[Bf-committers] GSoC 2011

2011-03-02 Thread Sukhitha Jayathilake
Hi all,

I'm sure you all know Google Summer of Code 2011 has commenced and now
underway. I personally am looking forward to completing a GSoC project for
Blender Organization. Because I'm very much interested in Blender
development and I have worked with Blender developers in COLLADA support for
the last few months or so.
But I still don't know for sure about the current stand on Blender
Organization regarding GSoC 2011. The submission of mentoring organizations
applications for GSoC 2011 has begun and the deadline is on March 11th. Has
the Blender Organization submitted a Mentoring Organization application? And
also is there a idea list being compiled? I already inquired similar matters
in the IRC channels and thought it would be OK to start a discussion in the
mailing list as well.

Thanks,

Regards,
-- 
Sukhitha Jayathilake (Phabtar),
Undergraduate,
Computer Science and Engineering,
University of Moratuwa,
Sri Lanka.
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Re: [Bf-committers] bump mapping - white is down black is up???

2011-03-02 Thread Luke Frisken
Things get blacker as you leave earth's atmosphere and head into space :)

On 3/2/11, Knapp magick.c...@gmail.com 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!

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-- 
Sent from my mobile device

From Luke
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Re: [Bf-committers] GSoC 2011

2011-03-02 Thread Tom M
I have the application 95% completed.  Just one paragraph I need to
fill in some details for and a few pages I need to set up on the wiki.

LetterRip

On Tue, Mar 1, 2011 at 11:08 PM, Sukhitha Jayathilake
pr.jayathil...@gmail.com wrote:
 Hi all,

 I'm sure you all know Google Summer of Code 2011 has commenced and now
 underway. I personally am looking forward to completing a GSoC project for
 Blender Organization. Because I'm very much interested in Blender
 development and I have worked with Blender developers in COLLADA support for
 the last few months or so.
 But I still don't know for sure about the current stand on Blender
 Organization regarding GSoC 2011. The submission of mentoring organizations
 applications for GSoC 2011 has begun and the deadline is on March 11th. Has
 the Blender Organization submitted a Mentoring Organization application? And
 also is there a idea list being compiled? I already inquired similar matters
 in the IRC channels and thought it would be OK to start a discussion in the
 mailing list as well.

 Thanks,

 Regards,
 --
 Sukhitha Jayathilake (Phabtar),
 Undergraduate,
 Computer Science and Engineering,
 University of Moratuwa,
 Sri Lanka.
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Re: [Bf-committers] GSoC 2011

2011-03-02 Thread Tom M
Here is the ideas page

http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2011/Ideas

for those interested.

LetterRip

On Tue, Mar 1, 2011 at 11:29 PM, Tom M letter...@gmail.com wrote:
 I have the application 95% completed.  Just one paragraph I need to
 fill in some details for and a few pages I need to set up on the wiki.

 LetterRip

 On Tue, Mar 1, 2011 at 11:08 PM, Sukhitha Jayathilake
 pr.jayathil...@gmail.com wrote:
 Hi all,

 I'm sure you all know Google Summer of Code 2011 has commenced and now
 underway. I personally am looking forward to completing a GSoC project for
 Blender Organization. Because I'm very much interested in Blender
 development and I have worked with Blender developers in COLLADA support for
 the last few months or so.
 But I still don't know for sure about the current stand on Blender
 Organization regarding GSoC 2011. The submission of mentoring organizations
 applications for GSoC 2011 has begun and the deadline is on March 11th. Has
 the Blender Organization submitted a Mentoring Organization application? And
 also is there a idea list being compiled? I already inquired similar matters
 in the IRC channels and thought it would be OK to start a discussion in the
 mailing list as well.

 Thanks,

 Regards,
 --
 Sukhitha Jayathilake (Phabtar),
 Undergraduate,
 Computer Science and Engineering,
 University of Moratuwa,
 Sri Lanka.
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Re: [Bf-committers] bump mapping - white is down black is up???

2011-03-02 Thread Tobias Oelgarte
Only if you don't accidentally head in direction of the sun ;-)

Am 02.03.2011 09:09, schrieb Luke Frisken:
 Things get blacker as you leave earth's atmosphere and head into space :)

 On 3/2/11, Knappmagick.c...@gmail.com  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/
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[Bf-committers] New MinGW Maintainer

2011-03-02 Thread Campbell Barton
Ervin Weber (lusque) has been added to to keep MinGW supported 
tested since no active devs were supporting it well.

While this isn't a glamorous job it helps devs who were getting kicked
for breaking MinGW (mostly me!).
He would like to learn other areas of blender too so it might not all
be tedious maintenance :)

Welcome Ervin!
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Re: [Bf-committers] New MinGW Maintainer

2011-03-02 Thread Nathan Letwory
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 2.3.2011 16:02, Campbell Barton wrote:
 Ervin Weber (lusque) has been added to to keep MinGW supported 
 tested since no active devs were supporting it well.
 
 While this isn't a glamorous job it helps devs who were getting kicked
 for breaking MinGW (mostly me!).
 He would like to learn other areas of blender too so it might not all
 be tedious maintenance :)
 
 Welcome Ervin!

