Re: [Bf-committers] 2.54 beta AHOY!

2010-09-10 Thread Nathan Letwory
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On 11.9.2010 1:32, Thomas Dinges wrote:
>   Ok,
> would be good if we could do a release with Extensions Revision 1012 or 
> higher.
> It included fixes for 3 broken scripts.
> http://lists.blender.org/pipermail/bf-extensions-cvs/2010-September/000523.html
> http://lists.blender.org/pipermail/bf-extensions-cvs/2010-September/000524.html
> http://lists.blender.org/pipermail/bf-extensions-cvs/2010-September/000525.html

I've ported the changes to the tag, so if builders just got the tag they
can svn up there and either copy those three files manually, or use
python ./scons/scons.py BF_QUICK=slntia

/Nathan


> 
> Thomas
> 
> Am 11.09.2010 00:21, schrieb Thomas Dinges:
>>Some Trunk Addons are broken atm (mainly due to the properties changes).
>> We should fix them before release, unless we want to do an official
>> release with some broken scripts. ;-)
>>
>> Thomas
>>
>> Am 10.09.2010 18:41, schrieb Ton Roosendaal:
>>> Hi,
>>>
>>> Yet another beta official test build, but much better than previous
>>> one! :)
>>>
>>> Let them compile systems running, and provide the builds as usual.
>>> Notify me or Nathan where we can find them.
>>>
>>> Thanks!
>>>
>>> -Ton-
>>>
>>> 
>>> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
>>> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>>>
>>> ___
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>>
> 
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- -- 
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Re: [Bf-committers] 2.54 beta AHOY!

2010-09-10 Thread Thomas Dinges
  Ok,
would be good if we could do a release with Extensions Revision 1012 or 
higher.
It included fixes for 3 broken scripts.
http://lists.blender.org/pipermail/bf-extensions-cvs/2010-September/000523.html
http://lists.blender.org/pipermail/bf-extensions-cvs/2010-September/000524.html
http://lists.blender.org/pipermail/bf-extensions-cvs/2010-September/000525.html

Thomas

Am 11.09.2010 00:21, schrieb Thomas Dinges:
>Some Trunk Addons are broken atm (mainly due to the properties changes).
> We should fix them before release, unless we want to do an official
> release with some broken scripts. ;-)
>
> Thomas
>
> Am 10.09.2010 18:41, schrieb Ton Roosendaal:
>> Hi,
>>
>> Yet another beta official test build, but much better than previous
>> one! :)
>>
>> Let them compile systems running, and provide the builds as usual.
>> Notify me or Nathan where we can find them.
>>
>> Thanks!
>>
>> -Ton-
>>
>> 
>> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
>> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>>
>> ___
>> Bf-committers mailing list
>> Bf-committers@blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
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Re: [Bf-committers] 2.54 beta AHOY!

2010-09-10 Thread Thomas Dinges
  Some Trunk Addons are broken atm (mainly due to the properties changes).
We should fix them before release, unless we want to do an official 
release with some broken scripts. ;-)

Thomas

Am 10.09.2010 18:41, schrieb Ton Roosendaal:
> Hi,
>
> Yet another beta official test build, but much better than previous
> one! :)
>
> Let them compile systems running, and provide the builds as usual.
> Notify me or Nathan where we can find them.
>
> Thanks!
>
> -Ton-
>
> 
> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
> ___
> Bf-committers mailing list
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Re: [Bf-committers] 2.54 beta AHOY!

2010-09-10 Thread Nathan Letwory
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On 10.9.2010 20:01, Martin Poirier wrote:
> If anyone is interested, the scripts I use for tagging and branching are 
> available there:
> 
> http://blenderartists.org/~theeth/scripts/
> 
> They do some error checking in case of duplicated tags/branches and are quite 
> easy to use.


I have now also committed the svn:externals change for tags/2_54_release
from bf-extensions. This is now in bf-blender/tags/blender-2.54-release
committed at r31865. Builders please make sure this is what you get when
building. (r1006 or r1007 right before the tag was made in bf-extensions).

/Nathan

> 
> Martin
> 
> --- On Fri, 9/10/10, Ton Roosendaal  wrote:
> 
>> From: Ton Roosendaal 
>> Subject: Re: [Bf-committers] 2.54 beta AHOY!
>> To: "bf-blender developers" 
>> Received: Friday, September 10, 2010, 12:45 PM
>> Hi devs,
>>
>> BTW, revision is 31862.
>> Campbell will do tags, he'll notify for this.
>>
>> -Ton-
>>
>> 
>> Ton Roosendaal  Blender Foundation   t...@blender.org 
>>   www.blender.org
>> Blender Institute   Entrepotdok 57A 
>> 1018AD Amsterdam   The Netherlands
>>
>> On 10 Sep, 2010, at 18:41, Ton Roosendaal wrote:
>>
>>> Hi,
>>>
>>> Yet another beta official test build, but much better
>> than previous
>>> one! :)
>>>
>>> Let them compile systems running, and provide the
>> builds as usual.
>>> Notify me or Nathan where we can find them.
>>>
>>> Thanks!
>>>
>>> -Ton-


- -- 
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Letwory Interactive
http://www.letworyinteractive.com
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Re: [Bf-committers] 2.54 beta AHOY!

