[Bf-committers] Cycles idea

2011-11-19 Thread Knapp
It might be nice to have cycles go into pause mode when you have a
point or object in active interaction mode. For example when you are
rotating an object or other interactive modes. I find that the
rendering is mostly no problem but when I am in edit mode for example
and click on a few vert and try to scale or rotate them I loose a lot
of precision because the screen and mouse updating is so slow. So some
sort of auto render pause might be nice. Not as high a priority as
other problems but it would add a lot of polish to my user experience.

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Re: [Bf-committers] Cycles idea

2011-11-19 Thread Knapp
Pause button on cycles render is nice but it is really hard to tell if
it is on or off. Perhaps it could change icons from 2 lines to a
triangle like most music and video players do?



-- 
Douglas E Knapp

Creative Commons Film Group, Helping people make open source movies
with open source software!
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[Bf-committers] WebP WebM

2011-11-19 Thread Daniel Salazar - 3Developer.com
I've been using the new WebM video from google and it's great, now
they have a new image format that supports good lossy compression
supporting *alpha* and great lossless compression with better filesize
than png! (this got me more exited, less ftp waiting!)

So what are we waiting to get support in Blender!

http://code.google.com/speed/webp/

http://www.webmproject.org/

cheers!

Daniel Salazar
3Developer.com
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Re: [Bf-committers] Cycles idea

2011-11-19 Thread Dima Glibitsky
How about an outline of active selection being superimposed on top of
Cycles rendering? I guess that may be helpful too :-)
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[Bf-committers] R: Array mod idea

2011-11-19 Thread Fabio Russo
Hello,
I am developing for quite some time something like that.

Trackers: http://projects.blender.org/tracker/index.php?func=detailaid=26662

Builds to try: http://graphicall.org/ruesp83

This build includes my new Advanced Array Modifier:
http://vimeo.com/28236738

A new build will be loaded in a few days! ;-)
Best regards, Fabio (ruesp83)

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Re: [Bf-committers] R: Array mod idea

2011-11-19 Thread Knapp
On Sat, Nov 19, 2011 at 1:40 PM, Fabio Russo rues...@libero.it wrote:
 Hello,
 I am developing for quite some time something like that.

 Trackers: http://projects.blender.org/tracker/index.php?func=detailaid=26662

 Builds to try: http://graphicall.org/ruesp83

 This build includes my new Advanced Array Modifier:
 http://vimeo.com/28236738

 A new build will be loaded in a few days! ;-)
 Best regards, Fabio (ruesp83)

That is GREAT! Any projections for when it will be in trunk? I have
very limited time so mostly test stuff that has made it into trunk.
Thanks!



-- 
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Creative Commons Film Group, Helping people make open source movies
with open source software!
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Massage in Gelsenkirchen-Buer:
http://douglas.bespin.org/tcm/ztab1.htm
Please link to me and trade links with me!

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Re: [Bf-committers] Cycles idea

2011-11-19 Thread Knapp
On Sat, Nov 19, 2011 at 12:57 PM, Dima Glibitsky dima.g...@gmail.com wrote:
 How about an outline of active selection being superimposed on top of
 Cycles rendering? I guess that may be helpful too :-)

Ya, +1 for that too! I would bet that it is in the works.

-- 
Douglas E Knapp

Creative Commons Film Group, Helping people make open source movies
with open source software!
http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

Massage in Gelsenkirchen-Buer:
http://douglas.bespin.org/tcm/ztab1.htm
Please link to me and trade links with me!

Open Source Sci-Fi mmoRPG Game project.
http://sf-journey-creations.wikispot.org/Front_Page
http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] Blender tangent space calculation

2011-11-19 Thread Eugene Minov

 Correct, this is how blender does it everywhere in its code-base.


Ok.
I've asked because after weldind I've gotten this problem with some quads.
But today seems that I solve it by swapping the first vertex in the vert
array with
the first finded vertex that is not indexed to any of the 4'th face's index.

On Sat, Nov 19, 2011 at 1:13 AM, Morten Mikkelsen mikkels...@gmail.comwrote:

 
  I wanted to ask about this line:
  const int iGetNrVerts= data-mface[face_num].v4!=0 ? 4 : 3;
 
  Or there is no way that last index points to zero?
 

 Correct, this is how blender does it everywhere in its code-base.
 Super glad to hear you're getting useful results! Be sure to submit a patch
 for review.
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Re: [Bf-committers] Blender tangent space calculation

2011-11-19 Thread Eugene Minov

 Be sure to submit a patch for review.


I've submitted a patch today.
This is my first patch and I hope I've did all right.

I've checked it for warnings, added txt file with small description about
api.
I've added a simple test exporting script that writes a data to txt file.
I've added a 'weldmesh.h' and 'weldmesh.c' too.
And also added the blend file with a simple mesh and generated normal map.

http://projects.blender.org/tracker/index.php?func=detailaid=29335group_id=9atid=127

I'll be very grateful if someone's find a time to test it.
Thanks :)

On Sat, Nov 19, 2011 at 8:27 PM, Eugene Minov minov@gmail.com wrote:

 
  Correct, this is how blender does it everywhere in its code-base.
 

