Re: [Bf-committers] ffmpeg library update

2011-04-25 Thread Sergey I. Sharybin
  Hi,

I've done some testing with configurations. Here are some results.

So, first of all i've disabled version3 and nonfree otions. First of 
them leads to gpl3 or higher library version, second maked libraries 
un-redistributable. Now libraries are gpl2 or higher.

Also, i've disabled debugging symbols (--disable-debug flag). This 
shouldn't affect on size doe to all symbols (strip --strip-all) are 
stripping from blender binary.

Then i've made simple config which gave exactly the same result in 
dependencies as ffmpeg which was used for 2.57a release. Conficuration 
is published in [1]. Blender binary after stripping was 43Mb. Don't 
think it's matetr due to linking happened against libraries which are 
~1year newer, i think, and codebase of ffmpeg became larger (additional 
checkings, maybe architecture changed so some symbols which were unused 
and stripped now used and so on).

Next test was with initial config from this thread with license cleaning 
and cleaning up flags which Peter and Joerg marked as unused and also 
disabled most of marked as UNSURE options. This options are related on 
speech (don't think this kind of audio is useful for Blender, but this 
libraries aren't big -- ~300Kb so could be added if they're necessery) 
and streaming (but dirac and schro keeped enabled -- it's algos of 
encoding/decoding raw videos). Configuration is published in [2]. 
Blender binary growed u[ to 49mb. This is also understandable, because 
all new dependencies (vpx, ogg, vorbis, theora, dirac, schro) are ~8mb 
in total. More codecs -- higher size of binary.

Next step was disabled schro and dirac. Configuration posted to [3]. 
This saved 2mb and Blender binary became 47mb.

I haven't tested with rtmp enabled because don't find stream sources b 
useful in Blender and this gives too much dependencies which weren't 
easy to solve -- some libraries came from Debian Sid environment, some 
from Debian Lenny, some from Lenny Backports.. Also, this adds ~2mb of 
Blender binary size.

So, question is: do we want to support more codecs (ogg, vorbis, teora, 
vpx, dirac, schro) and have 8mb bigger Blender binary as we've got now?

[1] http://www.pasteall.org/21098
[2] http://www.pasteall.org/21099
[3] http://www.pasteall.org/21100

-- 
With best regards, Sergey I. Sharybin

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Re: [Bf-committers] ffmpeg library update

2011-04-25 Thread jmsoler
Hi,

maybe this is not the moment or not the good thread but i have a problem to
import correctly pal avi video in the blender 2.57 sequencer with the 25 fps
framerate.
In this case, the sound is too short and of course the video in blender is
unsynchronized. But if i select a custom framerate at 24 fps divided by the
proportion of sound-time on the image-time, 0.96, it gives me a quite correct
synchronization (one image lag in the sound time). Curiously, it displays a
framerate of 25 fps. All this seems a bit absurd and silly but true.

Of course, I can post all this on the bug tracker with screen captures.

Regards, jms.

ps : the video is a sony digital handicam one imported through win 7.
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Re: [Bf-committers] ffmpeg library update

2011-04-25 Thread Sergey I. Sharybin
  Also, forgot to mention.

Pre-rc1 binaries were 52mb. Not sure why with the same configuration Ken 
had got such bigger binary -- maybe it's because of collada (not sure 
i've used exactly the same configuration for it).

Really strange thing that even with binary 10mb bigger tham mine Ken's 
archive was 2-3mb smaller. Matbe it's bytes sequence issue.

So, maybe enabling all that codecs aren't so big issue from binary side 
point of view?

Sergey I. Sharybin wrote:
 Hi,

 I've done some testing with configurations. Here are some results.

 So, first of all i've disabled version3 and nonfree otions. First of 
 them leads to gpl3 or higher library version, second maked libraries 
 un-redistributable. Now libraries are gpl2 or higher.

 Also, i've disabled debugging symbols (--disable-debug flag). This 
 shouldn't affect on size doe to all symbols (strip --strip-all) are 
 stripping from blender binary.

 Then i've made simple config which gave exactly the same result in 
 dependencies as ffmpeg which was used for 2.57a release. Conficuration 
 is published in [1]. Blender binary after stripping was 43Mb. Don't 
 think it's matetr due to linking happened against libraries which are 
 ~1year newer, i think, and codebase of ffmpeg became larger 
 (additional checkings, maybe architecture changed so some symbols 
 which were unused and stripped now used and so on).

 Next test was with initial config from this thread with license 
 cleaning and cleaning up flags which Peter and Joerg marked as unused 
 and also disabled most of marked as UNSURE options. This options are 
 related on speech (don't think this kind of audio is useful for 
 Blender, but this libraries aren't big -- ~300Kb so could be added if 
 they're necessery) and streaming (but dirac and schro keeped enabled 
 -- it's algos of encoding/decoding raw videos). Configuration is 
 published in [2]. Blender binary growed u[ to 49mb. This is also 
 understandable, because all new dependencies (vpx, ogg, vorbis, 
 theora, dirac, schro) are ~8mb in total. More codecs -- higher size of 
 binary.

 Next step was disabled schro and dirac. Configuration posted to [3]. 
 This saved 2mb and Blender binary became 47mb.

 I haven't tested with rtmp enabled because don't find stream sources b 
 useful in Blender and this gives too much dependencies which weren't 
 easy to solve -- some libraries came from Debian Sid environment, some 
 from Debian Lenny, some from Lenny Backports.. Also, this adds ~2mb of 
 Blender binary size.

 So, question is: do we want to support more codecs (ogg, vorbis, 
 teora, vpx, dirac, schro) and have 8mb bigger Blender binary as we've 
 got now?

 [1] http://www.pasteall.org/21098
 [2] http://www.pasteall.org/21099
 [3] http://www.pasteall.org/21100

 -- 
 With best regards, Sergey I. Sharybin


-- 
With best regards, Sergey I. Sharybin

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Re: [Bf-committers] Camera view navigation rant

2011-04-25 Thread Damir Prebeg
I'm talking about this for long time now but I always get this
beautiful answer: We don't need that because we have fly mode. And if
we really want to align camera to view, we have Ctrl+0. If you really
need that (although we don't know why would you need such a thing),
Blender is opensource so make a patch by your self. Buzz off.

Thumbs up Daniel!

On 25 April 2011 05:50, Campbell Barton ideasma...@gmail.com wrote:
 On Sun, Apr 24, 2011 at 9:55 PM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 So can we take a look at camera view navigation? It's like playing a
 space flight simulator every time I press Shift F, I just want to
 position and orient my camera, not to deal with inertia and atmosphere
 entering angle! (feels like that at least)
 http://chrome.atari.com/lunarlander/

 The flight mode panning (WASD keys) is of no use.. again calculating
 directions and inercia and keeping in mind how many presses I've done
 for each side so I can try and counter act when I want a stop! (which
 never works btw, the counter act seems to never be able to reach zero
 again) this could be a test for new NASA astronauts.

 Trackball is a decent tool for orienting the camera but it is about
 10 times too sensitive, and somehow seems like it's going the wrong
 direction (inverted axis?)

 I have asked for simple game like controls in the past, you know those
 first person shooter controls? those are intuitive and precise but the
 answer was something like naah fly simulator is cooler, we can fly
 like birds!, really that was an actual answer, supposedly for live
 recording the camera to keyframes.

 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport

 am I the only one that doesn't get this?

 peace,
 Daniel Salazar
 3Developer.com

 Alternative view navigation modes would definitely be worth trying out
 and can be scripted without doing anything really complicated.

 See: Script Templates - Operator Modal View3D, this is a very simple
 operator that uses the mouse to move the view offset.
 in execute() you can set rv3d.view_location and rv3d.view_rotation

 API Ref: 
 http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.types.RegionView3D.html

 Reading you're mail I remembered rv3d.view_matrix was readonly, just
 committed support for assignment r36317.
 This makes manipulating the view easier, so you can assign the
 transform without worrying about the 'view_distance'.

 Of course once the basics are done this can become more involved,
 casting rays, smoother motion, mouse-look  strafe :-)
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Re: [Bf-committers] ffmpeg library update

2011-04-25 Thread neXyon
Am 2011-04-25 08:26, schrieb Sergey I. Sharybin:
 So, question is: do we want to support more codecs (ogg, vorbis, teora,
 vpx, dirac, schro) and have 8mb bigger Blender binary as we've got now?

Ogg, vorbis and theora are definitely needed as they are in the output 
file formats and codecs and commonly used codecs in the FOSS world. For 
the others I'm fine if we don't support them, but I'm not the video guy 
here, just audio.

Regards
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Re: [Bf-committers] ffmpeg library update

2011-04-25 Thread Sergey I. Sharybin
  Made full release build cycle (with blenderplayer, strippng, packing 
and so on). Archive size with all that codecs enabled growed up from 30 
to 33mb for linux64 platforms

Sergey I. Sharybin wrote:
 Also, forgot to mention.

