Re: [Bf-committers] Release Candidate test build

2011-10-05 Thread Peter K.H. Gragert
Do you mean you are interested in something like this?
Blender 2.59 (sub 4)
build date: wo 05-10-2011
build time: 08:05
build revision: 40796
build platform: Windows
build type: Release
build c flags:   -msse2  -msse -pipe -funsigned-char
-fno-strict-aliasing  -Wall -Wcast-align -Werror=declaration-after-statement
-Werror=implicit-function-declaration -Werror=return-type
-Wstrict-prototypes -Wno-char-subscripts -Wno-unknown-pragmas
-Wpointer-arith -Wunused-parameter -Wwrite-strings
build c++ flags:   -msse2  -msse -pipe -funsigned-char
-fno-strict-aliasing  -Wall -Wno-invalid-offsetof -Wno-sign-compare
build link flags: --stack,2097152
build system: CMake


2011/10/5 Campbell Barton ideasma...@gmail.com

 On Wed, Oct 5, 2011 at 5:19 AM, Ton Roosendaal t...@blender.org wrote:
  Hi all,
 
  As scheduled, today would be a call for the official first release
  candidate!
 
  - Use svn r40790
  - Splash  internal version code will be still 2.59.4
  - Name the build as usual for releases, with 2.60RC in name
(I can rename builds to match it too :)
 
  Put the binaries at ftp.blender.org incoming/ or mail me urls! I'll
  put them all online with news messages wednesday afternoon daytime here.
 
  Thanks!
 
  -Ton-


 Would it be ok to go with 40791? (bad filesel poll *fix* means
 directory isn't editable - my mistake), also when fixing revisions can
 we pick addon revisions too? - currently r2391.
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Re: [Bf-committers] Proposal: Object creation

2011-10-05 Thread Martin Bürbaum
 This reminds a lot of what happens with NURBS, Meta or Text
 objects. So one Blenderish approach would be to add a new object type
 that has high level controls and can be converted into meshes when
 needed. It would fit the user workflow 100% and you have other code
 examples to follow.

Yes, that's one way to implement the proposal.
It should also enable us to reuse existing geometry-generation code IMO (be it 
blender-internal or from scripts). Not sure how easy that is on the coding side 
though.

Cheers,
Martin
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Re: [Bf-committers] Proposal: Object creation

2011-10-05 Thread Martin Bürbaum
Martin Poirier the...@yahoo.com wrote:
 It would be simpler to add the missing python wrapper for 
 modifiers (if any are missing) than hacking the operator system to do 
 something it's not meant to.
 
 Modifying existing python scripts for the new api should be easy.

Python modifiers: Yes, definitely a way to do it [1]. Do I understand it 
correctly that all the current python scripts and blender-internal functions be 
reused (not duplicated) with some modifications?

If not that would be far from optimal since you'd need to recreate every single 
mesh creation script as a modifier (or something to that extent). Which is ... 
uhm, not really the goal I had in mind with my proposal :-/
So if this is implemented using modifiers then there ought to be a way to reuse 
all the existing creation code.

I seem to be missing something here. How is that simpler or rather better than 
my proposal? Don't take this the wrong way, I just want to understand the 
technical background. I know very little of the current architecture/code in 
Blender.

One way to implement my original proposal is to create a _new object type_ that 
uses mesh creation operators for its content. (See also the response by GSR 
[2].) The object properties would be 1:1 representations of the parameters the 
operators need and the operator is executed each time they change.
Is that not a way how operators should work/be used? Maybe I just don't 
understand them correctly.

Cheers,
Martin

[1] Minor nitpick: The name Modifier implies that they modify things, not 
create from scratch. :-) Even if there is geometry created, there already was 
some to begin with. So you'd modify something in order for something new to 
be created ... kinda unintuitive.

[2] http://lists.blender.org/pipermail/bf-committers/2011-October/033790.html
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [40800] trunk/blender: OSX: Correct copy/ paste error and exclude endianess switch from darwin

2011-10-05 Thread Campbell Barton
don't think this fix is correct, the endian test should not depend on
the platform.

