[Bf-committers] GPL v2/v3 problem.

2011-02-06 Thread Campbell Barton
Alex Fraser alerted me to fact blender has some GPL3 code (which
implies blender IS GPLv3 AFAIK).
This is a bit of a problem because 'elbeem' is version 2 only.

GPL2 ONLY, no 'version 2 or later' clause
1   ./intern/elbeem/extern/elbeem.h:4: * All code distributed as part of
El'Beem is covered by the version 2 of the
2   ./intern/elbeem/intern/controlparticles.cpp:4:// All code
distributed as part of El'Beem is covered by the version 2 of the
3   ./intern/elbeem/intern/controlparticles.h:4:// All code distributed
as part of El'Beem is covered by the version 2 of the
4   ./intern/elbeem/intern/elbeem.cpp:4: * All code distributed as part
of El'Beem is covered by the version 2 of the
5   ./intern/elbeem/intern/elbeem_control.cpp:4: * All code distributed
as part of El'Beem is covered by the version 2 of the
6   ./intern/elbeem/intern/elbeem_control.h:4: * All code distributed as
part of El'Beem is covered by the version 2 of the
7   ./intern/elbeem/intern/mvmcoords.cpp:4:// All code distributed as
part of El'Beem is covered by the version 2 of the
8   ./intern/elbeem/intern/mvmcoords.h:4:// All code distributed as part
of El'Beem is covered by the version 2 of the
9   ./intern/elbeem/intern/solver_class.h:4: * All code distributed as
part of El'Beem is covered by the version 2 of the
10  ./intern/elbeem/intern/solver_control.cpp:4: * All code distributed
as part of El'Beem is covered by the version 2 of the
11  ./intern/elbeem/intern/solver_control.h:4: * All code distributed
as part of El'Beem is covered by the version 2 of the
12  ./intern/elbeem/intern/solver_interface.cpp:4: * All code
distributed as part of El'Beem is covered by the version 2 of the
13  ./intern/elbeem/intern/solver_interface.h:4: * All code distributed
as part of El'Beem is covered by the version 2 of the
14  ./intern/elbeem/intern/solver_relax.h:4: * All code distributed as
part of El'Beem is covered by the version 2 of the

AFAIK all by 'Nils Thuerey'


GPL3 or later python scripts:
1   ./release/scripts/addons/io_export_directx_x.py:5:#  the Free
Software Foundation, either version 3 of the License, or
2   ./release/scripts/addons/io_export_unreal_psk_psa.py:5:#  the Free
Software Foundation, either version 3 of the License, or
3   ./release/scripts/modules/console/__init__.py:5:# the Free Software
Foundation, either version 3 of the License, or
4   ./release/scripts/modules/console/complete_calltip.py:5:# the Free
Software Foundation, either version 3 of the License, or
5   ./release/scripts/modules/console/complete_import.py:5:# the Free
Software Foundation, either version 3 of the License, or
6   ./release/scripts/modules/console/complete_namespace.py:5:# the Free
Software Foundation, either version 3 of the License, or
7   ./release/scripts/modules/console/intellisense.py:5:# the Free
Software Foundation, either version 3 of the License, or

console code by 'Stani Michiels', addons by Chris Foster (Kira Vakaan)
and 'Darknet/Optimus_P-Fat/Active_Trash/Sinsoft' - from addon string.

GPL3 or later C/C++ code.