Hurray!

/Nathan

- -- 
Nathan Letwory
Letwory Interactive
http://www.letworyinteractive.com
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Re: [Bf-committers] New MinGW Maintainer

2011-03-02 Thread Sergey I. Sharybin
  Welcome aboard, Ervin!

Nathan Letwory wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 On 2.3.2011 16:02, Campbell Barton wrote:
 Ervin Weber (lusque) has been added to to keep MinGW supported
 tested since no active devs were supporting it well.

 While this isn't a glamorous job it helps devs who were getting kicked
 for breaking MinGW (mostly me!).
 He would like to learn other areas of blender too so it might not all
 be tedious maintenance :)

 Welcome Ervin!
 Hurray!

 /Nathan

 - -- 
 Nathan Letwory
 Letwory Interactive
 http://www.letworyinteractive.com
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 Version: GnuPG v1.4.10 (MingW32)
 Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

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Re: [Bf-committers] New MinGW Maintainer

2011-03-02 Thread Carsten Wartmann
Am 02.03.2011 15:02, schrieb Campbell Barton:
 Ervin Weber (lusque) has been added to to keep MinGW supported
 tested since no active devs were supporting it well.

Welcome Ervin! I am one of the guys who use Mingw.

Carsten

-- 
Carsten Wartmann: Autor - Dozent - 3D - Grafik
Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35300] trunk/blender/source/blender: From the OFTL (old fart todo list)

2011-03-02 Thread Carsten Wartmann
Am 02.03.2011 15:09, schrieb Ton Roosendaal:
 Revision: 35300

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=35300
 Author:   ton
 Date: 2011-03-02 14:09:54 + (Wed, 02 Mar 2011)
 Log Message:
 ---
 From the OFTL (old fart todo list)

Haha! What else is on this list? I am curious. Maybe Transform with 
Cursor keys?

 Right Mouse on area edges has menu to Split or Join. Works like 2.4.

Finally no more mouse stress due to seaching for little tiny corner 
icons :-)

Caroldfartsten
-- 
Carsten Wartmann: Autor - Dozent - 3D - Grafik
Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] Feature idea: material assigment for modifiers

2011-03-02 Thread Campbell Barton
On Mon, Feb 28, 2011 at 7:41 PM, Bassam Kurdali
bkurd...@freefactory.org wrote:
  I spoke with Campbell on irc, and he suggested I mail this to the list
 as a general proposal. It came up from me wanting a different material
 assignment for the inner and outer faces of a solidify modifier (as
 opposed to just the rim).

  Campbell suggested that hacking this in would be easy but a bit ugly;
 he proposed that a more generalized feature that would work for any
 modifier, in a consistent way, would be better. Indeed I could easily
 imagine this being desirable for at least:

 Solidify (currently just rim, but also inner outer)
 Mirror
 Bevel
 Array
 Boolean (already works by inheriting original materials?)

 List of concerns:

 -Blender does not guarantee material order is the same (e.g. when
 joining)
 -a way to modify materials used might not work reliably
 -doing it only for Solidify feels arbitrary, since it might be useful
 anytime you generate new faces-a more general way would be better (hence
 this proposal)
 -referencing material by index is crappy and likely to break
 -referencing directly could work, with the restriction that it exists in
 the mesh/object (is this a certain restriction? could it just be there
 in the scene?)
 -referencing the materials using an offset rather than index, so you can
 have multiple materials assigned to the mesh, and offset them for
 generated faces.
 -an imperfect but general known way that works for all modifiers would
 be acceptable.

 I think I've covered everything we talked about; My current need is only
 for solidify (rigged thin sheets with a requirement to have something
 only printed on one side)- and I can work around this in multiple ways,
 so no real pressure. A more general solution would be more useful/
 future proof.

 cheers
 Bassam

 PS- whatever the choice, the assignment, whether by material, index, or
 index offset should be visible in the modifier panel; just a checkbox
 would be ultimately ugly, since (other than tooltips) there would be no
 user visible/adjustable way of selecting the required material. (you can
 do so for indexes in the material properties by putting the right
 materials in the right slots, but this feels quite hidden)

Hi Bassam, Ton is ok with using a material index offset for modifiers,
will try add to solidify today.
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Re: [Bf-committers] Has there been any word on Aligorith?

2011-03-02 Thread Sean Olson
Doug,
We have been in contact with Aligorith (Joshua Leung) - He is okay.

-Sean

On Wed, Mar 2, 2011 at 1:02 PM, Doug Ollivier d...@flipdesign.co.nz wrote:

 I've heard from DDWagnz who is another Blender user here in
 Christchurch, but have not heard from Aligorith.  I'll check if ddwagnz
 has heard something from him.

 It certainly was dramatic.  I just got power last night, so depending on
 where he is located he may simply have had no access to the internet.
 Hopefully it is nothing more serious.

 Doug (Alltaken)

 On 23/02/2011 5:16 a.m., Mike Belanger wrote:
  I was wondering about that today too.  Man the latest earthquakes look
 horrific.  I hope Aligorith is ok.
  Its safe to say if he's ok, he'll reply to this thread.
 
