Re: [Bf-committers] bump mapping - white is down & black is up???
Can't think of any that don't contain the word "Blender" :) On Tue, Mar 1, 2011 at 11:24 PM, Knapp wrote: > On Tue, Mar 1, 2011 at 12:34 AM, Daniel Salazar - 3Developer.com < > zan...@gmail.com> wrote: > > > right.. we could come up with a million analogies for one or the other > > side. Anyway I've done some investigation and the other mainstream > > software I checked all use white for height an black for down. We > > could have a fix like the one they did for normal maps > > > > cheers > > > > Daniel Salazar > > www.3developer.com > > > > > I have yet to see one where things get blacker as they go up. Do you have > one? Just asking out of fun though. > > -- > Douglas E Knapp > > Creative Commons Film Group, Helping people make open source movies > with open source software! > http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php > > Massage in Gelsenkirchen-Buer: > http://douglas.bespin.org/tcm/ztab1.htm > Please link to me and trade links with me! > > Open Source Sci-Fi mmoRPG Game project. > http://sf-journey-creations.wikispot.org/Front_Page > http://code.google.com/p/perspectiveproject/ > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OpenEXR Windows Libs
On 3/2/11, Thomas Dinges wrote: > Hey Tom, > well as I said there should be a tag already and we already used > msvc2008 for Blender 2.49b. So there should be no problem at all. :) > > Am 01.03.2011 21:01, schrieb Tom M: >> Tag the libs as 2.49b before removal, then they can check out the tag >> for those librarys. >> >> LetterRip >> >> On Tue, Mar 1, 2011 at 9:41 AM, Thomas Dinges wrote: >>> People can always get back in svn, I think libs have been tagged for >>> 2.4x some time ago when we swapped trunk with the 2.5 branch back in >>> 2009. So should be no problem. >>> >>> Thomas >>> >>> Am 01.03.2011 19:36, schrieb Dalai Felinto: If you remove them is there still a way to build the libs for 2.49? 2011/3/1 Thomas Dinges : > No one? I then will remove these three folders from svn tomorrow > evening > or on Thursday. Then it's too late ;-) > > Thomas > > Am 27.02.2011 13:02, schrieb Thomas Dinges: >> Is anybody still building with MSVC 2005? >> >> Am 27.02.2011 12:20, schrieb Thomas Dinges: >>> Hey, >>> can we remove the old OpenEXR libs from the windows lib folder? That >>> is: >>> >>> lib\windows\openexr\lib >>> lib\windows\openexr\lib_msvc >>> lib\windows\openexr\lib_vs2005 >>> >>> We could save about 60 MB. ;-) >>> >>> Thomas > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > -- Sent from my mobile device >From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] bump mapping - white is down & black is up???
On Tue, Mar 1, 2011 at 12:34 AM, Daniel Salazar - 3Developer.com < zan...@gmail.com> wrote: > right.. we could come up with a million analogies for one or the other > side. Anyway I've done some investigation and the other mainstream > software I checked all use white for height an black for down. We > could have a fix like the one they did for normal maps > > cheers > > Daniel Salazar > www.3developer.com > > I have yet to see one where things get blacker as they go up. Do you have one? Just asking out of fun though. -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] CMake build fails at bpy_rna_anim.c
Thanks for quick fix. :) IRIE ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] CMake build fails at bpy_rna_anim.c
fixed it quickly, until cambo can check. On Wed, Mar 2, 2011 at 7:20 AM, IRIE Shinsuke wrote: > Hi, > > I attempted to build Blender with CMake on Ubuntu 10.10 but got errors as > follows: > > [ 55%] Building C object > source/blender/python/intern/CMakeFiles/bf_python.dir/bpy_rna_anim.c.o > /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c: In > function 'pyrna_struct_anim_args_parse': > /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:57: > error: implicit declaration of function 'RNA_struct_is_ID' > /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:69: > error: implicit declaration of function 'RNA_path_resolve_full' > /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:82: > error: implicit declaration of function 'RNA_struct_find_property' > /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:82: > warning: assignment makes pointer from integer without a cast > /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:91: > error: implicit declaration of function 'RNA_property_animateable' > /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:96: > error: implicit declaration of function 'RNA_property_array_check' > /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:106: > error: implicit declaration of function 'RNA_property_array_length' > /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:117: > error: implicit declaration of function 'RNA_path_from_ID_to_property' > /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:117: > warning: assignment