  any input on.
 
  Just my $0.02,
  --Miguel
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-14 Thread Benjamin Tolputt
joe wrote:
 I use msvc for source editing and debugging, and scons for compiling.
 Build systems don't have to replace project files, I use scons mostly
 because there's more control that way for what I do.
   

And if the project files were updated along with the Scons build files -
that is all well  good. Seriously, all I am concerned about is the
capability of extending  debugging Blender in an IDE (namely MSVC 
XCode being a Windows/Mac guy for graphics). CMake has that by
default, being the way it operates, were Scons to provide the project
files either automatically or through the use of a command line
parameter - I'd be all for it.

The slower build time of Scons, while a niggle, is not the issue. It is
the disconnect between using/editing Scons  using an IDE that is
causing myself and the developers I've talked to (an entire two of them
:P ) grief. The build of a release version of Blender is not a daily
thing. Updating the projects to the latest versions from SVN is such a
common task.

-- 
Regards,

Benjamin Tolputt
Analyst Programmer

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