[Bf-committers] Universal 3D support?
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Universal 3D support?
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Universal 3D support?
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] possible future BGE multi threading
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 > ___ > 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] Arabic translation support in the UI script
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] possible future BGE multi threading
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers