Re: [Bf-committers] NDOF still unusable

2011-10-28 Thread Nathan Letwory
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Hash: SHA1

Now that Blender 2.60(a) is out I have a patch reviewed and ready for
adding this. You can already try testing it yourself
http://projects.blender.org/tracker/index.php?func=detail&aid=28632&group_id=9&atid=127

/Nathan

On 28.10.2011 15:33, Daniel Salazar - 3Developer.com wrote:
> NDOF support still lacks the option to invert the *Zoom axis*, without
> this i can't use it naturally. Seems like quite the simple fix, can i
> get someone interested in this?
> 
> http://www.pasteall.org/pic/19784
> 
> Daniel Salazar
> 3Developer.com
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Re: [Bf-committers] NDOF still unusable

2011-10-28 Thread tehrasha
> > 3) button support for devices other than the Space Navigator which only  
> has 2.


> Hmm... This should already work from 2.59 forward. For GSoC 2010 I had  
> only
> the SpaceNavigator, but have since gotten the whole "family" of  
> 3Dconnexion
> devices. Have SpaceExplorer and Intuos4 with me now, so I'll be working  
> only
> with those for the next few months.

The only device I can get buttons to work with it is my Space Navigator.
While Blender does see button events with my serial devices, it only  
sends 'unknown button event' (or something like that) to the console.

Were you planning to create some kind menu to assign functions to buttons?
I can picture such an interface in my head, but have no idea how to code it.

I forgot that you were also working on tablet support as well. I will have  
to try it with my Bamboo.

> > I think Thomas and I have ironed out most of the spacenav issues with
> > antique spacemice as well.

> Yes, I followed your heroic efforts via the spacenav mailing list. Very  
> cool
> stuff!

I dont know about 'heroic'. I had the hardware and Thomas had the coding  
skill... and a great deal of patience.
The last time my fingers were typing code was back before C had ++ added to  
it. :)

--Teh
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[Bf-committers] UV tools review patch

2011-10-28 Thread Αντώνης Ρυακιωτάκης
Hi everyone, UV tools is in first feature-complete state and ready for review.

Please leave your comments at:

http://codereview.appspot.com/5306077/
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Re: [Bf-committers] NDOF still unusable

2011-10-28 Thread Mike Erwin
>
> 1) translation without keyboard modifier
> (forward/back/left/right/up/down without shift)
>

Yes, coming soon. It's easy to add, but not so easy to get "right". Primary
concern is how (or whether) to keep center of rotation onscreen and not jump
around too much.


> 2) center of rotation around selection
>

For now you can force this behavior with the FIT button -- whatever is
selected (object, face, vertex, etc.) will become the new center. This
should (and will) be automatic, when the person behind the knob chooses this
mode of operation.

 3) button support for devices other than the Space Navigator which only has
> 2.
>
>
Hmm... This should already work from 2.59 forward. For GSoC 2010 I had only
the SpaceNavigator, but have since gotten the whole "family" of 3Dconnexion
devices. Have SpaceExplorer and Intuos4 with me now, so I'll be working only
with those for the next few months.


>
> I think Thomas and I have ironed out most of the spacenav issues with
> antique spacemice as well.
>

Yes, I followed your heroic efforts via the spacenav mailing list. Very cool
stuff!

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire
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[Bf-committers] New to coding, fan of blender, want to help

2011-10-28 Thread Joshua Roberts
Hello all,

My name is Joshua Roberts. I like to use the handle egoproctor. I am a
student at Southern Polytechnic State University in Marietta GA. I am
a Computer Game Design and Development major and I would like to
better understand 3D modeling from the inside out. Therefore, I want
to be a part of the Blender development process.
I actually start my game design major next term. Currently I am a
Computer Science major. I am familiar with Java and C++. I am a decent
coder, but I need more experience to become a great coder. I hope I
can get that here. I would like to be considered for some projects,
something to get my feet wet. If I need to start with python scripting
I will, if I can jump right into some easier C++ I will do that too.

I am not familiar with the rules of a project like this, so I will
pick them up as I go unless there is a big red book of dos and don'ts
I should read.

I am very excited to be a part of this project and I hope I can make
some good contributions.

Thank you for your time.