 Pre-rc1 binaries were 52mb. Not sure why with the same configuration 
 Ken had got such bigger binary -- maybe it's because of collada (not 
 sure i've used exactly the same configuration for it).

 Really strange thing that even with binary 10mb bigger tham mine Ken's 
 archive was 2-3mb smaller. Matbe it's bytes sequence issue.

 So, maybe enabling all that codecs aren't so big issue from binary 
 side point of view?

 Sergey I. Sharybin wrote:
 Hi,

 I've done some testing with configurations. Here are some results.

 So, first of all i've disabled version3 and nonfree otions. First of 
 them leads to gpl3 or higher library version, second maked libraries 
 un-redistributable. Now libraries are gpl2 or higher.

 Also, i've disabled debugging symbols (--disable-debug flag). This 
 shouldn't affect on size doe to all symbols (strip --strip-all) are 
 stripping from blender binary.

 Then i've made simple config which gave exactly the same result in 
 dependencies as ffmpeg which was used for 2.57a release. 
 Conficuration is published in [1]. Blender binary after stripping was 
 43Mb. Don't think it's matetr due to linking happened against 
 libraries which are ~1year newer, i think, and codebase of ffmpeg 
 became larger (additional checkings, maybe architecture changed so 
 some symbols which were unused and stripped now used and so on).

 Next test was with initial config from this thread with license 
 cleaning and cleaning up flags which Peter and Joerg marked as unused 
 and also disabled most of marked as UNSURE options. This options 
 are related on speech (don't think this kind of audio is useful for 
 Blender, but this libraries aren't big -- ~300Kb so could be added if 
 they're necessery) and streaming (but dirac and schro keeped enabled 
 -- it's algos of encoding/decoding raw videos). Configuration is 
 published in [2]. Blender binary growed u[ to 49mb. This is also 
 understandable, because all new dependencies (vpx, ogg, vorbis, 
 theora, dirac, schro) are ~8mb in total. More codecs -- higher size 
 of binary.

 Next step was disabled schro and dirac. Configuration posted to [3]. 
 This saved 2mb and Blender binary became 47mb.

 I haven't tested with rtmp enabled because don't find stream sources 
 b useful in Blender and this gives too much dependencies which 
 weren't easy to solve -- some libraries came from Debian Sid 
 environment, some from Debian Lenny, some from Lenny Backports.. 
 Also, this adds ~2mb of Blender binary size.

 So, question is: do we want to support more codecs (ogg, vorbis, 
 teora, vpx, dirac, schro) and have 8mb bigger Blender binary as we've 
 got now?

 [1] http://www.pasteall.org/21098
 [2] http://www.pasteall.org/21099
 [3] http://www.pasteall.org/21100

 -- 
 With best regards, Sergey I. Sharybin


 -- 
 With best regards, Sergey I. Sharybin


-- 
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Re: [Bf-committers] Camera view navigation rant

2011-04-25 Thread Campbell Barton
Quick note that there have been a few new-devs posting on the mailing
list wondering where to start -
IMHO a fly mode alternative is a good project for beginner developers
so get their feet wet and write something useful.

On Mon, Apr 25, 2011 at 7:22 AM, Damir Prebeg blend.fact...@gmail.com wrote:
 I'm talking about this for long time now but I always get this
 beautiful answer: We don't need that because we have fly mode. And if
 we really want to align camera to view, we have Ctrl+0. If you really
 need that (although we don't know why would you need such a thing),
 Blender is opensource so make a patch by your self. Buzz off.

 Thumbs up Daniel!

 On 25 April 2011 05:50, Campbell Barton ideasma...@gmail.com wrote:
 On Sun, Apr 24, 2011 at 9:55 PM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 So can we take a look at camera view navigation? It's like playing a
 space flight simulator every time I press Shift F, I just want to
 position and orient my camera, not to deal with inertia and atmosphere
 entering angle! (feels like that at least)
 http://chrome.atari.com/lunarlander/

 The flight mode panning (WASD keys) is of no use.. again calculating
 directions and inercia and keeping in mind how many presses I've done
 for each side so I can try and counter act when I want a stop! (which
 never works btw, the counter act seems to never be able to reach zero
 again) this could be a test for new NASA astronauts.

 Trackball is a decent tool for orienting the camera but it is about
 10 times too sensitive, and somehow seems like it's going the wrong
 direction (inverted axis?)

 I have asked for simple game like controls in the past, you know those
 first person shooter controls? those are intuitive and precise but the
 answer was something like naah fly simulator is cooler, we can fly
 like birds!, really that was an actual answer, supposedly for live
 recording the camera to keyframes.