1   ./extern/Eigen2/Eigen/src/Array/BooleanRedux.h:9:// version 3 of the
License, or (at your option) any later version.
2   ./extern/Eigen2/Eigen/src/Array/CwiseOperators.h:9:// version 3 of
the License, or (at your option) any later version.
3   ./extern/Eigen2/Eigen/src/Array/Functors.h:9:// version 3 of the
License, or (at your option) any later version.
4   ./extern/Eigen2/Eigen/src/Array/Norms.h:9:// version 3 of the
License, or (at your option) any later version.
5   ./extern/Eigen2/Eigen/src/Array/PartialRedux.h:10:// version 3 of
the License, or (at your option) any later version.
6   ./extern/Eigen2/Eigen/src/Array/Random.h:9:// version 3 of the
License, or (at your option) any later version.
7   ./extern/Eigen2/Eigen/src/Array/Select.h:9:// version 3 of the
License, or (at your option) any later version.
8   ./extern/Eigen2/Eigen/src/Cholesky/CholeskyInstantiations.cpp:9://
version 3 of the License, or (at your option) any later version.
9   ./extern/Eigen2/Eigen/src/Cholesky/LDLT.h:9:// version 3 of the
License, or (at your option) any later version.
10  ./extern/Eigen2/Eigen/src/Cholesky/LLT.h:9:// version 3 of the
License, or (at your option) any later version.
11  ./extern/Eigen2/Eigen/src/Core/Assign.h:11:// version 3 of the
License, or (at your option) any later version.
12  ./extern/Eigen2/Eigen/src/Core/Block.h:10:// version 3 of the
License, or (at your option) any later version.
13  ./extern/Eigen2/Eigen/src/Core/CacheFriendlyProduct.h:9:// version
3 of the License, or (at your option) any later version.
14  ./extern/Eigen2/Eigen/src/Core/Coeffs.h:9:// version 3 of the
License, or (at your option) any later version.
15  ./extern/Eigen2/Eigen/src/Core/CommaInitializer.h:10:// version 3
of the License, or (at your option) any later version.
16  

[Bf-committers] Autorefresh Renderlayers

2011-02-06 Thread Daniel Salazar - 3Developer.com
In the hopes of bringing the compositor closer to an integrated 3D
environment and tackle the interactivity problem I want to propose
this feature.
RenderLayer Auto Refresh (optional per render layer input node):

https://docs.google.com/drawings/edit?id=1N8MgmeRdjxRv7AcjfQZ1Dexcy5K9axHMTgz1blTYdr4hl=enauthkey=CITBi5AB

Now I know it sounds scary but I believe we can leave to to the user
the task of setting it up in a way that is fast to render (use a
simplified scene/renderlayer with heavy render features turned off
etc)
The above diagram is of course just one example of usage, but I don't
think this will limit to 2D masking. It could be tracking a 3D mask or
a complex object (modifiers etc) with ob ID or who knows.

hope to hear comments from other compo people
cheers

Daniel Salazar
www.3developer.com
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[Bf-committers] [#25436] Crash when using high resolution smoke sim

2011-02-06 Thread Marko Radojcic
Hi, I tried to reproduce the bug and a similar one occured.

I'm using Ubuntu Linux 10.10 and I have ATI graphics card.

I ran the file attached with the bug report in today's svn blender version
by using CLI:
~/blender-build/cmake/bin/blender --redner-anim filename.blend

UI opened and I used alt+a to play the animation without any modifications
to the file.

It didn't crash, and baking was not crashing while in blender, but when I
exited blender it complained about corrupted double linked list

It might be a problem with graphics settings of the Ubuntu desktop because X
server is complaining about:
AtiCallFGLComposite in the backtrace.

In situations like this, as for what I can remember usually removing compiz
package and installing original ATI graphics drivers would solve most of the
problems.
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[Bf-committers] GPL v2/v3 problem.

2011-02-06 Thread Sergey Kurdakov
Hi,

Eugen:
http://eigen.tuxfamily.org/index.php?title=Main_Page#License

http://eigen.tuxfamily.org/index.php?title=Main_Page#Licenseis OK for GPL2

Regards
Sergey
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Re: [Bf-committers] GPL v2/v3 problem.

2011-02-06 Thread Ton Roosendaal
Hi,

For as long as possible, I'd prefer to stick to 2 or later.

For all code committed to Blender that has been the default anyway,  
also when not explicitly mentioned.

- the gpl3 py scripts then need update
- elbeem wouldn't be an issue I'm sure (will ask Nils  Daniel Genscher)
- eigen shouldn't be an issue either. (either they have, or we  
downgrade to older eigen?)

-Ton-


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

On 6 Feb, 2011, at 13:01, Campbell Barton wrote:

 Alex Fraser alerted me to fact blender has some GPL3 code (which
 implies blender IS GPLv3 AFAIK).
 This is a bit of a problem because 'elbeem' is version 2 only.