makes pointer from integer without a cast > /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c: In > function 'pyrna_struct_driver_add': > /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288: > error: implicit declaration of function 'RNA_pointer_create' > /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288: > error: 'RNA_FCurve' undeclared (first use in this function) > /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288: > error: (Each undeclared identifier is reported only once > /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288: > error: for each function it appears in.) > make[2]: *** > [source/blender/python/intern/CMakeFiles/bf_python.dir/bpy_rna_anim.c.o] > Error 1 > make[1]: *** [source/blender/python/intern/CMakeFiles/bf_python.dir/all] > Error 2 > make: *** [all] Error 2 > > > These errors happen since r35295. > > r35297 > Ubuntu 10.10 amd64 > > IRIE > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] CMake build fails at bpy_rna_anim.c
Hi, I attempted to build Blender with CMake on Ubuntu 10.10 but got errors as follows: [ 55%] Building C object source/blender/python/intern/CMakeFiles/bf_python.dir/bpy_rna_anim.c.o /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c: In function 'pyrna_struct_anim_args_parse': /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:57: error: implicit declaration of function 'RNA_struct_is_ID' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:69: error: implicit declaration of function 'RNA_path_resolve_full' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:82: error: implicit declaration of function 'RNA_struct_find_property' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:82: warning: assignment makes pointer from integer without a cast /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:91: error: implicit declaration of function 'RNA_property_animateable' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:96: error: implicit declaration of function 'RNA_property_array_check' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:106: error: implicit declaration of function 'RNA_property_array_length' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:117: error: implicit declaration of function 'RNA_path_from_ID_to_property' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:117: warning: assignment makes pointer from integer without a cast /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c: In function 'pyrna_struct_driver_add': /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288: error: implicit declaration of function 'RNA_pointer_create' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288: error: 'RNA_FCurve' undeclared (first use in this function) /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288: error: (Each undeclared identifier is reported only once /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288: error: for each function it appears in.) make[2]: *** [source/blender/python/intern/CMakeFiles/bf_python.dir/bpy_rna_anim.c.o] Error 1 make[1]: *** [source/blender/python/intern/CMakeFiles/bf_python.dir/all] Error 2 make: *** [all] Error 2 These errors happen since r35295. r35297 Ubuntu 10.10 amd64 IRIE ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Bullet physics update
Nice to see you around again Erwin! bpy is available in the BGE if you're running from inside Blender. However, not from the Blenderplayer. Since this is more of a debug thing, I think this would be acceptable. Cheers, Mitchell Stokes On Tue, Mar 1, 2011 at 11:38 AM, Erwin Coumans wrote: > Hi, > > That is a good idea but I don't think it is a full replacement unless BPY > is > available within the BGE. > > Having the option to export within the BGE allows you to 'debug' and export > a full running simulation. > Some constraints/joints are only added at run-time (vehicles for example). > > Is BPY that can access a running Bullet simulation, available inside BGE? > Thanks, > Erwin > > > > > > > On 1 March 2011 11:23, Dalai Felinto wrote: > > > Hi Erwin, > > > I plan to add a single BGE physics API to export to a .bulle file, for > > > example exportBullet(char* fileName); > > > > What if instead of a BGE API you do it as a bpy API? > > That way one can write an addon to export the .bulle files. It should > > already be possible now, but having an API for that can be easier I > > guess. > > > > (as a matter of fact Juha Mäki-Kanto, who submitted the RigidBodyJoint > > patch, uses Blender exactly for this, to export the .bulle for his > > engine) > > > > -- > > Dalai > > > > 2011/3/1 Erwin Coumans : > > > Hi Carsten, > > > > > > No API or GUI changes, demos should work the same. > > > > > > I plan to add a single BGE physics API to export to a .bulle file, for > > > example exportBullet(char* fileName); > > > > > > The physics behaviour might slightly change (unavoidable), so if you > > share > > > the demos with me, I can help