On Wed, Oct 5, 2011 at 7:58 PM, jens verwiebe i...@jensverwiebe.de wrote:
 Revision: 40800
          
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=40800
 Author:   jensverwiebe
 Date:     2011-10-05 08:58:32 + (Wed, 05 Oct 2011)
 Log Message:
 ---
 OSX: Correct copy/paste error and exclude endianess switch from darwin

 Modified Paths:
 --
    trunk/blender/SConstruct
    trunk/blender/intern/ghost/SConscript
    trunk/blender/source/blender/quicktime/SConscript

 Modified: trunk/blender/SConstruct
 ===
 --- trunk/blender/SConstruct    2011-10-05 07:57:33 UTC (rev 40799)
 +++ trunk/blender/SConstruct    2011-10-05 08:58:32 UTC (rev 40800)
 @@ -338,7 +338,7 @@
     env['CCFLAGS'].append('-DDISABLE_ELBEEM')


 -if btools.ENDIAN == big:
 +if btools.ENDIAN == big and not env['OURPLATFORM']=='darwin':
     env['CPPFLAGS'].append('-D__BIG_ENDIAN__')
     env['CXXFLAGS'].append('-D__BIG_ENDIAN__')
     env['CCFLAGS'].append('-D__BIG_ENDIAN__')

 Modified: trunk/blender/intern/ghost/SConscript
 ===
 --- trunk/blender/intern/ghost/SConscript       2011-10-05 07:57:33 UTC (rev 
 40799)
 +++ trunk/blender/intern/ghost/SConscript       2011-10-05 08:58:32 UTC (rev 
 40800)
 @@ -103,7 +103,7 @@
     env.BlenderLib ('bf_intern_ghost', sources, Split(incs), defines=defs, 
 libtype=['intern','player'], priority = [40,15]) #, 
 cc_compileflags=env['CCFLAGS'].append('/WX') )

  elif env['WITH_GHOST_COCOA']:   # always use Apple-gcc-4.2 for objC 
 language, for gnu-compilers do not support it fully yet
 -    env.BlenderLib ('bf_intern_ghost', sources, Split(incs), defines=defs, 
 libtype=['intern','player'], priority = [40,15], 
 cc_compilerchange='/usr/bin/gcc-4.2', cxx_compilerchange='/usr/bin/gcc-4.2' )
 +    env.BlenderLib ('bf_intern_ghost', sources, Split(incs), defines=defs, 
 libtype=['intern','player'], priority = [40,15], 
 cc_compilerchange='/usr/bin/gcc-4.2', cxx_compilerchange='/usr/bin/g++-4.2' )
     print GHOST COCOA WILL BE COMPILED WITH APPLE GCC

  else:

 Modified: trunk/blender/source/blender/quicktime/SConscript
 ===
 --- trunk/blender/source/blender/quicktime/SConscript   2011-10-05 07:57:33 
 UTC (rev 40799)
 +++ trunk/blender/source/blender/quicktime/SConscript   2011-10-05 08:58:32 
 UTC (rev 40800)
 @@ -35,6 +35,6 @@

  if env['WITH_GHOST_COCOA']:
     defs.append('GHOST_COCOA')
 -    env.BlenderLib ('bf_quicktime', sources=source_files, includes=incs, 
 defines=defs, libtype=types, priority=priorities, 
 cc_compilerchange='/usr/bin/gcc-4.2', cxx_compilerchange='/usr/bin/gcc-4.2') 
 # always use Apple-gcc-4.2 for objC language, for gnu-compilers do not 
 support it fully yet
 +    env.BlenderLib ('bf_quicktime', sources=source_files, includes=incs, 
 defines=defs, libtype=types, priority=priorities, 
 cc_compilerchange='/usr/bin/gcc-4.2', cxx_compilerchange='/usr/bin/g++-4.2') 
 # always use Apple-gcc-4.2 for objC language, for gnu-compilers do not 
 support it fully yet
  else:
     env.BlenderLib ('bf_quicktime', sources=source_files, includes=incs, 
 defines=defs, libtype=types, priority=priorities)

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-- 
- Campbell
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Re: [Bf-committers] Release Candidate test build

2011-10-05 Thread pete larabell
FreeBSD builds are up on d.b.o FTP

On Tue, Oct 4, 2011 at 1:19 PM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 As scheduled, today would be a call for the official first release
 candidate!

