[Bf-committers] Universal 3D support?

2011-10-07 Thread Richard Shaw
Are there any plans for Universal 3D (U3D) support?

I was trying to find a way to create a 3D PDF with open source
software but Blender doesn't appear to support it. It's an open
standard so I figure the lack of support is for a more technical
reason?

Thanks,
Richard
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Re: [Bf-committers] Universal 3D support?

2011-10-07 Thread Harley Acheson
Richard,

> I was trying to find a way to create a 3D PDF with open source...

Meshlab exports U3D and can import almost anything.

Otherwise the "open standard" U3D isn't really useful for anything other
than making 3D PDFs.


Harley
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Re: [Bf-committers] Universal 3D support?

2011-10-07 Thread Toni Alatalo
On Oct 7, 2011, at 11:18 PM, Richard Shaw wrote:
> Are there any plans for Universal 3D (U3D) support?
> I was trying to find a way to create a 3D PDF with open source
> software but Blender doesn't appear to support it. It's an open
> standard so I figure the lack of support is for a more technical

Often with open source the reason for something not existing is simply that no 
one has implemented it. That is usually because there hasn't been great need.

I don't know U3D from before -- certainly is cool that Adobe Acrobat supports 
it, but otherwise seems a bit a dead effort .. launched in 2005, pushed by 
Adobe, but marginal adoption so far? Well there are major engineering apps and 
Photoshop in the list, http://en.wikipedia.org/wiki/Universal_3D

This blog post hints that the format is perhaps technically not so great, don't 
know if later revisions have changed it though: "the killer of the spec is its 
ridiculously overbearing bit encoding scheme. I just cut & paste the code from 
the specification and translated it to Java, and it's just awful. The code uses 
something like over 30 lines of code to read an uncompressed 8-bit integer." 
http://my2iu.blogspot.com/2005/04/u3d-is-half-baked.html

Some people have apparently brought things to U3D from Blender via OBJ export 
to MeshLab (open source) and, with good success, proprieatery DAZ: 
http://artandlogic.blogspot.com/2008/08/blender-to-acrobat-3d.html .. back in 
2008.

I guess Collada and perhaps X3D are more useful to people so U3D just hasn't 
been made. Probably is doable if really needed.

This comment from already 2009 says that an extended version of Acrobat has 
later added Collada support: "Using the COLLADA exporter and Adobe Acrobat Pro 
Extended, one can create pdf documents that include the 3D model, enabling 
users to rotate the model directly in the pdf viewer, as well as exploring the 
object tree and see all the parts names." 
http://labs.solidworks.com/Products/Product.aspx?name=colladaexport . Also 
Photoshop and Mac OS X Preview etc. support Collada, so perhaps that's where 
the world is converging instead.

> Richard

~Toni

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Re: [Bf-committers] possible future BGE multi threading

2011-10-07 Thread Dalai Felinto
Hi Sergey,

I believe most devs are busy with other businesses. On my end sorry for the
lack of feedback.

Regardless of multi-threading during execution it would be really
interesting to find a solution for some of the current bottlenecks. Namely
file/scene conversion (i.e. game actuator, scene actuator, libload even).

Would you be interested in pursuing this further? If so we can have a
ge-branch for that once there is some code as a start point. To start with a
strong code design (as it seems was the direction you were going) may be the
way as well.

Thanks,
Dalai

Note: I personally have no knowledge in multi-threading. But this seems an
important discussion I wouldn't like to see fading away.


2011/9/5 Sergey Kurdakov 

> Hi All,
>
> some time ago there was a discussion on approaches to implement multi
> threading for Game engine
> ( if there are plans to  keep BGE developed as it is)
>
> found nice implementation for the idea, I tried to describe
>
> > in simplest case ( three times memory overhead plus copy state overhead)
> -
> > there could be three containers (lists or maps etc ) for simulated
> objects.
> >
> > physics and logic thread updates thirst container, then after update - it
> is
> > swapped with second container ( though current state is copied if object
> > state is changed so that, ex position is continuously updated with
> relevant
> > current state in physics code),  render takes info from third container -
> > just before rendering it swaps third and second container ( not sure for
> > copy - but some check so that old data from second container does not go
> to
> > third  might be needed ).
>
> here is implementation:
>
>
> http://code.google.com/p/osgbullet/source/browse/trunk/include/osgbDynamics/TripleBuffer.h
>
> http://code.google.com/p/osgbullet/source/browse/trunk/src/osgbDynamics/TripleBuffer.cpp
>
> instead of naive implementation in accordance with my descriptiion it
> is possible to employ tested approach to implement multi threading for
> BGE
> ( and if also to use OpenMP for loops )
>
> then BGE engine might become quite multiprocessor scalable without
> much coding  pain.
>
> ( the other idea was to use approach from
> http://software.intel.com/en-us/articles/smoke-game-technology-demo/
> - but it is more difficult to replicate)
>
> Regards
> Sergey
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Re: [Bf-committers] Arabic translation support in the UI script

2011-10-07 Thread Yousef Hurfoush

hi


@dalai & xiao



This is the new merged ar.po, note that this only has the new translation and 
is not merged with the old one:

https://sourceforge.net/p/batp/code/45/tree/done/ar_merged.po



Another note that the translated .po reports that it has an 863 after merge, 
while i translated an 987 strings!

i think some of them was deprecated as it is no longer used in the new .pot, or 
is this another issue?

i did the merge using the merge_po.py script from the svn po directory

in case you can do a  better merge her is the translated strings:

https://sourceforge.net/p/batp/code/45/tree/done/1st_1000.po


Another question is that the new generated ar.po doesn't has some labels 
represented in the current one
is there some kind of script to add them or they don't matter? i need to know 
as i'm splitting the file into 
smaller files based on line numbers, like 1st 1000 lines, 2nd 1000 line etc..





Yousef Harfoush   
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[Bf-committers] possible future BGE multi threading

2011-10-07 Thread Sergey Kurdakov
Hi Dalai

>Namely
>file/scene conversion (i.e. game actuator, scene actuator, libload even).

thanks for the offer.

actually I'm full of different responsibilities ( including some ideas for
free software  which is not  sophisticated, but still useful:
such a stack of software to develop Khan academy like courses: there are
many capture programs - but they are either commercial or
not very suitable for course creation, capture hangouts in G+ to make
'discussion tables' and then share them to others ( to facilitate social
activity) etc )

so I'm sorry - I just share some of my ideas. No more.

Regards
Sergey
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