compatibility. > > > Thanks, > > > Erwin > > > > > > > > > > > > > > > On 1 March 2011 10:54, Carsten Wartmann wrote: > > > > > >> Am 01.03.2011 19:04, schrieb Erwin Coumans: > > >> > Hi, > > >> > > > >> > It has been a long time. > > >> > > >> Indeed! > > >> > > >> > Can I go ahead (in the upcoming few weeks) and make the change, or > is > > >> > someone else working on Bullet related things? > > >> > > >> Well, not code wise, but I am just updating the BGE part of my book, > so > > >> do you think I will face problems in my demo files after the book is > > >> printed? I.e. will it change things in a manner that the physics dont > > >> work the way they should? > > >> > > >> Will there be GUI changes? (small things like a new menu entry is not > a > > >> problem, but shuffling menus would). > > >> > > >> Cheers, > > >> Carsten > > >> > > >> -- > > >> Carsten Wartmann: Autor - Dozent - 3D - Grafik > > >> Homepage: http://blenderbuch.de/ > > >> Das Blender-Buch: http://blenderbuch.de/redirect.html > > >> ___ > > >> Bf-committers mailing list > > >> Bf-committers@blender.org > > >> http://lists.blender.org/mailman/listinfo/bf-committers > > >> > > > ___ > > > Bf-committers mailing list > > > Bf-committers@blender.org > > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > ___ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Detailed blog post about how I got my particles in the game engine
Hey Blendheads! I've posted a writeup of all the changes I made to the Blender source in order to interact with my OpenCL particle library. I hope it helps people getting into the source, and if I'm lucky some of the experienced devs here will give me some good criticism/suggestions now that I'm not just asking people to stare at a bunch of code :) http://enja.org/2011/03/01/hijacking-the-bge-for-fun-and-particles/ -- Ian Johnson http://enja.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] (no subject)
click Daniel Salazar 2011/3/1 Sean Olson : > *Don't click link on this: it's a virus.* > ***Don't click link on this: it's a virus.* > *Don't click link on this: it's a virus. > * > On Tue, Mar 1, 2011 at 2:52 PM, bill nieuwendorp wrote: > >> . http://www.blinknews.com/product.php?syahooID=69ox >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers >> > > > > -- > ||-- Instant Messengers -- > || ICQ at 11133295 > || AIM at shatterstar98 > || MSN Messenger at shatte...@hotmail.com > || Yahoo Y! at the_7th_samuri > ||-- > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] (no subject)
*Don't click link on this: it's a virus.* ***Don't click link on this: it's a virus.* *Don't click link on this: it's a virus. * On Tue, Mar 1, 2011 at 2:52 PM, bill nieuwendorp wrote: > . http://www.blinknews.com/product.php?syahooID=69ox > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > -- ||-- Instant Messengers -- || ICQ at 11133295 || AIM at shatterstar98 || MSN Messenger at shatte...@hotmail.com || Yahoo Y! at the_7th_samuri ||-- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] (no subject)
. http://www.blinknews.com/product.php?syahooID=69ox ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OpenEXR Windows Libs
Hey Tom, well as I said there should be a tag already and we already used msvc2008 for Blender 2.49b. So there should be no problem at all. :) Am 01.03.2011 21:01, schrieb Tom M: > Tag the libs as 2.49b before removal, then they can check out the tag > for those librarys. > > LetterRip > > On Tue, Mar 1, 2011 at 9:41 AM, Thomas Dinges wrote: >> People can always get back in svn, I think libs have been tagged for >> 2.4x some time ago when we swapped trunk with the 2.5 branch back in >> 2009. So should be no problem. >> >> Thomas >> >> Am 01.03.2011 19:36, schrieb Dalai Felinto: >>> If you remove them is there still a way to build the libs for 2.49? >>> >>> 2011/3/1 Thomas Dinges : No one? I then will remove these three folders from svn tomorrow evening or on Thursday. Then it's too late ;-) Thomas Am 27.02.2011 13:02, schrieb Thomas Dinges: > Is anybody still building with MSVC 2005? > > Am 27.02.2011 12:20, schrieb Thomas Dinges: >> Hey, >> can we remove the old OpenEXR libs from the windows lib folder? That is: >> >> lib\windows\openexr\lib >> lib\windows\openexr\lib_msvc >> lib\windows\openexr\lib_vs2005 >> >> We could save about 60 MB. ;-) >> >> Thomas ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OpenEXR Windows Libs