 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport

 am I the only one that doesn't get this?

 peace,
 Daniel Salazar
 3Developer.com

 Alternative view navigation modes would definitely be worth trying out
 and can be scripted without doing anything really complicated.

 See: Script Templates - Operator Modal View3D, this is a very simple
 operator that uses the mouse to move the view offset.
 in execute() you can set rv3d.view_location and rv3d.view_rotation

 API Ref: 
 http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.types.RegionView3D.html

 Reading you're mail I remembered rv3d.view_matrix was readonly, just
 committed support for assignment r36317.
 This makes manipulating the view easier, so you can assign the
 transform without worrying about the 'view_distance'.

 Of course once the basics are done this can become more involved,
 casting rays, smoother motion, mouse-look  strafe :-)
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-- 
- Campbell
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Re: [Bf-committers] Camera view navigation rant

2011-04-25 Thread Jarred de Beer
+1 this side,

While on the topic of camera view navigation, if i may just add something
slightly related: not being able to zoom with ctrl+mmb while in camera view
catches me out a lot.

I'll often have two viewports alongside one another - one in camera view and
one in 3d - while animating to the camera etc.  As i use a tablet and don't
have a mouse wheel, it becomes 'trickier' to focus on a certain area in both
views because i can use ctrl+mmb for the 3D view but have to drop the pen
and grab a second mouse/laptop-trackpad-scroll to focus in the camera view.

Rgds,
J
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Re: [Bf-committers] Camera view navigation rant

2011-04-25 Thread Daniel Salazar - 3Developer.com
Ok so we got some attention :) now let's get this thing working
great. Any py coders around? (better than me)

Daniel Salazar
3Developer.com



On Sun, Apr 24, 2011 at 3:55 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 So can we take a look at camera view navigation? It's like playing a
 space flight simulator every time I press Shift F, I just want to
 position and orient my camera, not to deal with inertia and atmosphere
 entering angle! (feels like that at least)
 http://chrome.atari.com/lunarlander/

 The flight mode panning (WASD keys) is of no use.. again calculating
 directions and inercia and keeping in mind how many presses I've done
 for each side so I can try and counter act when I want a stop! (which
 never works btw, the counter act seems to never be able to reach zero
 again) this could be a test for new NASA astronauts.

 Trackball is a decent tool for orienting the camera but it is about
 10 times too sensitive, and somehow seems like it's going the wrong
 direction (inverted axis?)

 I have asked for simple game like controls in the past, you know those
 first person shooter controls? those are intuitive and precise but the
 answer was something like naah fly simulator is cooler, we can fly
 like birds!, really that was an actual answer, supposedly for live
 recording the camera to keyframes.

 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport

 am I the only one that doesn't get this?

 peace,
 Daniel Salazar
 3Developer.com

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Re: [Bf-committers] Camera view navigation rant

2011-04-25 Thread Daniel Salazar - 3Developer.com
Yep, I agree :) so lets do this!

Daniel Salazar
3Developer.com



On Mon, Apr 25, 2011 at 7:07 PM, Matt Ebb m...@mke3.net wrote:
 On Mon, Apr 25, 2011 at 7:55 AM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:

 Also a lock camera to view option would be great so we can just move
 the camera like we move any other viewport

 This is really all that's needed imo. Funky fly modes and game
 controls may seem cool at first, but they're red herrings - not nearly
 as useful as just being able to rotate the view consistently as you
 would normally. I use it all the time in Houdini.
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[Bf-committers] page for notes by those new to the codebase

2011-04-25 Thread Tom M
Hi all,

please add notes here

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

that explain variables that took you awhile to understand, as well as
particularly useful functions, files or directorys.

Hopefully we can reduce the time and pain of learning blenders code base.
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[Bf-committers] recent commits after 36315 broke scons building with player

2011-04-25 Thread Yousef Hurfoush


hi i get this error after the commit 36315 to build blender:
-
   Creating library C:\Development\blender\build\win64-docs\bin\blender.lib and
object C:\Development\blender\build\win64-docs\bin\blender.exp
Generating code
Finished generating code
Trying to remove existing py bundle.
Unpacking '../lib/win64/release/python32.tar.gz' to '..\install\win64-docs-36331
\2.57\python\lib'
scons: building terminated because of errors.
-
 
i verified that i still able to compile 36315, but after updating i get the 
error, any one got the same thing.
i can Build with 336331 without blenderPlayer
i'm using windows x64 with scons and msvcsp1

any thought on that
  
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