 - Use svn r40790
 - Splash  internal version code will be still 2.59.4
 - Name the build as usual for releases, with 2.60RC in name
   (I can rename builds to match it too :)

 Put the binaries at ftp.blender.org incoming/ or mail me urls! I'll
 put them all online with news messages wednesday afternoon daytime here.

 Thanks!

 -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] Current state of texture painting

2011-10-05 Thread Tobias Oelgarte
I started a project recently and noticed that the texture painting is 
way inferior to sculpting when it comes to brushes. While you rotate, 
scale a brush in sculpt mode, this isn't possible in texturepaint mode. 
Using textures as a brush will result in multiple problems. At first the 
textures (images) are copied from UV to UV ignoring any projection. The 
second problem is that the texture (unlike you just draw with color) is 
not extended over seams. Additionally alpha channels inside the 
brush-texture will make the texture you paint on black (instead doing 
nothing in transparent areas) if the texture of the object has no alpha 
channel.

Are there any plans to improve the texture painting or are there already 
(maybe experimental) versions that do a better job? Otherwise i will be 
forced to us external projection paint editing (unlikely to happen since 
it just is to time expensive in general) or will need to use something 
else then Blender. Don't take it as harsh critic, but this is a field 
where in my opinion Blender needs a lot of improvements.

Greetings from
Tobias Oelgarte
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[Bf-committers] 2.60 release log: looking for the docs!

2011-10-05 Thread Ton Roosendaal
Hi,

To make random searches easier, can people who contributed branches or  
larger patches mail as reply the urls of last  updated logs?

Thanks,

-Ton-


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

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Re: [Bf-committers] Current state of texture painting

2011-10-05 Thread Αντώνης Ρυακιωτάκης
Hi, I am beginning work there, especially in the rotate and overlay
tools for texture painting. check out the email with topic Texture
Paint/Sculpt Usability  Features Proposal in bf-developers(On which
I am looking forward to feedback). The alpha problems you mention
sounds like a bug and could be addressed soon. You could file a bug
report in any case.
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[Bf-committers] OIIO on FreeBSD, or lack thereof

2011-10-05 Thread pete larabell
Hey all,

Just as a heads up to all that care:

After a few months of trying unsuccessfully to get OIIO to build on
FreeBSD, I've reached out to the OIIO developers for help.

As I understand, Cycles requires OIIO to compile.

If I can't get OIIO working on FreeBSD by the time Cycles get merged,
the FreeBSD builds of Blender will most unfortunately cease to exist.
:(

As stated, I've reached out to OIIO devs for help, and hopefully they
are every bit as helpful as the Blender devs are, and we get this
fixed soon. If anyone here in the Blender community has a really good
understanding of makefiles are is willing to assist, the help would
most certainly be welcome.

Cheers!
Pete
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Re: [Bf-committers] OIIO on FreeBSD, or lack thereof

2011-10-05 Thread Brecht Van Lommel
Hi,

As mentioned on the OIIO mailing list an error log would help, and
it's indeed probably best to solve the build issue there. Also note
that it's possible to build without Cycles, so it definitely shouldn't
make it impossible to make releases entirely. There will be plenty of
time before the 2.61 release to solve this.

Brecht.

On Wed, Oct 5, 2011 at 6:45 PM, pete larabell xgl.asyl...@gmail.com wrote:
 Hey all,

 Just as a heads up to all that care:

 After a few months of trying unsuccessfully to get OIIO to build on
 FreeBSD, I've reached out to the OIIO developers for help.

 As I understand, Cycles requires OIIO to compile.

 If I can't get OIIO working on FreeBSD by the time Cycles get merged,
 the FreeBSD builds of Blender will most unfortunately cease to exist.
 :(

 As stated, I've reached out to OIIO devs for help, and hopefully they
 are every bit as helpful as the Blender devs are, and we get this
 fixed soon. If anyone here in the Blender community has a really good
 understanding of makefiles are is willing to assist, the help would
 most certainly be welcome.

 Cheers!
 Pete
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Re: [Bf-committers] OIIO on FreeBSD, or lack thereof

2011-10-05 Thread pete larabell
Indeed, I sent the error log back to the oiio list. :)

And, sorry for asking such a noob question, but where can I find
build-without-oiio instructions?