 GPL2 ONLY, no 'version 2 or later' clause
 1 ./intern/elbeem/extern/elbeem.h:4: * All code distributed as part of
 El'Beem is covered by the version 2 of the
 2 ./intern/elbeem/intern/controlparticles.cpp:4:// All code
 distributed as part of El'Beem is covered by the version 2 of the
 3 ./intern/elbeem/intern/controlparticles.h:4:// All code distributed
 as part of El'Beem is covered by the version 2 of the
 4 ./intern/elbeem/intern/elbeem.cpp:4: * All code distributed as part
 of El'Beem is covered by the version 2 of the
 5 ./intern/elbeem/intern/elbeem_control.cpp:4: * All code distributed
 as part of El'Beem is covered by the version 2 of the
 6 ./intern/elbeem/intern/elbeem_control.h:4: * All code distributed as
 part of El'Beem is covered by the version 2 of the
 7 ./intern/elbeem/intern/mvmcoords.cpp:4:// All code distributed as
 part of El'Beem is covered by the version 2 of the
 8 ./intern/elbeem/intern/mvmcoords.h:4:// All code distributed as part
 of El'Beem is covered by the version 2 of the
 9 ./intern/elbeem/intern/solver_class.h:4: * All code distributed as
 part of El'Beem is covered by the version 2 of the
 10./intern/elbeem/intern/solver_control.cpp:4: * All code distributed
 as part of El'Beem is covered by the version 2 of the
 11./intern/elbeem/intern/solver_control.h:4: * All code distributed
 as part of El'Beem is covered by the version 2 of the
 12./intern/elbeem/intern/solver_interface.cpp:4: * All code
 distributed as part of El'Beem is covered by the version 2 of the
 13./intern/elbeem/intern/solver_interface.h:4: * All code distributed
 as part of El'Beem is covered by the version 2 of the
 14./intern/elbeem/intern/solver_relax.h:4: * All code distributed as
 part of El'Beem is covered by the version 2 of the

 AFAIK all by 'Nils Thuerey'


 GPL3 or later python scripts:
 1 ./release/scripts/addons/io_export_directx_x.py:5:#  the Free
 Software Foundation, either version 3 of the License, or
 2 ./release/scripts/addons/io_export_unreal_psk_psa.py:5:#  the Free
 Software Foundation, either version 3 of the License, or
 3 ./release/scripts/modules/console/__init__.py:5:# the Free Software
 Foundation, either version 3 of the License, or
 4 ./release/scripts/modules/console/complete_calltip.py:5:# the Free
 Software Foundation, either version 3 of the License, or
 5 ./release/scripts/modules/console/complete_import.py:5:# the Free
 Software Foundation, either version 3 of the License, or
 6 ./release/scripts/modules/console/complete_namespace.py:5:# the Free
 Software Foundation, either version 3 of the License, or
 7 ./release/scripts/modules/console/intellisense.py:5:# the Free
 Software Foundation, either version 3 of the License, or

 console code by 'Stani Michiels', addons by Chris Foster (Kira Vakaan)
 and 'Darknet/Optimus_P-Fat/Active_Trash/Sinsoft' - from addon string.

 GPL3 or later C/C++ code.

 1 ./extern/Eigen2/Eigen/src/Array/BooleanRedux.h:9:// version 3 of the
 License, or (at your option) any later version.
 2 ./extern/Eigen2/Eigen/src/Array/CwiseOperators.h:9:// version 3 of
 the License, or (at your option) any later version.
 3 ./extern/Eigen2/Eigen/src/Array/Functors.h:9:// version 3 of the
 License, or (at your option) any later version.
 4 ./extern/Eigen2/Eigen/src/Array/Norms.h:9:// version 3 of the
 License, or (at your option) any later version.
 5 ./extern/Eigen2/Eigen/src/Array/PartialRedux.h:10:// version 3 of
 the License, or (at your option) any later version.
 6 ./extern/Eigen2/Eigen/src/Array/Random.h:9:// version 3 of the
 License, or (at your option) any later version.
 7 ./extern/Eigen2/Eigen/src/Array/Select.h:9:// version 3 of the
 License, or (at your option) any later version.
 8 ./extern/Eigen2/Eigen/src/Cholesky/CholeskyInstantiations.cpp:9://
 version 3 of the License, or (at your option) any later version.
 9 ./extern/Eigen2/Eigen/src/Cholesky/LDLT.h:9:// version 3 of the
 License, or (at your option) any later version.
 10./extern/Eigen2/Eigen/src/Cholesky/LLT.h:9:// version 3 of the
 License, or (at your 

Re: [Bf-committers] GPL v2/v3 problem.