2010-09-10 Thread Ken Hughes
Can someone remove the linux tarballs from the ftp incoming directory.  
Uploaded before I tested them... shoot.

On 09/10/2010 09:41 AM, Ton Roosendaal wrote:
> Hi,
>
> Yet another beta official test build, but much better than previous
> one! :)
>
> Let them compile systems running, and provide the builds as usual.
> Notify me or Nathan where we can find them.
>
> Thanks!
>
> -Ton-
>
> 
> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
> ___
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>

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[Bf-committers] Improvement of text space with word-wrapping

2010-09-10 Thread Sergey I. Sharybin
  Hi, Blender Community!

I've worked under text space last days and here it is first patch for 
it: 
http://projects.blender.org/tracker/?func=detail&aid=23741&group_id=9&atid=127
There are still some ideas about improving speed (now there are a bit 
more re-calculation for drawing area and so on). Maybe it'll be some 
kind of cache, but before i'd liek to know are my changed really useful, 
or maybe there are still some disadvatages and so on. And it'll be also 
good if other developers review this patch.

List of changes things is in the tracker. Waiting your feedback :)

-- 
With best regards, Sergey I. Sharybin

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Re: [Bf-committers] 2.54 beta AHOY!

2010-09-10 Thread Martin Poirier
If anyone is interested, the scripts I use for tagging and branching are 
available there:

http://blenderartists.org/~theeth/scripts/

They do some error checking in case of duplicated tags/branches and are quite 
easy to use.

Martin

--- On Fri, 9/10/10, Ton Roosendaal  wrote:

> From: Ton Roosendaal 
> Subject: Re: [Bf-committers] 2.54 beta AHOY!
> To: "bf-blender developers" 
> Received: Friday, September 10, 2010, 12:45 PM
> Hi devs,
> 
> BTW, revision is 31862.
> Campbell will do tags, he'll notify for this.
> 
> -Ton-
> 
> 
> Ton Roosendaal  Blender foundation   ...@blender.org 
>   www.blender.org
> Blender Institute   Entrepotdok 57A 
> 1018AD Amsterdam   The Netherlands
> 
> On 10 Sep, 2010, at 18:41, Ton Roosendaal wrote:
> 
> > Hi,
> >
> > Yet another beta official test build, but much better
> than previous
> > one! :)
> >
> > Let them compile systems running, and provide the
> builds as usual.
> > Notify me or Nathan where we can find them.
> >
> > Thanks!
> >
> > -Ton-
> >
> >
> 
> > Ton Roosendaal  Blender
> foundation   ...@blender.org 
>    
> > www.blender.org
> > Blender Institute   Entrepotdok
> 57A  1018AD Amsterdam   The  
> > Netherlands
> >
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> 
> ___
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Re: [Bf-committers] 2.54 beta AHOY!

2010-09-10 Thread Ton Roosendaal
Hi devs,

BTW, revision is 31862.
Campbell will do tags, he'll notify for this.

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 10 Sep, 2010, at 18:41, Ton Roosendaal wrote:

> Hi,
>
> Yet another beta official test build, but much better than previous
> one! :)
>
> Let them compile systems running, and provide the builds as usual.
> Notify me or Nathan where we can find them.
>
> Thanks!
>
> -Ton-
>
> 
> Ton Roosendaal  Blender Foundation   t...@blender.org 
> www.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The  
> Netherlands
>
> ___
> Bf-committers mailing list
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> http://lists.blender.org/mailman/listinfo/bf-committers

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[Bf-committers] 2.54 beta AHOY!

2010-09-10 Thread Ton Roosendaal
Hi,

Yet another beta official test build, but much better than previous  
one! :)

Let them compile systems running, and provide the builds as usual.  
Notify me or Nathan where we can find them.

Thanks!

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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[Bf-committers] Patch [#23758] Better handling of UTF chars in UNITS fields (lengths, angles, etc.)

2010-09-10 Thread Lorenzo
Hi all,
   I've just submitted a patch to the tracker. It's a little bugfix 
that, as stated in the tracker, is quite useless now because it affects 
only microns.

But if we implement units like area and volume (I'm working on it) it 
will be a problem.

Just a quick overview: when a user clicks a button that displays a value 
with unit (like '2m 20cm'), the value is translated to an editable 
string. Everything is cool unless the unit has UTF chars, like microns 
or degrees. In that case the offending (and all the following) char is 
deleted from the editable string.

This patch makes blender translate the unit to a keyboard-friendly 
ASCII-only string:

E.g.
shown value '20µm' --> editable string '20um' instead of:
shown value '20µm' --> editable string '20'

Lorenzo Tozzi
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Re: [Bf-committers] BLF_draw_default not working

2010-09-10 Thread Andrew Green
Hi Sergey Kurdakov

If I thought I could have done it in python it would have made it
easier. O well it's done now. I also just wanted to do it to learn a
bit.


On Fri, Sep 10, 2010 at 10:47 PM, Sergey Kurdakov
 wrote:
> Hi Andrew,
>
>>Here is the result http://www.youtube.com/watch?v=cgRCqUIjnXc
>
> which screencaster do you use?
>
> BTW the feature was requested
> http://www.blender.org/forum/viewtopic.php?t=18053 ,
> I suppose that glReadPixels ( and renaming RGB colors in code ) in the same
> place you render a triangle for cursor then sending it to ffmpeg - will
> make
> an internal screencaster. Faster reading will  be achieved by the use of
> OpenGL PBO like in nvidia example
> http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/OpenGL/TexturePerformancePBO.zip
> from http://developer.download.nvidia.com/SDK/9.5/Samples/samples.html
>
> so in
> case you figure out this all - then it might be a great patch.
>
> The correct structure will then be applied by core team.
>
> Best regards
> Sergey
>
>>
>>
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[Bf-committers] National coverage

2010-09-10 Thread raulf
Hi guys ;)

  Yesterday I have featured an interview in "Juventud Rebelde" the most
important newspaper in Cuba

  http://farsthary.wordpress.com/2010/09/10/national-coverage/

  wow!, I'm speechless, this will help to spread the word in my country
where opensource have a critical importance but is often overlooked
because we think that participating in such big projects is for gifted
people or people in other countries with more resources.
I hope this will touch someone out
there abut Blender ;)

   Cheers  Farsthary


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Re: [Bf-committers] Which IDE is best for develop Blender on Windows

2010-09-10 Thread raulf
@Pacific and Xavier

   Thanks for your repplies :)

  Yesterday I manage to compile Blender on VC++ 2005 and Cmake after lots
of library issues

   At last, and the IDE is so much confortable than SourceNavigator.

Cheers  Farsthary


> Hello
>
>   Perhaps this question have raised a million times, I don't want a flame
> wars about preferences, just simple advices.
>
>  Now that I'm spending lot of time in Blender is time to think about the
> ergonomics of my development that could impact also my productivity, so
> far I have being using SourceNavigator as an IDE and compiling with
> Scons.
>
>   SourceNavigator is a great tool for making searches in the code (hence
> its name ;) ) but is so 80's and after several levels of searches you
> easily could get lost and comeback is dificult. Also, compiling outside
> the IDE make tracking bugs a 10x more time consuming that should be in a
> full IDE and I could not make use of debugger also :|
>
>   so, what compiling enviroment do you suggest me?
>
>   I could use VS 2005 but the projectfiles that Cmake generates me always
> cause me some troubles (I would prefer this if I manage to compile on
> it)
>
>   CodeBlocks also fill my needs to perform extensive code seraches but
> again, I get libraries troubles, even if they are there O_O!
>
>   I once use Qt IDE but I could not perform extensive search on it
>
>  what about DevC++ and others?
>
>cheers and thanks in advance
> Farsthary
>
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[Bf-committers] BLF_draw_default not working

2010-09-10 Thread Sergey Kurdakov
Hi Andrew,

and the last news is that there is a script to activate what you deed in
code ( except for mouse )

http://blenderartists.org/forum/showthread.php?t=181703

Best regards
Sergey


On Fri, Sep 10, 2010 at 5:04 PM, Sergey Kurdakov wrote:

> Hi Andrew,
>
> got it  Alt+f3
> is a way to make screencast from Blender.
> sorry for my question then
>
> but still - nice video from you.
>
> Regards
> Sergey
>
>
>
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Re: [Bf-committers] BLF_draw_default not working

2010-09-10 Thread Sergey Kurdakov
Hi Andrew,

got it  Alt+f3
is a way to make screencast from Blender.
sorry for my question then

but still - nice video from you.