On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
 Hi,

 As mentioned on the OIIO mailing list an error log would help, and
 it's indeed probably best to solve the build issue there. Also note
 that it's possible to build without Cycles, so it definitely shouldn't
 make it impossible to make releases entirely. There will be plenty of
 time before the 2.61 release to solve this.

 Brecht.

 On Wed, Oct 5, 2011 at 6:45 PM, pete larabell xgl.asyl...@gmail.com wrote:
 Hey all,

 Just as a heads up to all that care:

 After a few months of trying unsuccessfully to get OIIO to build on
 FreeBSD, I've reached out to the OIIO developers for help.

 As I understand, Cycles requires OIIO to compile.

 If I can't get OIIO working on FreeBSD by the time Cycles get merged,
 the FreeBSD builds of Blender will most unfortunately cease to exist.
 :(

 As stated, I've reached out to OIIO devs for help, and hopefully they
 are every bit as helpful as the Blender devs are, and we get this
 fixed soon. If anyone here in the Blender community has a really good
 understanding of makefiles are is willing to assist, the help would
 most certainly be welcome.

 Cheers!
 Pete
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Re: [Bf-committers] Current state of texture painting

2011-10-05 Thread Tobias Oelgarte
That's very nice to hear. I'm also strongly in favor of the mockup 
presented in Texture
Paint/Sculpt Usability  Features Proposal. Having a slight preview 
what you paint and using custom brushes (rotate, scale, texture 
options[1]) would be a real improvement. That Brush/Tool-Button is 
indeed to large an requires always two clicks for one action. Also the 
options/sliders seam to be far spread, giving you more to read then you 
actually can to and enforces excessive scrolling. I really like that mockup.

[1] as described in the mockup

Greetings from
Tobias Oelgarte


Am 05.10.2011 18:44, schrieb Αντώνης Ρυακιωτάκης:
 Hi, I am beginning work there, especially in the rotate and overlay
 tools for texture painting. check out the email with topic Texture
 Paint/Sculpt Usability  Features Proposal in bf-developers(On which
 I am looking forward to feedback). The alpha problems you mention
 sounds like a bug and could be addressed soon. You could file a bug
 report in any case.
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Re: [Bf-committers] OIIO on FreeBSD, or lack thereof

2011-10-05 Thread Thomas Dinges
Just disable WITH_CYCLES and WITH_CYCLES_BLENDER in cmake.

Am 05.10.2011 19:10, schrieb pete larabell:
 Indeed, I sent the error log back to the oiio list. :)

 And, sorry for asking such a noob question, but where can I find
 build-without-oiio instructions?

 On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel
 brechtvanlom...@pandora.be  wrote:
 Hi,

 As mentioned on the OIIO mailing list an error log would help, and
 it's indeed probably best to solve the build issue there. Also note
 that it's possible to build without Cycles, so it definitely shouldn't
 make it impossible to make releases entirely. There will be plenty of
 time before the 2.61 release to solve this.

 Brecht.

 On Wed, Oct 5, 2011 at 6:45 PM, pete larabellxgl.asyl...@gmail.com  wrote:
 Hey all,

 Just as a heads up to all that care:

 After a few months of trying unsuccessfully to get OIIO to build on
 FreeBSD, I've reached out to the OIIO developers for help.

 As I understand, Cycles requires OIIO to compile.

 If I can't get OIIO working on FreeBSD by the time Cycles get merged,
 the FreeBSD builds of Blender will most unfortunately cease to exist.
 :(

 As stated, I've reached out to OIIO devs for help, and hopefully they
 are every bit as helpful as the Blender devs are, and we get this
 fixed soon. If anyone here in the Blender community has a really good
 understanding of makefiles are is willing to assist, the help would
 most certainly be welcome.

 Cheers!
 Pete
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Re: [Bf-committers] OIIO on FreeBSD, or lack thereof

2011-10-05 Thread pete larabell
Sorry if I'm misunderstanding or misstating something here...

Is it possible to build, and use, a Cycles build of Blender, using the
Cycles renderer for the rendering (w/CUDA), without ever
downloading/building/installing OpenImageIO?