Sincerely,

Joshua Roberts
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Re: [Bf-committers] NDOF still unusable

2011-10-28 Thread Tehrasha Darkon
> Hi Daniel (and others),
>
> I'm still interested in this, and had planned to work on this sort of stuff
> once 2.60 was out and things settled down. Thanks for reminding me what to
> fix first!
>
> Mike Erwin

Glad to see you are still in the game.
If all you need are reminders...  :)

A question about NDOF support popped up on the Blender forums today.
I responded that you were still refining the support for it, and that
you had been
made aware of the following issues...

1) translation without keyboard modifier
(forward/back/left/right/up/down without shift)
2) center of rotation around selection
3) button support for devices other than the Space Navigator which only has 2.

Those were the things that I could remember anyway.

I think Thomas and I have ironed out most of the spacenav issues with
antique spacemice as well.

--Tehrasha
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41345] trunk/blender/source/blender: Fix: OpenGL renders on graphics cards which do not support non-power-of-two

2011-10-28 Thread Mats Holmberg
Thanks Brecht! 

-mats

On Oct 28, 2011, at 7:57 PM, Brecht Van Lommel wrote:

> Revision: 41345
>  
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=41345
> Author:   blendix
> Date: 2011-10-28 16:57:06 + (Fri, 28 Oct 2011)
> Log Message:
> ---
> Fix: OpenGL renders on graphics cards which do not support non-power-of-two
> textures were stretched and the wrong size.
> 
> Modified Paths:
> --
>trunk/blender/source/blender/editors/render/render_opengl.c
>trunk/blender/source/blender/editors/space_view3d/view3d_draw.c
>trunk/blender/source/blender/gpu/GPU_extensions.h
>trunk/blender/source/blender/gpu/intern/gpu_extensions.c
>trunk/blender/source/blender/gpu/intern/gpu_material.c
> 
> Modified: trunk/blender/source/blender/editors/render/render_opengl.c
> ===
> --- trunk/blender/source/blender/editors/render/render_opengl.c   
> 2011-10-28 16:13:07 UTC (rev 41344)
> +++ trunk/blender/source/blender/editors/render/render_opengl.c   
> 2011-10-28 16:57:06 UTC (rev 41345)
> @@ -154,7 +154,7 @@
> 
>   if((scene->r.mode & R_OSA) == 0) { 
>   ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, 
> NULL, winmat);
> - glReadPixels(0, 0, sizex, sizey, GL_RGBA, GL_FLOAT, 
> rr->rectf);
> + GPU_offscreen_read_pixels(oglrender->ofs, GL_FLOAT, 
> rr->rectf);
>   }
>   else {
>   /* simple accumulation, less hassle then FSAA FBO's */
> @@ -167,7 +167,7 @@
> 
>   /* first sample buffer, also initializes 
> 'rv3d->persmat' */
>   ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, 
> NULL, winmat);
> - glReadPixels(0, 0, sizex, sizey, GL_RGBA, GL_FLOAT, 
> accum_buffer);
> + GPU_offscreen_read_pixels(oglrender->ofs, GL_FLOAT, 
> accum_buffer);
> 
>   /* skip the first sample */
>   for(j=1; j < SAMPLES; j++) {
> @@ -175,7 +175,7 @@
>   window_translate_m4(winmat_jitter, 
> rv3d->persmat, jit_ofs[j][0] / sizex, jit_ofs[j][1] / sizey);
> 
>   ED_view3d_draw_offscreen(scene, v3d, ar, sizex, 
> sizey, NULL, winmat_jitter);
> - glReadPixels(0, 0, sizex, sizey, GL_RGBA, 
> GL_FLOAT, accum_tmp);
> + GPU_offscreen_read_pixels(oglrender->ofs, 
> GL_FLOAT, accum_tmp);
>   add_vn_vn(accum_buffer, accum_tmp, 
> sizex*sizey*sizeof(float));
>   }
> 
> @@ -278,7 +278,7 @@
>   sizey= (scene->r.size*scene->r.ysch)/100;
> 
>   /* corrects render size with actual size, not every card supports 
> non-power-of-two dimensions */
> - ofs= GPU_offscreen_create(&sizex, &sizey, err_out);
> + ofs= GPU_offscreen_create(sizex, sizey, err_out);
> 
>   if(!ofs) {
>   BKE_reportf(op->reports, RPT_ERROR, "Failed to create OpenGL 
> offscreen buffer, %s", err_out);
> 
> Modified: trunk/blender/source/blender/editors/space_view3d/view3d_draw.c
> ===
> --- trunk/blender/source/blender/editors/space_view3d/view3d_draw.c   
> 2011-10-28 16:13:07 UTC (rev 41344)
> +++ trunk/blender/source/blender/editors/space_view3d/view3d_draw.c   
> 2011-10-28 16:57:06 UTC (rev 41345)
> @@ -2379,7 +2379,7 @@
>   glPushAttrib(GL_LIGHTING_BIT);
> 
>   /* bind */
> - ofs= GPU_offscreen_create(&sizex, &sizey, err_out);
> + ofs= GPU_offscreen_create(sizex, sizey, err_out);
>   if(ofs == NULL)
>   return NULL;
> 
> @@ -2403,9 +2403,9 @@
>   ibuf= IMB_allocImBuf(sizex, sizey, 32, flag);
> 
>   if(ibuf->rect_float)
> - glReadPixels(0, 0, sizex, sizey, GL_RGBA, GL_FLOAT, 
> ibuf->rect_float);
> + GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
>   else if(ibuf->rect)
> - glReadPixels(0, 0, sizex, sizey, GL_RGBA, GL_UNSIGNED_BYTE, 
> ibuf->rect);
> + GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
>   
>   //if((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW))
>   //  BKE_stamp_buf(scene, NULL, rr->rectf, rr->rectx, rr->recty, 4);
> 
> Modified: trunk/blender/source/blender/gpu/GPU_extensions.h
> ===
> --- trunk/blender/source/blender/gpu/GPU_extensions.h 2011-10-28 16:13:07 UTC 
> (rev 41344)
> +++ trunk/blender/source/blender/gpu/GPU_extensions.h 2011-10-28 16:57:06 UTC 
> (rev 41345)
> @@ -136,7 +136,7 @@
> GPUFrameBuffer *GPU_framebuffer_create(void);
> int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, char 
> err_out[256]);
> void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex);
> -void