2011-02-06 Thread Xavier Thomas
Yes, there also seems to be some confusion with GPL and LGPL.

Even if Eigen was not additionally lisenced as GPL2+, the main license is
LGPL3 and not GPL3 so a GPL2 prog (or even a proprietary program) can use it
without problem.

2011/2/6 Sergey Kurdakov sergey.fo...@gmail.com

 Hi,

 Eugen:
 http://eigen.tuxfamily.org/index.php?title=Main_Page#License

 http://eigen.tuxfamily.org/index.php?title=Main_Page#Licenseis OK for
 GPL2

 Regards
 Sergey
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[Bf-committers] openexr msvc10

2011-02-06 Thread Peter Kümmel

I successfully build trunk with cmake and msvc10 by disabling openexr.

The problem with openexr is that the libs in /lib/windows/openexr/lib_vs2010
are not correctly build. They are linked against the static runtime library
of msvc which gives the linker errors (LNK2005).

With attached patch and updated openexr libraries blender should also build
completely with msvc10.

Peter
Index: CMakeLists.txt
===
--- CMakeLists.txt	(revision 34671)
+++ CMakeLists.txt	(working copy)
@@ -546,18 +546,25 @@
 			set(FFMPEG_LIBPATH ${FFMPEG}/lib)
 		endif()
 
-		if(WITH_IMAGE_OPENEXR)
-			set(OPENEXR ${LIBDIR}/openexr)
-			set(OPENEXR_INC ${OPENEXR}/include ${OPENEXR}/include/IlmImf ${OPENEXR}/include/Iex ${OPENEXR}/include/Imath)
-			set(OPENEXR_LIB Iex Half IlmImf Imath IlmThread)
+		if(WITH_IMAGE_OPENEXR)			
 			if(MSVC80)
-set(OPENEXR_LIBPATH ${OPENEXR}/lib_vs2005)
+set(MSVC_LIB _vs2005)
+set(MSVC_INC)
+			elseif(MSVC90)
+set(MSVC_LIB _vs2008)
+set(MSVC_INC)
+			elseif(MSVC10)
+set(MSVC_LIB _vs2010)
+set(MSVC_INC _vs2010)
 			else()
-set(OPENEXR_LIBPATH ${OPENEXR}/lib_msvc)
+set(MSVC_LIB msvc)
+set(MSVC_INC)
 			endif()
-			if(MSVC90)
-set(OPENEXR_LIBPATH ${OPENEXR}/lib_vs2008)
-			endif()
+			set(OPENEXR ${LIBDIR}/openexr)			
+			set(OPENEXR_LIB Iex Half IlmImf Imath IlmThread)
+			set(OPENEXR_LIBPATH ${OPENEXR}/lib${MSVC_LIB})
+			set(OPENEXR_INCUDE ${OPENEXR}/include${MSVC_INC})
+			set(OPENEXR_INC ${OPENEXR_INCUDE}/ ${OPENEXR_INCUDE}/IlmImf ${OPENEXR_INCUDE}/Iex ${OPENEXR_INCUDE}/Imath)
 		endif()
 
 		if(WITH_IMAGE_TIFF)
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[Bf-committers] Blender developer irc meeting minutes 6 feb 2011

2011-02-06 Thread Ton Roosendaal
Hi all,

Here's a summary of today's meeting:

0) General notes

- Terry Wallwork added Blender Gamekit2 now entirely in wiki:
   http://wiki.blender.org/index.php/Doc:2.4/Books/GameKit_2

- the server with svn and FusionForge (trackers) is having hardware  
troubles. It's being monitored full time, and if problems persist it  
will be moved to new system.

- Luca Bonavita is working on the wiki migration to a dedicated  
server, new install and css and skin updates together with Francesco  
Siddi. Expectation is that it goes live in a week.

1) Blender 2.5x proceedings

- Sergey Sharybin notices that usage of symmetric brush and crazy  
space sculpting (on deformed meshes) still has issues. He'll work on  
it.