On Wed, Oct 5, 2011 at 12:52 PM, Thomas Dinges blen...@dingto.org wrote:
 Just disable WITH_CYCLES and WITH_CYCLES_BLENDER in cmake.

 Am 05.10.2011 19:10, schrieb pete larabell:
 Indeed, I sent the error log back to the oiio list. :)

 And, sorry for asking such a noob question, but where can I find
 build-without-oiio instructions?

 On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel
 brechtvanlom...@pandora.be  wrote:
 Hi,

 As mentioned on the OIIO mailing list an error log would help, and
 it's indeed probably best to solve the build issue there. Also note
 that it's possible to build without Cycles, so it definitely shouldn't
 make it impossible to make releases entirely. There will be plenty of
 time before the 2.61 release to solve this.

 Brecht.

 On Wed, Oct 5, 2011 at 6:45 PM, pete larabellxgl.asyl...@gmail.com  wrote:
 Hey all,

 Just as a heads up to all that care:

 After a few months of trying unsuccessfully to get OIIO to build on
 FreeBSD, I've reached out to the OIIO developers for help.

 As I understand, Cycles requires OIIO to compile.

 If I can't get OIIO working on FreeBSD by the time Cycles get merged,
 the FreeBSD builds of Blender will most unfortunately cease to exist.
 :(

 As stated, I've reached out to OIIO devs for help, and hopefully they
 are every bit as helpful as the Blender devs are, and we get this
 fixed soon. If anyone here in the Blender community has a really good
 understanding of makefiles are is willing to assist, the help would
 most certainly be welcome.

 Cheers!
 Pete
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Re: [Bf-committers] OIIO on FreeBSD, or lack thereof

2011-10-05 Thread Thomas Dinges
Hey Pete,
there is no way to run/build Cycles without OpenImageIO.
So you would still be able to build Blender, but not with the Cycles 
engine.

Thomas

Am 05.10.2011 19:56, schrieb pete larabell:
 Sorry if I'm misunderstanding or misstating something here...

 Is it possible to build, and use, a Cycles build of Blender, using the
 Cycles renderer for the rendering (w/CUDA), without ever
 downloading/building/installing OpenImageIO?

 On Wed, Oct 5, 2011 at 12:52 PM, Thomas Dingesblen...@dingto.org  wrote:
 Just disable WITH_CYCLES and WITH_CYCLES_BLENDER in cmake.

 Am 05.10.2011 19:10, schrieb pete larabell:
 Indeed, I sent the error log back to the oiio list. :)

 And, sorry for asking such a noob question, but where can I find
 build-without-oiio instructions?

 On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel
 brechtvanlom...@pandora.bewrote:
 Hi,

 As mentioned on the OIIO mailing list an error log would help, and
 it's indeed probably best to solve the build issue there. Also note
 that it's possible to build without Cycles, so it definitely shouldn't
 make it impossible to make releases entirely. There will be plenty of
 time before the 2.61 release to solve this.

 Brecht.

 On Wed, Oct 5, 2011 at 6:45 PM, pete larabellxgl.asyl...@gmail.com
 wrote:
 Hey all,

 Just as a heads up to all that care:

 After a few months of trying unsuccessfully to get OIIO to build on
 FreeBSD, I've reached out to the OIIO developers for help.

 As I understand, Cycles requires OIIO to compile.

 If I can't get OIIO working on FreeBSD by the time Cycles get merged,
 the FreeBSD builds of Blender will most unfortunately cease to exist.
 :(

 As stated, I've reached out to OIIO devs for help, and hopefully they
 are every bit as helpful as the Blender devs are, and we get this
 fixed soon. If anyone here in the Blender community has a really good
 understanding of makefiles are is willing to assist, the help would
 most certainly be welcome.

 Cheers!
 Pete
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Re: [Bf-committers] OIIO on FreeBSD, or lack thereof

2011-10-05 Thread pete larabell
Thanks for clarifying. :) I will continue to work with OIIO to get it
working on FreeBSD.

On Wed, Oct 5, 2011 at 1:02 PM, Thomas Dinges blen...@dingto.org wrote:
 Hey Pete,
 there is no way to run/build Cycles without OpenImageIO.
 So you would still be able to build Blender, but not with the Cycles
 engine.