  On 2011-02-22, at 11:11 AM, Jaevixa McNomera wrote:
 
  Sorry if this is not the place for this email, but can it stated in here
  when someone hears word on Aligorith?
 
  The IP's I can get to are somewhat restricted here in the hospital (but
 of
  course I can get Google) so I can't always see other sites (notably
  graphicall.org is blocked from in here...)
 
  Thanks.
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Re: [Bf-committers] Bullet physics update

2011-03-02 Thread Erwin Coumans
The BGE already has a perfect location for such 'exportBulletFile' method in
 KX_PyConstraintBinding.cpp
This would only be around 10 lines of code, and I will add this
debugging/export option soon.

Doing it outside of this KX_PyConstraintBinding.cpp might require much more
work.It requires an up and running Bullet physics world
btDiscreteDynamicsWorld.
Is someone volunteering to do this work?
Thanks,
Erwin




On 2 March 2011 14:11, Juha Mäki-Kanto kiskos...@gmail.com wrote:

 Hi,

 As Dalai Felinto said, I use the 2.49b export patch atm. to get the physics
 data out of blender. I do this from makefiles so I've added a GE
 commandline
 param (-g) export_physics = filename; with it the gameengine initializes,
 does export and sets exitrequested to true before the main-loop.

 All in all it's not neat so a bpy-function with similar results would be
 nice from a model-exporters perspective, possibly with an
 init_bge_pyscript-parameter which would allow advanced users to create
 things only available from within the GE. I'm pretty new to bullet and
 blender development so I'm not sure what problems this would cause compared
 to just having a purely bge based solution.

 Thanks,
 Juha

 2011/3/2 Mitchell Stokes moguri...@gmail.com

  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 erwin.coum...@gmail.com
  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 dfeli...@gmail.com 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
 
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Re: [Bf-committers] Bullet physics update

2011-03-02 Thread Juha Mäki-Kanto
I am sorry, I wasn't being clear; my intention was that there'd be a
bpy-side python function that would start gameengine with the only intent of
exporting a bullet-file (similarly to what I do with 2.49b). Would not
require much coding since this would would effectively use the same c++-code
as the bge-side function.

I don't know if there are some hidden problems to this and I think both bge-
and bpy-export functions are required since they serve different purposes.
Bpy-version would just provide clean access for exporting the data.

Newbie, be patient please :)

2011/3/3 Mitchell Stokes moguri...@gmail.com

 Joshua Leung's (Aligorith's) GSoC project last year involved Bullet
 simulations in Blender (without using the BGE). I think he updated Bullet
 in
 his branch. You might want to have a chat with him.

 Cheers,
 Mitchell Stokes

 On Wed, Mar 2, 2011 at 2:23 PM, Erwin Coumans erwin.coum...@gmail.com
 wrote:

  The BGE already has a perfect location for such 'exportBulletFile' method
  in
   KX_PyConstraintBinding.cpp
  This would only be around 10 lines of code, and I will add this
  debugging/export option soon.
 
  Doing it outside of this KX_PyConstraintBinding.cpp might require much
 more
  work.It requires an up and running Bullet physics world
  btDiscreteDynamicsWorld.
  Is someone volunteering to do this work?
  Thanks,
  Erwin
 
 
 
 
  On 2 March 2011 14:11, Juha Mäki-Kanto kiskos...@gmail.com wrote:
 
   Hi,
  
   As Dalai Felinto said, I use the 2.49b export patch atm. to get the
  physics
   data out of blender. I do this from makefiles so I've added a GE
   commandline
   param (-g) export_physics = filename; with it the gameengine
 initializes,
   does export and sets exitrequested to true before the main-loop.
  
   All in all it's not neat so a bpy-function with similar results would
 be
   nice from a model-exporters perspective, possibly with an
   init_bge_pyscript-parameter which would allow advanced users to create
   things only available from within the GE. I'm pretty new to bullet and
   blender development so I'm not sure what problems this would cause
  compared
   to just having a purely bge based solution.
  
   Thanks,
   Juha
  
   2011/3/2 Mitchell Stokes moguri...@gmail.com
  
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 
  erwin.coum...@gmail.com
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 dfeli...@gmail.com 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
   
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Re: [Bf-committers] Proposal: Make Net Render an addon

2011-03-02 Thread Daniel Salazar - 3Developer.com
Very nice :)

Daniel Salazar
www.3developer.com



2011/2/28 Martin Poirier the...@yahoo.com:
 I already have the change here, just want to check one last thing with 
 Campbell first.

 Martin

 --- On Mon, 2/28/11, Daniel Salazar - 3Developer.com zan...@gmail.com wrote:

 From: Daniel Salazar - 3Developer.com zan...@gmail.com
 Subject: [Bf-committers] Proposal: Make Net Render an addon
 To: bf-blender developers bf-committers@blender.org
 Received: Monday, February 28, 2011, 6:50 PM
 Hi, I'd like to be able to switch off
 netrender. Could it become an addon?

 cheers,
 Daniel Salazar
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