- The Python script registry discussion is still unresolved.

- We have a couple of GPL conflicts in our code base (GPL 2, 2 or  
later, and 3). Ton will contact the C code authors, Luca checks the  
the addon scripts and fixes template:
  https://svn.blender.org/svnroot/bf-extensions/contrib/dev-tools/gpl.py

2) Other projects, branches

- No branches news!

- A long discussion went on about fundraiser models, based on doubts  
expressed that money is given out personally to developers, without  
any guarantee it will end up with something. Ton will consult other OS  
foundations if there's experience and policies for this.
For as now, BF prefers to have community driven bounty systems  
organized independently, and involve volunteering or paid developers  
on equal basis.

-Ton-


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

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[Bf-committers] SOC ideas

2011-02-06 Thread Sergey Kurdakov
Hi All,

I noticed that many previous SOC ideas were great and brought a lot to Blender,

it could be a little bit selfish, but still, I would like to share
few ideas for possible SOC applications.

idea 1.

triangle mesh -  quads - nurbs workflow

see docs and code

http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.8.6839rep=rep1type=pdf
http://www.netlib.no/netlib/a/pcp2nurb.tar.gz
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.23.1240rep=rep1type=pdf

( see more links here http://www.blender.org/forum/viewtopic.php?t=18026 )

adaptive quads are already here in
https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-rohith291991
based on proposal
http://wiki.blender.org/index.php/User:Rohith291991/Gsoc2010/Proposal
so workflow at least partially implemented (  to some degree subsurfs
also  already exists ). So all this  might be enhanced in Blender to
make direct workflow   mesh-nurbs-mesh possible.

and that is great as nurbs could allow drilling and other fancy features ...

idea 2

while kinect is a new toy - it can greatly enhance motion capture experience.

available opensource drivers allow capture of rough skeleton
https://github.com/OpenNI/OpenNI/tree/master/Samples/NiUserTracker
(see demo at youtube http://www.youtube.com/watch?v=vI7iLmLDdoA ), but
does not allow detailed motion capture,

now what comes to mind in respect to Blender?

There is an approach to fit mesh to video (other works are inside pdf ):

http://openmesh.org/uploads/media/Hornung_TR10.pdf

there is already makehuman with tools to generate desired skeletons
and also makehuman rig ( and autorig too ),
so coupling ready skeleton with fitting depth info to skeleton mesh -
it is possible to accurately capture human pose with kinect.

this approach, possibly, might make development of human motions with
Blender to be exeptionally popular. So definetely should be tried - as
almost all components are here for such a great task.

Regards
Sergey
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Re: [Bf-committers] Blender developer irc meeting minutes 6 feb 2011

2011-02-06 Thread Dalai Felinto
Hi, on GameKit2:
- Terry Wallwork added Blender Gamekit2 now entirely in wiki:
  http://wiki.blender.org/index.php/Doc:2.4/Books/GameKit_2

Those are great news. I have a question though. Is it valid to do some
errata or the idea is to keep it a straight copy of the book?

E.g. the link for the FTBlender app is no longer valid. That means
users are pretty much on their own on figuring out how to create a
bitmap font for BGE
[1]. Maybe the real problem is that we have no official Blender.org
page hosting FTBlender, but still if we had/create one would be good
to update the link?

E.g.2.: Shared and ObColor options of TexFace were already obsolete
when the book was released [2]. AFAIK they don't affect the render in
any way.
So I'm not talking about updating the book to Blender 2.5x, but
instead to make amends to its original content to keep it a valid
reference for 2.49.

Those are examples I knew by heart, but there are probably others.
It would be also interesting to see part of it adapted to the official
wiki (BGE Logic Bricks page has more than half of the items
missing/not written). But I guess nothing never stopped anyone for
doing that :) Anyhoo just some kind remark on the current status of
the BGE official documentation.