 Thomas

 Am 05.10.2011 19:56, schrieb pete larabell:
 Sorry if I'm misunderstanding or misstating something here...

 Is it possible to build, and use, a Cycles build of Blender, using the
 Cycles renderer for the rendering (w/CUDA), without ever
 downloading/building/installing OpenImageIO?

 On Wed, Oct 5, 2011 at 12:52 PM, Thomas Dingesblen...@dingto.org  wrote:
 Just disable WITH_CYCLES and WITH_CYCLES_BLENDER in cmake.

 Am 05.10.2011 19:10, schrieb pete larabell:
 Indeed, I sent the error log back to the oiio list. :)

 And, sorry for asking such a noob question, but where can I find
 build-without-oiio instructions?

 On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel
 brechtvanlom...@pandora.be    wrote:
 Hi,

 As mentioned on the OIIO mailing list an error log would help, and
 it's indeed probably best to solve the build issue there. Also note
 that it's possible to build without Cycles, so it definitely shouldn't
 make it impossible to make releases entirely. There will be plenty of
 time before the 2.61 release to solve this.

 Brecht.

 On Wed, Oct 5, 2011 at 6:45 PM, pete larabellxgl.asyl...@gmail.com    
 wrote:
 Hey all,

 Just as a heads up to all that care:

 After a few months of trying unsuccessfully to get OIIO to build on
 FreeBSD, I've reached out to the OIIO developers for help.

 As I understand, Cycles requires OIIO to compile.

 If I can't get OIIO working on FreeBSD by the time Cycles get merged,
 the FreeBSD builds of Blender will most unfortunately cease to exist.
 :(

 As stated, I've reached out to OIIO devs for help, and hopefully they
 are every bit as helpful as the Blender devs are, and we get this
 fixed soon. If anyone here in the Blender community has a really good
 understanding of makefiles are is willing to assist, the help would
 most certainly be welcome.

 Cheers!
 Pete
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Re: [Bf-committers] 2.60 release log: looking for the docs!

2011-10-05 Thread Brecht Van Lommel
Hi,

I've started the wiki page with the log of all fixes and changes:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/changelog_260

Volunteers to help to making this page complete welcome.

Thanks,
Brecht.

On Wed, Oct 5, 2011 at 6:12 PM, Ton Roosendaal t...@blender.org wrote:
 Hi,

 To make random searches easier, can people who contributed branches or
 larger patches mail as reply the urls of last  updated logs?

 Thanks,

 -Ton-

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

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Re: [Bf-committers] Arabic translation support in the UI script

2011-10-05 Thread Dalai Felinto
Hi Yousef ,

Blender is no longer storing the .pot file in trunk. The reason is that this
file changes a lot, and is really easy to rebuild running the scripts in the
.po folder.

Would it help if I send you the latest blender.pot and the ar.po resulting
from that? You would still need to run a .po merge.
Maybe we could take the resulting trunk ar.po, clean all the msgstr and then
use the merge_po.py scrip.
The script was written by Sergey, CC here.
@Sergey, is that right? any other suggestions here?


By the way, here [1] you can find my new take in the arabic_to_utf script.
There are a few changes making it to look more python-like (I got some of
your changes there). The result will still differ from your take on it. The
reason(s) is: (1) I believe I need to check for both side-connections, not
only the start. (2) since your 1st script it seems you didn't check whether
the char itself can connect to the left/right (always checking only the next
chars). (3) if you don't increase (g) inside the loop for
the laaam/l/laaahz/ you will end up processing the following char
twice.

* I'm not so sure about the (3), but the (1) and (2) reflects the little I
understand of the arabic language (reading your code + wikipedia + help from
a friend)

Regards,
Dalai

1- http://dl.dropbox.com/u/3292898/arabic/arabic_to_utf.py

2011/10/4 Yousef Hurfoush ba...@msn.com






 hi

 @ Dalai

 i finished translating the 1st milestone in ar.po (~1000 phrase), and i'd
 like to update it in the trunk:
 the problem is that it is based on pot file which was before the new
 generated ar.po

 another issue is that this we are re-translating the file from zero,
 and the one in the trunk is about 5000 fuzzy translated misplaced words
 so i need an empty .pot template and i can't generate it the old way!

 can you provide me with an empty ar.po file i could work on?
 and can i merge my translated file into it without errors

 here is the new translation:
 https://sourceforge.net/p/batp/code/44/tree/done/ar.po


 and a screen shot in blender:
 https://sourceforge.net/p/batp/screenshot/1st~1000.jpg



 thanks in advance

 Yousef Harfoush


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Re: [Bf-committers] cache python scripts for re-distribution.