Regards
Sergey

On Fri, Sep 10, 2010 at 4:47 PM, Sergey Kurdakov wrote:

> Hi Andrew,
>
> >Here is the result http://www.youtube.com/watch?v=cgRCqUIjnXc
>
> which screencaster do you use?
>
> BTW the feature was requested
> http://www.blender.org/forum/viewtopic.php?t=18053 ,
> I suppose that glReadPixels ( and renaming RGB colors in code ) in the same
> place you render a triangle for cursor then sending it to ffmpeg - will
> make
> an internal screencaster. Faster reading will  be achieved by the use of
> OpenGL PBO like in nvidia example
>
> http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/OpenGL/TexturePerformancePBO.zip
> from http://developer.download.nvidia.com/SDK/9.5/Samples/samples.html
>
> so in
> case you figure out this all - then it might be a great patch.
>
> The correct structure will then be applied by core team.
>
> Best regards
> Sergey
>
>>
>>
>
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[Bf-committers] BLF_draw_default not working

2010-09-10 Thread Sergey Kurdakov
Hi Andrew,

>Here is the result http://www.youtube.com/watch?v=cgRCqUIjnXc

which screencaster do you use?

BTW the feature was requested
http://www.blender.org/forum/viewtopic.php?t=18053 ,
I suppose that glReadPixels ( and renaming RGB colors in code ) in the same
place you render a triangle for cursor then sending it to ffmpeg - will
make
an internal screencaster. Faster reading will  be achieved by the use of
OpenGL PBO like in nvidia example
http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/OpenGL/TexturePerformancePBO.zip
from http://developer.download.nvidia.com/SDK/9.5/Samples/samples.html

so in
case you figure out this all - then it might be a great patch.

The correct structure will then be applied by core team.

Best regards
Sergey

>
>
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Re: [Bf-committers] BLF_draw_default not working

2010-09-10 Thread Andrew Green
Thank you Kent Mein.
I managed to get it working. I'm not expecting this to become a patch.
It is just for me and a friend to make tutorial for each other easily.
So having wrong structure isn't too much of a worry.
Here is the result http://www.youtube.com/watch?v=cgRCqUIjnXc

I was thinking though this would be good to have. Though not how I've done it.
The keyboard display should be a panel that is added. So the keyboard
shortcuts won't get in the way of blender tools.
Also the mouse could be done a lot better with it only getting written
as it is getting converted to video. Rather than drawing in opengl on
the screen.

On Fri, Sep 10, 2010 at 12:47 AM, Kent  Mein  wrote:
> In reply to Andrew Green (greenie...@gmail.com):
>
> Hi Andew,
>
> I commented your forum link on this but just incase you didn't see it,
> I'm including it here.
>
> Your trying to insert it way to low in the code.
> GHOST is the window manager, it doesn't know anything about
> the BLI stuff.  If you look closely at the code I think you'll see that you
> don't have the proper context in the GHOST code for the BLI stuff.
>
> Do a search through the code for BLF_draw_default
> and look for where it shows up. You probably want to put it
> in the 3D window where other stuff is drawn anyway, maybe where it
> draws the labels for X,Y,Z etc...  Try first inserting it next to
> another call to BLF_draw_default and then go from there.
>
> Thanks,
>
> Kent
>
>> Date: Wed, 8 Sep 2010 19:17:32 +1000
>> From: Andrew Green 
>> To: bf-committers@blender.org
>> Subject: [Bf-committers] BLF_draw_default not working
>> Reply-To: bf-blender developers 
>>
>> I have never programmed in blender before. so I am unfamiliar with how
>> blender works.
>> Anyway I was playing with screencast and noticed you could not see
>> users cursor. I decided to fix this by adding a cursor drawn in
>> opengl(which would get saved in the video file) and add a display of
>> key's being pressed
>>
>> I just wanted to do a quick job by doing it just before the buffer was 
>> flipped.
>> so in wm_window.c
>> in void wm_window_swap_buffers(wmWindow *win)
>> i made a triangle at cursor position. all well and good and it worked.
>> I then added a linked list adding an element every time a key was
>> pressed removing it when it was lifted which worked all good.
>>
>> Then i tried to print text to the screen. someone told me
>> BLF_draw_default was the way to go
>>
>> And no matter how i call it. it will not work
>> even something like BLF_draw_default(2, 2, 0.0f, "x");
>> does not work
>>
>> I've been going crazy trying to get it works for hours and hours.
>>
>> If anyone can tell me how to get it to work or why it wont work when
>> being called in
>> void wm_window_swap_buffers(wmWindow *win)
>>
>> I will be extremely grateful.
>>
>> here is a quick look of what i have so far
>> http://www.youtube.com/watch?v=U5eyYMmZA4s
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>
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