Re: [Bf-committers] UI changes from cycles branch

2011-10-28 Thread Colby Klein
Hi,

Overall I like the changes a lot, just a few thoughts:
- I fully agree with Matt on the icons.
- The corner handles are _very_ close to invisible for me. If I didn't already 
know their purpose and locations I would most likely not notice them for quite 
some time or disregard them as unimportant visual details.
- I strongly prefer the drop menu arrows in a light color, black on dark grey 
just strains my eyes and I believe it benefits general usability for this to be 
made clear.
- The 3d view panel toggles could use a lighter plus, see previous point..

Generally speaking, I feel dark-on-dark colors for various UI elements just 
makes them harder to pick out quickly when working, and there is a lot of that 
exact thing being proposed. I am by no means the only one around with either 
imperfect vision or a monitor which doesn't display these things well (in my 
case, the latter).

-- Colby

On Oct 27, 2011, at 4:44 AM, Daniel Salazar - 3Developer.com wrote:

> +1 on the black arrow icons, white is unnecessarily strong since the
> important part is the *text*, having white on both the text and the
> arrows confuses the eye in which direction to focus
> 
> -1 on the general icons being toned down.. agree with matt on this one
> 
> 
> Daniel Salazar
> 3Developer.com
> 
> 
> 
> On Wed, Oct 26, 2011 at 9:12 PM, Matt Ebb  wrote:
>> On Tue, Oct 25, 2011 at 4:07 AM, Brecht Van Lommel <
>> brechtvanlom...@pandora.be> wrote:
>> 
>>> Hi,
>>> 
>>> Panel headers a bit darker now and increased button embossing:
>>> 
>>> Before: http://www.pasteall.org/pic/show.php?id=19452
>>> Latest: http://www.pasteall.org/pic/show.php?id=19501
>>> 
>> 
>> This is certainly an improvement on the first proposal
>> 
>> 
>>> I also like the icons to be a bit more muted, again to avoid them
>>> grabbing attention too much with highlights. For me this is what
>>> really finishes it off, to make the interface nice calm, but maybe
>>> this is considered too dull.
>>> 
>> 
>> -1. Firstly I don't see the necessity of this - I think the current icons
>> are excellent and strike a good balance between quick wayfinding and visual
>> noise. But even assmung its needed, this still is not a good way to go about
>> it. If you want duller icons, they need to be designed that way with a
>> different colour scheme and design requirements that takes this into
>> consideration. Doing an overall alpha blend is pretty heavy handed and
>> disregards the intention of the designer.
>> 
>> Matt
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Re: [Bf-committers] NDOF still unusable