Tag the libs as 2.49b before removal, then they can check out the tag for those librarys. LetterRip On Tue, Mar 1, 2011 at 9:41 AM, Thomas Dinges wrote: > People can always get back in svn, I think libs have been tagged for > 2.4x some time ago when we swapped trunk with the 2.5 branch back in > 2009. So should be no problem. > > Thomas > > Am 01.03.2011 19:36, schrieb Dalai Felinto: >> If you remove them is there still a way to build the libs for 2.49? >> >> 2011/3/1 Thomas Dinges : >>> No one? I then will remove these three folders from svn tomorrow evening >>> or on Thursday. Then it's too late ;-) >>> >>> Thomas >>> >>> Am 27.02.2011 13:02, schrieb Thomas Dinges: Is anybody still building with MSVC 2005? Am 27.02.2011 12:20, schrieb Thomas Dinges: > Hey, > can we remove the old OpenEXR libs from the windows lib folder? That is: > > lib\windows\openexr\lib > lib\windows\openexr\lib_msvc > lib\windows\openexr\lib_vs2005 > > We could save about 60 MB. ;-) > > Thomas > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers >>> >>> ___ >>> Bf-committers mailing list >>> Bf-committers@blender.org >>> http://lists.blender.org/mailman/listinfo/bf-committers >>> >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers > > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Bullet physics update
Hi, That is a good idea but I don't think it is a full replacement unless BPY is available within the BGE. Having the option to export within the BGE allows you to 'debug' and export a full running simulation. Some constraints/joints are only added at run-time (vehicles for example). Is BPY that can access a running Bullet simulation, available inside BGE? Thanks, Erwin On 1 March 2011 11:23, Dalai Felinto wrote: > Hi Erwin, > > I plan to add a single BGE physics API to export to a .bulle file, for > > example exportBullet(char* fileName); > > What if instead of a BGE API you do it as a bpy API? > That way one can write an addon to export the .bulle files. It should > already be possible now, but having an API for that can be easier I > guess. > > (as a matter of fact Juha Mäki-Kanto, who submitted the RigidBodyJoint > patch, uses Blender exactly for this, to export the .bulle for his > engine) > > -- > Dalai > > 2011/3/1 Erwin Coumans : > > Hi Carsten, > > > > No API or GUI changes, demos should work the same. > > > > I plan to add a single BGE physics API to export to a .bulle file, for > > example exportBullet(char* fileName); > > > > The physics behaviour might slightly change (unavoidable), so if you > share > > the demos with me, I can help compatibility. > > Thanks, > > Erwin > > > > > > > > > > On 1 March 2011 10:54, Carsten Wartmann wrote: > > > >> Am 01.03.2011 19:04, schrieb Erwin Coumans: > >> > Hi, > >> > > >> > It has been a long time. > >> > >> Indeed! > >> > >> > Can I go ahead (in the upcoming few weeks) and make the change, or is > >> > someone else working on Bullet related things? > >> > >> Well, not code wise, but I am just updating the BGE part of my book, so > >> do you think I will face problems in my demo files after the book is > >> printed? I.e. will it change things in a manner that the physics dont > >> work the way they should? > >> > >> Will there be GUI changes? (small things like a new menu entry is not a > >> problem, but shuffling menus would). > >> > >> Cheers, > >> Carsten > >> > >> -- > >> Carsten Wartmann: Autor - Dozent - 3D - Grafik > >> Homepage: http://blenderbuch.de/ > >> Das Blender-Buch: http://blenderbuch.de/redirect.html > >> ___ > >> Bf-committers mailing list > >> Bf-committers@blender.org > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > ___ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Bullet physics update
Hi Erwin, > I plan to add a single BGE physics API to export to a .bulle file, for > example exportBullet(char* fileName); What if instead of a BGE API you do it as a bpy API? That way one can write an addon to export the .bulle files. It should already be possible now, but having an API for that can be easier I guess. (as a matter of fact Juha Mäki-Kanto, who submitted the RigidBodyJoint patch, uses Blender exactly for this, to export the .bulle for his engine) -- Dalai 2011/3/1 Erwin Coumans : > Hi Carsten, > > No API or GUI changes, demos should work the same. > > I plan to add a single BGE physics API to export to a .bulle file, for > example exportBullet(char* fileName); > > The physics behaviour might slightly change (unavoidable), so if you share > the demos with me, I can help compatibility. > Thanks, > Erwin > > > > > On 1 March 2011 10:54, Carsten Wartmann wrote: > >> Am 01.03.2011 19:04, schrieb Erwin Coumans: >> > Hi, >> > >> > It has been a long time. >> >> Indeed! >> >> > Can I go ahead (in the upcoming few weeks) and make the change, or is >> > someone else working on Bullet related things? >> >> Well, not code wise, but I am just updating the BGE part of my book, so >> do you think I will face problems in my demo files after the book is >> printed? I.e. will it change things in a manner that the physics dont >> work the way they should? >> >> Will there be GUI changes? (small things like a new menu entry is not a >> problem, but shuffling menus would). >> >> Cheers, >> Carsten >> >> -- >> Carsten Wartmann: Autor - Dozent - 3D - Grafik >> Homepage: http://blenderbuch.de/ >> Das Blender-Buch: http://blenderbuch.de/redirect.html >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers >> > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Bullet physics update