2011-10-05 Thread Campbell Barton
Checked with Nathan Letwory and he's ok for this to be an
installations step for the NSIS installer, I've not touched the
installer before but looked into its docs and looks like it can
execute commands easily,

@Martin, you asked about what the python guys think about this -
CPython does compile scripts when you do `make install` so I think we
could do this too.

On Wed, Oct 5, 2011 at 4:46 PM, Campbell Barton ideasma...@gmail.com wrote:
 it adds 4mb (zipped), thinking about this and its really only a
 problem for the windows installer, every other type package the user
 has write access to blender scripts dir.

 generating the pyc files could be added into the installer script so
 the download size wont be increased.

 On Wed, Oct 5, 2011 at 12:10 PM, Martin Poirier the...@yahoo.com wrote:
 How bigger would it make the release package?

 What's the stance on distribution cache files from the Python folks? Is this 
 something that will come to bite us in the ass later?


 Martin



 
 From: Campbell Barton ideasma...@gmail.com
 To: bf-blender developers bf-committers@blender.org
 Sent: Tuesday, October 4, 2011 8:10:47 PM
 Subject: [Bf-committers] cache python scripts for re-distribution.

 At the moment we're not caching scripts for packages we re-distribute
 on blender.org.

 For most cases its not all that bad, blender just takes a little
 longer to startup for the first time + a few ms longer to access lazy
 loading modules for the first time.

 Worst case is the user who runs blender hasn't got write permissions
 to the directories blender is installed in so blender will always have
 to parse the scripts rather then accessing __pycache__ dirs.

 Overall I realize this isn't a big deal but its pretty easy to do this
 so we might as well IMHO.


 Some quick time checks.

 Warm Start:
 * with cache: 0.471s
 * without cache: 0.945s

 Cold start:
 * with cache: 6.372s
 * without cache: 7.391s


 I've added a simple script which compiles scripts blender uses, run
 using this command:
   blender.bin --background --python source/tools/compile_scripts.py


 The question is when should this run?, since scons is used for release
 perhaps this should be part of the packaging process?

 --
 - Campbell
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Re: [Bf-committers] cache python scripts for re-distribution.

2011-10-05 Thread Martin Poirier
Doing it in the installer is a perfectly acceptable solution. As you said, 
Python does it (as does the installers of some extensions).

Martin




From: Campbell Barton ideasma...@gmail.com
To: bf-blender developers bf-committers@blender.org
Sent: Wednesday, October 5, 2011 6:31:29 PM
Subject: Re: [Bf-committers] cache python scripts for re-distribution.

Checked with Nathan Letwory and he's ok for this to be an
installations step for the NSIS installer, I've not touched the
installer before but looked into its docs and looks like it can
execute commands easily,

@Martin, you asked about what the python guys think about this -
CPython does compile scripts when you do `make install` so I think we
could do this too.

On Wed, Oct 5, 2011 at 4:46 PM, Campbell Barton ideasma...@gmail.com wrote:
 it adds 4mb (zipped), thinking about this and its really only a
 problem for the windows installer, every other type package the user
 has write access to blender scripts dir.

 generating the pyc files could be added into the installer script so
 the download size wont be increased.

 On Wed, Oct 5, 2011 at 12:10 PM, Martin Poirier the...@yahoo.com wrote:
 How bigger would it make the release package?

 What's the stance on distribution cache files from the Python folks? Is this 
 something that will come to bite us in the ass later?


 Martin



 
 From: Campbell Barton ideasma...@gmail.com
 To: bf-blender developers bf-committers@blender.org
 Sent: Tuesday, October 4, 2011 8:10:47 PM
 Subject: [Bf-committers] cache python scripts for re-distribution.

 At the moment we're not caching scripts for packages we re-distribute
 on blender.org.