Sincerely thanks a lot for the work here. I'm pretty sure it will help
a lot of people. I love the GameKit2 and will certainly spread this
link a lot.
--
Dalai

[1] 
- http://wiki.blender.org/index.php/Doc:2.4/Books/GameKit_2/13.Reference#Bitmap_Text
[2] 
- http://wiki.blender.org/index.php/Doc:2.4/Books/GameKit_2/13.Reference#UV_Texturing
2011/2/6 Ton Roosendaal t...@blender.org

 Hi all,

 Here's a summary of today's meeting:

 0) General notes

 - Terry Wallwork added Blender Gamekit2 now entirely in wiki:
   http://wiki.blender.org/index.php/Doc:2.4/Books/GameKit_2

 - the server with svn and FusionForge (trackers) is having hardware
 troubles. It's being monitored full time, and if problems persist it
 will be moved to new system.

 - Luca Bonavita is working on the wiki migration to a dedicated
 server, new install and css and skin updates together with Francesco
 Siddi. Expectation is that it goes live in a week.

 1) Blender 2.5x proceedings

 - Sergey Sharybin notices that usage of symmetric brush and crazy
 space sculpting (on deformed meshes) still has issues. He'll work on
 it.

 - The Python script registry discussion is still unresolved.

 - We have a couple of GPL conflicts in our code base (GPL 2, 2 or
 later, and 3). Ton will contact the C code authors, Luca checks the
 the addon scripts and fixes template:
  https://svn.blender.org/svnroot/bf-extensions/contrib/dev-tools/gpl.py

 2) Other projects, branches

 - No branches news!

 - A long discussion went on about fundraiser models, based on doubts
 expressed that money is given out personally to developers, without
 any guarantee it will end up with something. Ton will consult other OS
 foundations if there's experience and policies for this.
 For as now, BF prefers to have community driven bounty systems
 organized independently, and involve volunteering or paid developers
 on equal basis.

 -Ton-

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

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[Bf-committers] remove MVert.mat_nr

2011-02-06 Thread Campbell Barton
From what I can tell MVert.mat_nr isn't used anywhere, removing as
well as a padding variable saves 4 bytes per vertex.

Heres the patch.
http://projects.blender.org/tracker/index.php?func=detailaid=25961group_id=9atid=127

Anyone know why this would still be useful to keep?
-- 
- Campbell
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Re: [Bf-committers] remove MVert.mat_nr

2011-02-06 Thread Martin Poirier
If it's not used anywhere, not even in do_versions and not exposed through any 
api, it's pretty safe to drop I would think.

Martin

--- On Sun, 2/6/11, Campbell Barton ideasma...@gmail.com wrote:

From: Campbell Barton ideasma...@gmail.com
Subject: [Bf-committers] remove MVert.mat_nr
To: bf-blender developers bf-committers@blender.org
Received: Sunday, February 6, 2011, 8:55 PM

From what I can tell MVert.mat_nr isn't used anywhere, removing as
well as a padding variable saves 4 bytes per vertex.

Heres the patch.
http://projects.blender.org/tracker/index.php?func=detailaid=25961group_id=9atid=127

Anyone know why this would still be useful to keep?
-- 
- Campbell
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Re: [Bf-committers] Calling operators when drawing a panel

2011-02-06 Thread Lionel Zamouth - BE
Hi Campbell,

as I'd like to hide unnecessary properties and avoid any user 
interaction, those workarounds don't fit in my desired workflow.

However, there may be an intermediate solution, propably easier and 
safer to implement than callbacks: if we have an extra function that we 
could override in our subpanel's subclass and that is called each time 
before switching to the 'draw' context, it would probably do the job in 
an elegant way. Unless you choose a name already used by an addon, it 
would not affect at all existing addons.

Such a function could return a flag indicating that it may have changed 
properties from another subpanel, so the process could be restarted. A 
counter of function calls can prevent calling again the function that 
triggered such an event so we don't fall into an infinite loop for a 
single draw sequence.

Is it something realistic?

Cheers,
Lionel

Le 06/02/2011 08:35, Campbell Barton a écrit :
 Hi Lionel, we had this discussion a while ago. for my rationale on why
 writes are disabled on draw see:
 http://markmail.org/message/6sg2clhu3ouap2oc

 I was aware this change might not be practicle in some use cases when
 making it, so one line comment can enable write access again if this
 is not workable but Im still not convinced that this should be changed
 back.
 You were able to work around it by calling an operator but this still
 has the same problems as changing the value directly, and if calling
 operators is to be allowed in a draw function we can better just
 remove the limitation altogether (operators may register themselves or
 have an undo push which would be annoying).