 Ok.
 I've asked because after weldind I've gotten this problem with some quads.
 But today seems that I solve it by swapping the first vertex in the vert
 array with
 the first finded vertex that is not indexed to any of the 4'th face's
 index.

 On Sat, Nov 19, 2011 at 1:13 AM, Morten Mikkelsen mikkels...@gmail.comwrote:

 
  I wanted to ask about this line:
  const int iGetNrVerts= data-mface[face_num].v4!=0 ? 4 : 3;
 
  Or there is no way that last index points to zero?
 

 Correct, this is how blender does it everywhere in its code-base.
 Super glad to hear you're getting useful results! Be sure to submit a
 patch
 for review.
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Re: [Bf-committers] WebP WebM

2011-11-19 Thread ertuqueque
+1 here...

I've been using Webm also for a lot of my work and quality is amazing!...
Nothing to envy on h264...

I've also done some tests with Webp and is just matter of time for this
awesome format to be adopted widespread... I think is important that we
support great quality open standards like these.

2011/11/19 Daniel Salazar - 3Developer.com zan...@gmail.com

 I've been using the new WebM video from google and it's great, now
 they have a new image format that supports good lossy compression
 supporting *alpha* and great lossless compression with better filesize
 than png! (this got me more exited, less ftp waiting!)

 So what are we waiting to get support in Blender!

 http://code.google.com/speed/webp/

 http://www.webmproject.org/

 cheers!

 Daniel Salazar
 3Developer.com
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[Bf-committers] Trunk broken!

2011-11-19 Thread Daniel Salazar - 3Developer.com
http://www.pasteall.org/26572

cheers,

Daniel Salazar
3Developer.com
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Re: [Bf-committers] Blender tangent space calculation

2011-11-19 Thread Morten Mikkelsen
I am not 100% sure I understand you correctly but your fix doesn't sound
correct but perhaps
I am misunderstanding you. Anyway, the welder is going to generate a zero
based index list unlike what is used within
Blender. If you want to use the indexed result within a Blender context
you'd have to put a dummy vertex at the beginning of the vertex array such
that all other vertices are offset by one entry and then you'd add all the
welder-generated indices by +1 to offset to after the dummy vertex. This
way triangles can still have their fourth index as 0 which points to the
dummy vertex and within Blender means no vertex assigned.



On Sat, Nov 19, 2011 at 9:27 AM, Eugene Minov minov@gmail.com wrote:

 
  Correct, this is how blender does it everywhere in its code-base.
 

 Ok.
 I've asked because after weldind I've gotten this problem with some quads.
 But today seems that I solve it by swapping the first vertex in the vert
 array with
 the first finded vertex that is not indexed to any of the 4'th face's
 index.

 On Sat, Nov 19, 2011 at 1:13 AM, Morten Mikkelsen mikkels...@gmail.com
 wrote:

  
   I wanted to ask about this line:
   const int iGetNrVerts= data-mface[face_num].v4!=0 ? 4 : 3;
  
   Or there is no way that last index points to zero?
  
 
  Correct, this is how blender does it everywhere in its code-base.
  Super glad to hear you're getting useful results! Be sure to submit a
 patch
  for review.
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Re: [Bf-committers] Blender tangent space calculation

2011-11-19 Thread Morten Mikkelsen
 If you want to use the indexed result within a Blender context you'd have
to put a dummy vertex at the beginning of the vertex array such that all
other vertices are offset by one entry

I mean put a dummy vertex in front of the unique vertices of course
(meaning after welding). And also +1 to the indices you get after welding.



On Sat, Nov 19, 2011 at 12:35 PM, Morten Mikkelsen mikkels...@gmail.comwrote:

 I am not 100% sure I understand you correctly but your fix doesn't sound
 correct but perhaps
 I am misunderstanding you. Anyway, the welder is going to generate a zero
 based index list unlike what is used within
 Blender. If you want to use the indexed result within a Blender context
 you'd have to put a dummy vertex at the beginning of the vertex array such
 that all other vertices are offset by one entry and then you'd add all the
 welder-generated indices by +1 to offset to after the dummy vertex. This
 way triangles can still have their fourth index as 0 which points to the
 dummy vertex and within Blender means no vertex assigned.




 On Sat, Nov 19, 2011 at 9:27 AM, Eugene Minov minov@gmail.com wrote:

 
  Correct, this is how blender does it everywhere in its code-base.
 

 Ok.
 I've asked because after weldind I've gotten this problem with some quads.
 But today seems that I solve it by swapping the first vertex in the vert
 array with
 the first finded vertex that is not indexed to any of the 4'th face's
 index.

 On Sat, Nov 19, 2011 at 1:13 AM, Morten Mikkelsen mikkels...@gmail.com
 wrote:

  
   I wanted to ask about this line:
   const int iGetNrVerts= data-mface[face_num].v4!=0 ? 4 : 3;
  
   Or there is no way that last index points to zero?
  
 
  Correct, this is how blender does it everywhere in its code-base.
  Super glad to hear you're getting useful results! Be sure to submit a
 patch
  for review.
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Re: [Bf-committers] Blender tangent space calculation

2011-11-19 Thread Eugene Minov

 If you want to use the indexed result within a Blender context
 you'd have to put a dummy vertex at the beginning of the vertex array
such
 that all other vertices are offset by one entry and then you'd add all
the
 welder-generated indices by +1 to offset to after the dummy vertex.


Yes you're right! My first thought was to fix this in the same way.
Seems that I just wanted to find a way to not allocate an extra dummy
vertex :)

Actually I doing this, I put a dummy vertex at the beginning and then do +1
to the
indices.
But only if I cannot find another appropriate vertex within other unique
vertices in the array, on which didn't point any fourth index from any face.
There's almost always must be that vertex.

Then if I find this vertex I swap it with a vertex at the begining.
Then I loop all my indexes and change indexes that
point to fonded vertex, to '0', and otherwise, those indexes that
point to '0', i change to index of founded vertex.

I've tested this on a diferent meshes, wached results and I pretty sure
that it must work correct, but now I think that maybe it'd be better and
easier
to put an extra vertex only :)


On Sat, Nov 19, 2011 at 11:36 PM, Morten Mikkelsen mikkels...@gmail.comwrote:

  If you want to use the indexed result within a Blender context you'd have
 to put a dummy vertex at the beginning of the vertex array such that all
 other vertices are offset by one entry

 I mean put a dummy vertex in front of the unique vertices of course
 (meaning after welding). And also +1 to the indices you get after welding.



 On Sat, Nov 19, 2011 at 12:35 PM, Morten Mikkelsen mikkels...@gmail.com
 wrote:

  I am not 100% sure I understand you correctly but your fix doesn't sound
  correct but perhaps
  I am misunderstanding you. Anyway, the welder is going to generate a zero
  based index list unlike what is used within
  Blender. If you want to use the indexed result within a Blender context
  you'd have to put a dummy vertex at the beginning of the vertex array
 such
  that all other vertices are offset by one entry and then you'd add all
 the
  welder-generated indices by +1 to offset to after the dummy vertex. This
  way triangles can still have their fourth index as 0 which points to the
  dummy vertex and within Blender means no vertex assigned.
 
 
 
 
  On Sat, Nov 19, 2011 at 9:27 AM, Eugene Minov minov@gmail.com
 wrote:
 
  
   Correct, this is how blender does it everywhere in its code-base.
  
 
  Ok.
  I've asked because after weldind I've gotten this problem with some
 quads.
  But today seems that I solve it by swapping the first vertex in the vert
  array with
  the first finded vertex that is not indexed to any of the 4'th face's
  index.
 
  On Sat, Nov 19, 2011 at 1:13 AM, Morten Mikkelsen mikkels...@gmail.com
  wrote:
 
   
I wanted to ask about this line:
const int iGetNrVerts= data-mface[face_num].v4!=0 ? 4 : 3;
   
Or there is no way that last index points to zero?
   
  
   Correct, this is how blender does it everywhere in its code-base.
   Super glad to hear you're getting useful results! Be sure to submit a
  patch
   for review.
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[Bf-committers] Panels are cropped when there is a scrollbar

2011-11-19 Thread Thomas Dinges
Hi,
after recent changes, some panels get cropped when there is a scrollbar.
For example, I can't see the whole Output panel in the Properties Editor.

Best regards,
Thomas

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41997] trunk/blender: UI/RNA:

2011-11-19 Thread Campbell Barton
 +++ trunk/blender/release/scripts/startup/bl_ui/space_clip.py   2011-11-20 
 00:32:39 UTC (rev 41997)
 @@ -474,16 +474,14 @@
         return sc.mode == 'RECONSTRUCTION' and sc.clip

     def draw_header(self, context):
 -        sc = context.space_data
 -        tracking = sc.clip.tracking
 -        stab = tracking.stabilization
 -
 +        stab = context.space_data.clip.tracking.stabilization
 +
         self.layout.prop(stab, use_2d_stabilization, text=)

     def draw(self, context):
         layout = self.layout
 -        sc = context.space_data
 -        tracking = sc.clip.tracking
 +
 +        tracking = context.space_data.clip.tracking
         stab = tracking.stabilization

         layout.active = stab.use_2d_stabilization


Hi Thomas, I don't think these kinds of cleanup commits are that
worthwhile (referring specifically changes in space_clip.py),
it means if you want to access one of these members later - devs are
likely to add in duplicate lookups eg.

if context.space_data.clip.tracking.foo and
context.space_data.clip.tracking.bar:
 ...

rather than...

if tracking.foo and tracking.bar:
 ...

in python storing intermediate vars gives a little overhead but its
nothing like the slowdown of getattr lookups, multiple times.

- Campbell
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