 For most cases its not all that bad, blender just takes a little
 longer to startup for the first time + a few ms longer to access lazy
 loading modules for the first time.

 Worst case is the user who runs blender hasn't got write permissions
 to the directories blender is installed in so blender will always have
 to parse the scripts rather then accessing __pycache__ dirs.

 Overall I realize this isn't a big deal but its pretty easy to do this
 so we might as well IMHO.


 Some quick time checks.

 Warm Start:
 * with cache: 0.471s
 * without cache: 0.945s

 Cold start:
 * with cache: 6.372s
 * without cache: 7.391s


 I've added a simple script which compiles scripts blender uses, run
 using this command:
   blender.bin --background --python source/tools/compile_scripts.py


 The question is when should this run?, since scons is used for release
 perhaps this should be part of the packaging process?

 --
 - Campbell
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Re: [Bf-committers] cache python scripts for re-distribution.

2011-10-05 Thread Richard Shaw
On Wed, Oct 5, 2011 at 8:40 PM, Martin Poirier the...@yahoo.com wrote:
 Doing it in the installer is a perfectly acceptable solution. As you said, 
 Python does it (as does the installers of some extensions).

 Martin

Just an FYI... Right now it looks like you're only considering this
for Windows based systems which is fine, but it ends up being
generalized as part of the build process make sure there's a build
flag to disable it. At least on Fedora/Redhat rpmbuild byte-compiles
python as part of the package generation process.

Thanks,
Richard
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Re: [Bf-committers] cache python scripts for re-distribution.

2011-10-05 Thread Martin Poirier
It will be part of the windows installer, not the build process.

If it's ever part of the build, for sure, it will need a switch.

Martin



From: Richard Shaw hobbes1...@gmail.com
To: Martin Poirier the...@yahoo.com; bf-blender developers 
bf-committers@blender.org
Sent: Wednesday, October 5, 2011 10:02:15 PM
Subject: Re: [Bf-committers] cache python scripts for re-distribution.

On Wed, Oct 5, 2011 at 8:40 PM, Martin Poirier the...@yahoo.com wrote:
 Doing it in the installer is a perfectly acceptable solution. As you said, 
 Python does it (as does the installers of some extensions).

 Martin

Just an FYI... Right now it looks like you're only considering this
for Windows based systems which is fine, but it ends up being
generalized as part of the build process make sure there's a build
flag to disable it. At least on Fedora/Redhat rpmbuild byte-compiles
python as part of the package generation process.

Thanks,
Richard
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Re: [Bf-committers] cache python scripts for re-distribution.

2011-10-05 Thread Campbell Barton
Richard, its not that we focus on windows only - just that for *nix
packagers this is trivial since we can assume the right version of
python installed (unlike windows where we bundle python libs but no
exe).

for the pacman file see ./build_files/package_spec/pacman/PKGBUILD we have this.

  python -m compileall \
$pkgdir/usr/share/blender/$blender_version/scripts/startup \
$pkgdir/usr/share/blender/$blender_version/scripts/modules \
$pkgdir/usr/share/blender/$blender_version/scripts/addons


It does bloat the packages a bit, but since Python do this I'm
guessing its accepted.

On Thu, Oct 6, 2011 at 1:32 PM, Martin Poirier the...@yahoo.com wrote:
 It will be part of the windows installer, not the build process.

 If it's ever part of the build, for sure, it will need a switch.

 Martin


 
 From: Richard Shaw hobbes1...@gmail.com
 To: Martin Poirier the...@yahoo.com; bf-blender developers 
 bf-committers@blender.org
 Sent: Wednesday, October 5, 2011 10:02:15 PM
 Subject: Re: [Bf-committers] cache python scripts for re-distribution.

 On Wed, Oct 5, 2011 at 8:40 PM, Martin Poirier the...@yahoo.com wrote:
 Doing it in the installer is a perfectly acceptable solution. As you said, 
 Python does it (as does the installers of some extensions).

 Martin

 Just an FYI... Right now it looks like you're only considering this
 for Windows based systems which is fine, but it ends up being
 generalized as part of the build process make sure there's a build
 flag to disable it. At least on Fedora/Redhat rpmbuild byte-compiles
 python as part of the package generation process.

 Thanks,
 Richard
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