 In your case I'd suggest to define your own panels which alert the
 user when unsupported settings are selected. (set the red-alert on the
 value or add a text label).
 You could also have an operator which enforces octane compatible
 settings accessed from a button in the render panel.

 This is not ideal but even if you enforce the settings within the draw
 function there is nothing stopping someone from loading a blend file
 and pressing render immediately, so relying on the panel to be drawn
 on each material is weak too.


 You have a valid point that we need python integration:
 IMHO scripts should be able to handle notifiers and ability to define
 update functions for python defined properties.

 Python defined update functions I can do but handling notifiers should
 be discussed with Ton first since it may relate to python handling
 events which is a bigger project,
 will ask about it before the meeting tonight.

 - Campbell

 On Sat, Feb 5, 2011 at 5:03 PM, Lionel Zamouth - BElio...@zamouth.be  wrote:
 Hi,

 if you've no alternate method ready, then I kindly suggest you let us do
 our dirty workarounds in the meantime :-)

 Cheers,
 Lionel

 Le 05/02/2011 15:23, Ton Roosendaal a écrit :
 Hi,

 We've had several people who work on render exporters already
 complain :)
 I think the issue is mostly to get a decent method to send notifiers
 (UI updates) and data-updates (depsgraph) in place, as soon as possible.

 I'm quite sure this change by Campbell was done to prevent crashing
 and bugreports; but I'm curious to know what his idea is for for a
 timely solution?

 -Ton-

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

 On 5 Feb, 2011, at 14:25, Lionel Zamouth - BE wrote:

 Hi,

 I'm writing here following a chat I had with Campbell about recent
 changes that made impossible to call operators from the 'draw' section
 of custom panels. He suggested I submit here my problems with this
 behaviour.

 This technique is used since a previous change where directly writing
 into properties has been forbidden. I understand that bad coding could
 lead to some deadlocks or infinite loops but having the ability for a
 script to react to property changes is quite important and not
 achievable otherwise due to the lack of callbacks (so far I know).

 Here's the situation I'm facing: I've written an unofficial (both from
 Blender and Refractive Software point of view) addon to allow smooth
 export of blender scene/anim to the unbiased render Octane. From the
 user perspective it consists of 3 custom panels, replacing the default
 'render', 'material' and 'texture' ones. I'm proud to say it has
 became
 quite popular and allows a nice workflow to happen.

 The need for tracking properties is due to my wish to prevent the user
 accessing or modifying values that can't be taken in account by
 Octane.
 For instance the custom texture panel forces the type to 'Image',
 coordinates to 'UV' and the Projection to 'Flat', as these are the
 only
 values that can work with Octane (and are hidden by the custom panel).
 Another example is the main 'render' panel automatically resetting
 the x
 and y aspect ratio to 1 as Octane only renders 

Re: [Bf-committers] Calling operators when drawing a panel

2011-02-06 Thread Dan Eicher
On Sun, Feb 6, 2011 at 9:54 PM, Lionel Zamouth - BE lio...@zamouth.be wrote:
 Hi Campbell,

 as I'd like to hide unnecessary properties and avoid any user
 interaction, those workarounds don't fit in my desired workflow.
if some_prop:
draw code for sometimes hidden properties

That doesn't work?

Dan
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Re: [Bf-committers] Calling operators when drawing a panel

2011-02-06 Thread Lionel Zamouth - BE
Le 07/02/2011 06:02, Dan Eicher a écrit :
 On Sun, Feb 6, 2011 at 9:54 PM, Lionel Zamouth - BElio...@zamouth.be  wrote:
 Hi Campbell,

 as I'd like to hide unnecessary properties and avoid any user
 interaction, those workarounds don't fit in my desired workflow.
 if some_prop:
 draw code for sometimes hidden properties

 That doesn't work?

 Dan
 ___

If I hide a property that has a non suitable value, then the user can't 
correct it (and I can't rely on the user for setting up the good value). 
I still can display those properties only when I'm unhappy with their 
values but I've no guarantee the user will make the appropriate change.

In addition, stuff like aspect_x/aspect_y must be fixed realtime so the 
camera view in blender always match the render in Octane.

Lionel
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