2011-10-28 Thread Daniel Salazar - 3Developer.com
thank you mike, can't wait

Daniel Salazar
3Developer.com



On Fri, Oct 28, 2011 at 2:10 PM, Sean Olson  wrote:
> +1 on this for sure!
>
> On Fri, Oct 28, 2011 at 9:07 AM, Mike Erwin wrote:
>
>> Hi Daniel (and others),
>>
>> I'm still interested in this, and had planned to work on this sort of stuff
>> once 2.60 was out and things settled down. Thanks for reminding me what to
>> fix first!
>>
>> Mike Erwin
>> musician, naturalist, pixel pusher, hacker extraordinaire
>>
>>
>> On Fri, Oct 28, 2011 at 8:33 AM, Daniel Salazar - 3Developer.com <
>> zan...@gmail.com> wrote:
>>
>> > NDOF support still lacks the option to invert the *Zoom axis*, without
>> > this i can't use it naturally. Seems like quite the simple fix, can i
>> > get someone interested in this?
>> >
>> > http://www.pasteall.org/pic/19784
>> >
>> > Daniel Salazar
>> > 3Developer.com
>> > ___
>> > Bf-committers mailing list
>> > Bf-committers@blender.org
>> > http://lists.blender.org/mailman/listinfo/bf-committers
>> >
>> ___
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>>
>
>
>
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Re: [Bf-committers] NDOF still unusable

2011-10-28 Thread Sean Olson
+1 on this for sure!

On Fri, Oct 28, 2011 at 9:07 AM, Mike Erwin wrote:

> Hi Daniel (and others),
>
> I'm still interested in this, and had planned to work on this sort of stuff
> once 2.60 was out and things settled down. Thanks for reminding me what to
> fix first!
>
> Mike Erwin
> musician, naturalist, pixel pusher, hacker extraordinaire
>
>
> On Fri, Oct 28, 2011 at 8:33 AM, Daniel Salazar - 3Developer.com <
> zan...@gmail.com> wrote:
>
> > NDOF support still lacks the option to invert the *Zoom axis*, without
> > this i can't use it naturally. Seems like quite the simple fix, can i
> > get someone interested in this?
> >
> > http://www.pasteall.org/pic/19784
> >
> > Daniel Salazar
> > 3Developer.com
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
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Re: [Bf-committers] NDOF still unusable

2011-10-28 Thread Mike Erwin
Hi Daniel (and others),

I'm still interested in this, and had planned to work on this sort of stuff
once 2.60 was out and things settled down. Thanks for reminding me what to
fix first!

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire


On Fri, Oct 28, 2011 at 8:33 AM, Daniel Salazar - 3Developer.com <
zan...@gmail.com> wrote:

> NDOF support still lacks the option to invert the *Zoom axis*, without
> this i can't use it naturally. Seems like quite the simple fix, can i
> get someone interested in this?
>
> http://www.pasteall.org/pic/19784
>
> Daniel Salazar
> 3Developer.com
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41327] trunk/blender/source/blender/ editors: prefix common internal operator function names so its possible to assign them break

2011-10-28 Thread Campbell Barton
ack, left over from testing, fixed.

2011/10/28 Αντώνης Ρυακιωτάκης :
> Hi Campbell, in paint_image.c
>
> +       if(!ibuf || 1) {
>
> I think this is wrong since it will always report errors. checked and
> indeed it fails to create the buffer, and apparently looks like there
> are some memory leaks too.
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-- 
- Campbell
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[Bf-committers] NDOF still unusable

2011-10-28 Thread Daniel Salazar - 3Developer.com
NDOF support still lacks the option to invert the *Zoom axis*, without
this i can't use it naturally. Seems like quite the simple fix, can i
get someone interested in this?

http://www.pasteall.org/pic/19784

Daniel Salazar
3Developer.com
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41327] trunk/blender/source/blender/ editors: prefix common internal operator function names so its possible to assign them break

2011-10-28 Thread Αντώνης Ρυακιωτάκης
Hi Campbell, in paint_image.c

+   if(!ibuf || 1) {

I think this is wrong since it will always report errors. checked and
indeed it fails to create the buffer, and apparently looks like there
are some memory leaks too.
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[Bf-committers] In need for documentation for iTaSC

2011-10-28 Thread Sergey Kurdakov
Hi

I might be too plain but

http://wiki.blender.org/index.php/Dev:Source/GameEngine/RobotIKSolver

so http://www.orocos.org/kdl for kinematics and then the author of above
page
Benoit Bolsee ( who is frequent poster on the list ),
so instead of guessing - best to ask him

Regards
Sergey

*
*
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