Hi Carsten, No API or GUI changes, demos should work the same. I plan to add a single BGE physics API to export to a .bulle file, for example exportBullet(char* fileName); The physics behaviour might slightly change (unavoidable), so if you share the demos with me, I can help compatibility. Thanks, Erwin On 1 March 2011 10:54, Carsten Wartmann wrote: > Am 01.03.2011 19:04, schrieb Erwin Coumans: > > Hi, > > > > It has been a long time. > > Indeed! > > > Can I go ahead (in the upcoming few weeks) and make the change, or is > > someone else working on Bullet related things? > > Well, not code wise, but I am just updating the BGE part of my book, so > do you think I will face problems in my demo files after the book is > printed? I.e. will it change things in a manner that the physics dont > work the way they should? > > Will there be GUI changes? (small things like a new menu entry is not a > problem, but shuffling menus would). > > Cheers, > Carsten > > -- > Carsten Wartmann: Autor - Dozent - 3D - Grafik > Homepage: http://blenderbuch.de/ > Das Blender-Buch: http://blenderbuch.de/redirect.html > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Bullet physics update
Am 01.03.2011 19:04, schrieb Erwin Coumans: > Hi, > > It has been a long time. Indeed! > Can I go ahead (in the upcoming few weeks) and make the change, or is > someone else working on Bullet related things? Well, not code wise, but I am just updating the BGE part of my book, so do you think I will face problems in my demo files after the book is printed? I.e. will it change things in a manner that the physics dont work the way they should? Will there be GUI changes? (small things like a new menu entry is not a problem, but shuffling menus would). Cheers, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OpenEXR Windows Libs
People can always get back in svn, I think libs have been tagged for 2.4x some time ago when we swapped trunk with the 2.5 branch back in 2009. So should be no problem. Thomas Am 01.03.2011 19:36, schrieb Dalai Felinto: > If you remove them is there still a way to build the libs for 2.49? > > 2011/3/1 Thomas Dinges : >> No one? I then will remove these three folders from svn tomorrow evening >> or on Thursday. Then it's too late ;-) >> >> Thomas >> >> Am 27.02.2011 13:02, schrieb Thomas Dinges: >>> Is anybody still building with MSVC 2005? >>> >>> Am 27.02.2011 12:20, schrieb Thomas Dinges: Hey, can we remove the old OpenEXR libs from the windows lib folder? That is: lib\windows\openexr\lib lib\windows\openexr\lib_msvc lib\windows\openexr\lib_vs2005 We could save about 60 MB. ;-) Thomas ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers >>> >>> ___ >>> Bf-committers mailing list >>> Bf-committers@blender.org >>> http://lists.blender.org/mailman/listinfo/bf-committers >> >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers >> > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OpenEXR Windows Libs
If you remove them is there still a way to build the libs for 2.49? 2011/3/1 Thomas Dinges : > No one? I then will remove these three folders from svn tomorrow evening > or on Thursday. Then it's too late ;-) > > Thomas > > Am 27.02.2011 13:02, schrieb Thomas Dinges: >> Is anybody still building with MSVC 2005? >> >> Am 27.02.2011 12:20, schrieb Thomas Dinges: >>> Hey, >>> can we remove the old OpenEXR libs from the windows lib folder? That is: >>> >>> lib\windows\openexr\lib >>> lib\windows\openexr\lib_msvc >>> lib\windows\openexr\lib_vs2005 >>> >>> We could save about 60 MB. ;-) >>> >>> Thomas >>> ___ >>> Bf-committers mailing list >>> Bf-committers@blender.org >>> http://lists.blender.org/mailman/listinfo/bf-committers >> >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers > > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Bullet physics update
Hi Erwin. I believe you can go ahead. BGE is lacking dev power and to have you help maintaining Bullet integration is really great. To address your question, I think only you and Benoit have been working in the Bullet part of the BGE. I heard that the new Bullet is indeed more stable. Is there any new features included with the new version? Speaking of which, I recently (35216 and 35269) committed a patch to fix some Rigid Body Joint problems that would be nice to get your review on (I assigned to you before reviewing and committing it, but I wasn't sure you were around those days). Thanks, Dalai 2011/3/1 Erwin Coumans : > Hi, > > It has been a long time. > > I want to update Blender 2.5 (trunk) to a more recent Bullet Physics update, > and make sure the version that Blender uses is in synch with the Bullet > repository. > > Can I go ahead (in the upcoming few weeks) and make the change, or is > someone else working on Bullet related things? > Thanks a lot, > Erwin > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] bump mapping - white is down & black is up???
> > >The way it works now in Blender is just ancient convoluted history. > My understanding is that with oldbump (2.49) it never really worked? Meaning it would flip the effect from in to out and vice versa as you bank/rotate the surface relative to the camera right? In which case a consistent choice wasn't really made until newbump from last year which as you say was an abandoned project by the author himself because it was too faulty or tough to manage or whatever. Assuming my understanding of history is correct? Then it seems to me we're not really violating any long withstanding tradition by applying the patch. Morten. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OpenEXR Windows Libs
No one? I then will remove these three folders from svn tomorrow evening or on Thursday. Then it's too late ;-) Thomas Am 27.02.2011 13:02, schrieb Thomas Dinges: > Is anybody still building with MSVC 2005? > > Am 27.02.2011 12:20, schrieb Thomas Dinges: >> Hey, >> can we remove the old OpenEXR libs from the windows lib folder? That is: >> >> lib\windows\openexr\lib >> lib\windows\openexr\lib_msvc >> lib\windows\openexr\lib_vs2005 >> >> We could save about 60 MB. ;-) >> >> Thomas >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers > > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Bullet physics update
Hi, It has been a long time. I want to update Blender 2.5 (trunk) to a more recent Bullet Physics update, and make sure the version that Blender uses is in synch with the Bullet repository. Can I go ahead (in the upcoming few weeks) and make the change, or is someone else working on Bullet related things? Thanks a lot, Erwin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] New WeightVGroup Modifier
Hi everybody I’ve been working hard this weekend :D So I’ve updated my WeightVGroup modifier proposition, with mainly four new important changes : * You can now use the reference object’s geometry to compute (minimal) distance to the vertices of the affected object (from tobias’ idea). * Also, the modifier can now add/remove vertices from the vertex group, based on their final computed weight. This makes this modifier also useful for modifiers that do not use vgroup weights, like e.g. the Mask one. * There’s now a mapping power factor, which allows non-linear mappings between the dist and the weight factor (btw, I’ve seen some suggestions about a color ramp to control the dist2weight mapping, seems a good idea, I’ll work on it ;) ). * Finally, a new mode, Static, allows you to affect the vgroup with a constant weight factor, or another VGroup weights. This allows you, among other things, to do some basic actions on vgroup, like clamp, bust-out null-weighted vertices from the vgroup, etc. Also, there’s now an optimized build for Debian testing amd64: * Debug: http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=1731 * Optimized: http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=1736 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] bump mapping - white is down & black is up???
Hi, The way it works now in Blender is just ancient convoluted history. My idea would be to postpone such changes and do this together with a decent redesign & makeover of the internal shader/light/texture system. It's also about focus... let's try to get blender out of beta for 2.5 targets first. We're close, so the sooner a project for new shaders can start. :) -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 26 Feb, 2011, at 22:56, Daniel Salazar - 3Developer.com wrote: > I asked around and apparently white is usually the peak and black the > hole in other software.. so from an integration perspective you are > right > > Daniel Salazar > www.3developer.com > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers