Re: [Bf-committers] Updated BMesh Merge Proposal

2011-12-02 Thread Αντώνης Ρυακιωτάκης
Well, what about earlier versions of blender? They won't have the
newer version checking code. But I like the idea of exporting
function, or something close.
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[Bf-committers] Get a error when complie in osx.

2011-12-02 Thread kfih...@gmail.com
Hi, ALL:
I get a error when I comlie blender in osx with x86_64.
who can help me? please 

  _FT_Outline_Get_CBox, referenced from:
  _blf_glyph_add in libbf_blenfont.a(blf_glyph.o)
ld: symbol(s) not found
collect2: ld returned 1 exit status
scons: ***
[/Users/xiaobo/Documents/code/blender_build/build/darwin/bin/blender] Error
1
scons: building terminated because of errors.

-- 
--
小波 上
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Re: [Bf-committers] Mesh curvature estimation

2011-12-02 Thread Vincent Nivoliers
There was one in 2010, here is the page of the project :
http://wiki.blender.org/index.php/User:Rohith291991/Gsoc2010/Proposal

I spent a bit of time discussing about it with Rohith on IRC, and provided some 
code I had written for a partial implementation of mixed integer 
quadrangulations into an other software. Last time we discussed about it about 
one year ago, he was struggling to extract a mesh from the parametrization. 
Yet, I don't know if the direction field was still manually generated, but I 
think he used the code I gave him to build the parametrization from a direction 
field. I'll try to go over his code to see if I can guess how far he went.

Anyway, I don't know what's left of this project, and what can be recovered. 
Still, if you want to resurrect this project, and think I could be of any help, 
please let me know, and I'll send you my code as well, and we can arrange a 
meeting on IRC.
-- Vincent.

- Mail original -
 I dont think the MIQ project got very far, since I've offered to
 implement this once my work on compositor / mask editor is done, and
 my offer was generally greeted with much happiness that someone was
 going to do this...
 
 noone even mentioned to me that anyone did a gsoc on it... so im
 guessing it didn't go TOO far... but maybe I'm wrong... idk.
 
 On Mon, Nov 28, 2011 at 6:01 AM, Vincent Nivoliers
 vincent.nivoli...@loria.fr wrote:
  [2011-11-27 19:38:53 -0500] Nicholas Bishop:
  Hi all,
 
  A few times I've run into algorithms that require principal
  curvatures
  [1] as inputs. My cursory examination of the Blender source
  (basically
  just grepping for curvature) didn't turn up any code for this, so
  I
  ported the (GPLv2) curvature code from the trimesh2 lib [2] to
  Blender. That code is based on the paper Estimating Curvatures and
  Their Derivatives on Triangle Meshes [3]. Dunno if this is useful
  to
  anyone else, but I've pushed a Blender branch [4] containing the
  curvature calculation (in blenlib/intern/curvature.c), as well as a
  test modifier that displays the curvature vectors.
 
  Screenshot with Suzanne:
  http://www.pasteall.org/pic/show.php?id=21557
 
  Notes:
  The original code was in C++; I converted it to C and switched the
  math stuff over to blenlib and the types to MVert/MFace/etc. The
  per-vertex output is the two principal curvatures and two direction
  vectors. I haven't updated the code to handle quads yet, it'll
  assert() if it encounters a non-triangle face. I've only just
  gotten
  this working, so there are definitely bugs in it yet. :)
 
  Thanks,
  -Nicholas
 
  [1] http://en.wikipedia.org/wiki/Principal_curvature
  [2] http://gfx.cs.princeton.edu/proj/trimesh2/
  [3] http://gfx.cs.princeton.edu/pubs/_2004_ECA/
  [4]
  https://gitorious.org/~nicholasbishop/blenderprojects/nicholasbishop-blender/commits/tri-curvature
 
  Hi,
  There was a gsoc project last year [1] about the implementation of
  mixed
  integer quadrangulationsa [2] into blender. I don't know where this
  project lies now, but I believe this code uses a curvature estimator
  to
  generate a direction field on the surface.
 
  Thanks for this work,
  -- Vincent
 
  [1] http://code.google.com/p/google-summer-of-code-2010-blender/
  [2]
  http://www.graphics.rwth-aachen.de/uploads/media/bommes_zimmer_2009_siggraph_01.pdf
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[Bf-committers] Proposal to Change Mathutils Vectors

2011-12-02 Thread Andrew Hale
Hi all,

I've written a proposal to change the current handling of transfomations of
vectors and remove the use cases for 4D vectors. The proposal can be found
here:
http://wiki.blender.org/index.php/User:TrumanBlending#Proposal:_Four_Dimensional_Mathutils_Vectors

Thanks,
Andrew
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Re: [Bf-committers] Updated BMesh Merge Proposal

2011-12-02 Thread Knapp
2011/12/2 Αντώνης Ρυακιωτάκης kal...@gmail.com:
 Well, what about earlier versions of blender? They won't have the
 newer version checking code. But I like the idea of exporting
 function, or something close.

Yes, that is true but the idea does fix the problem for the next time
it comes up, as it will, in the future.

And the export function should make it possible to give the old
software the new blends but that leaves the old programs with the new
files problem.

Perhaps this is not ideal but could the new blends be made so that
there is no chance that the old software can load them? That should
block complaints other than it will not load, at which point we can
just tell them to get the new software and export to the old format.

-- 
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
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Re: [Bf-committers] Updated BMesh Merge Proposal

2011-12-02 Thread Knapp
One other idea just jumped up at me. Write a python add on for the old
software that would allow for loading of the new format. Then users of
2.4 or whatever can download it and add it to their old blender.

On Fri, Dec 2, 2011 at 1:22 PM, Knapp magick.c...@gmail.com wrote:
 2011/12/2 Αντώνης Ρυακιωτάκης kal...@gmail.com:
 Well, what about earlier versions of blender? They won't have the
 newer version checking code. But I like the idea of exporting
 function, or something close.

 Yes, that is true but the idea does fix the problem for the next time
 it comes up, as it will, in the future.

 And the export function should make it possible to give the old
 software the new blends but that leaves the old programs with the new
 files problem.

 Perhaps this is not ideal but could the new blends be made so that
 there is no chance that the old software can load them? That should
 block complaints other than it will not load, at which point we can
 just tell them to get the new software and export to the old format.

 --
 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/



-- 
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] Proposal to Change Mathutils Vectors

2011-12-02 Thread Dalai Felinto
Hi Andrew,

I really like the well written proposal. You explained well the reasons in
favor of dropping homogeneous coordinates.
I miss a reference to what the downside would be, though. Broken scripts?
Any limitation on always assuming w=1?

Best regards,
Dalai

2011/12/2 Andrew Hale trumanblend...@gmail.com

 Hi all,

 I've written a proposal to change the current handling of transfomations of
 vectors and remove the use cases for 4D vectors. The proposal can be found
 here:

 http://wiki.blender.org/index.php/User:TrumanBlending#Proposal:_Four_Dimensional_Mathutils_Vectors

 Thanks,
 Andrew
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Re: [Bf-committers] Help! Error building blender

2011-12-02 Thread iozk hz
2011/12/1 Reuben Martin reube...@gmail.com

 On Thursday, December 01, 2011 04:11:08 PM iozk...@gmail.com wrote:
  I have error building blender latest source
  LINK: fatal error LNK1104: cannot open file
  'libboost_thread-vc100-mt-s-1_47.lib'
 
  I'm bulding with python 27 scons

 The error is rather self explanatory. Make sure the missing file exists,
 and
 that is in in the library paths used when linking.

 -Reuben
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is here C:\BlenderSVN\lib\Windows\boost\lib but i don't  know why still
launch the error
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[Bf-committers] Boost VS2010 win libs

2011-12-02 Thread Thomas Dinges
Hey Alexander,
You committed x64 Boost libs for msvc 2010 a few days ago. But they are 
not used from within cmake/scons yet?!

People report issues with it on the mailing list and in forums.

There are two possibilities, as we officially don't support vs2010 from 
our side:
1) Please fix the issues, and maintain the libs.
2) Remove them from SVN again. Our libs in svn are there to build 
blender (especially for release), if there are (experimental) libs which 
can be only used with tweaking or not work at all, they can be provided 
via a third party website as zip archive or whatever as well.

I don't mind libs in svn for mingw or msvc2010 (again, they are not used 
for official releases) but if they are in svn, they should work and not 
just waste huge amounts of space.
Thanks.

Regards,
Thomas

-- 
Thomas Dinges
Blender Developer, Artist and Musician

www.dingto.org

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Re: [Bf-committers] Updated BMesh Merge Proposal

2011-12-02 Thread Campbell Barton
There are many options here, I was going to list all the ones I could
think of but most have some fairly annoying drawbacks.

Currently BMesh triangulates the mesh when loaded in trunk or 2.4x,

You could argue both ways...

since mesh data is core to most blender projects...
a) being forwards compatible highly important.
b) triangulation of quads is so destructive - users would be better
off exporting to an intermediate format then using new blendfiles in
an older blender.

Not crashing gives the appearance of working but infact its still
quite limited, people aren't seriously going to take meshes with UV's,
vertex colors etc and load them in an older blender to continue
working.


IMHO possible practical options are...

* do nothing (allow crashing).

* solve crash loading bmesh files for 2.61+, this ofcourse wont help
2.60 or older but at least allows loading in a few previous releases.

* make a token effort - (what I'm proposing, load in triangulated mesh data)

* write full edge and face data into the file (would make file larger
since it would need to save faces twice, not to mention uv, vertex
color layers etc, also if quite some work to do this and know to
ignore edge data which doesn't exist for ngons).

* New save option/mode Save as 2.60 compatible blend as suggested,
I'm not keen on this option, mainly because it introduces the overhead
of having multiple ways to save a blend file and gives us more work to
support, but it could be made to work well and at least wont slow down
regular saving as with what I suggested initially.

On Fri, Dec 2, 2011 at 11:25 PM, Knapp magick.c...@gmail.com wrote:
 One other idea just jumped up at me. Write a python add on for the old
 software that would allow for loading of the new format. Then users of
 2.4 or whatever can download it and add it to their old blender.

 On Fri, Dec 2, 2011 at 1:22 PM, Knapp magick.c...@gmail.com wrote:
 2011/12/2 Αντώνης Ρυακιωτάκης kal...@gmail.com:
 Well, what about earlier versions of blender? They won't have the
 newer version checking code. But I like the idea of exporting
 function, or something close.

 Yes, that is true but the idea does fix the problem for the next time
 it comes up, as it will, in the future.

 And the export function should make it possible to give the old
 software the new blends but that leaves the old programs with the new
 files problem.

 Perhaps this is not ideal but could the new blends be made so that
 there is no chance that the old software can load them? That should
 block complaints other than it will not load, at which point we can
 just tell them to get the new software and export to the old format.

 --
 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/



 --
 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] Proposal to Change Mathutils Vectors

2011-12-02 Thread Dahlia Trimble
Would removing 4d vectors affect quaternions? I've not looked at the
implementation but I do use quaternions in some of my personal blender
scripts and I'd prefer they didn't go away

On Fri, Dec 2, 2011 at 3:47 AM, Andrew Hale trumanblend...@gmail.comwrote:

 Hi all,

 I've written a proposal to change the current handling of transfomations of
 vectors and remove the use cases for 4D vectors. The proposal can be found
 here:

 http://wiki.blender.org/index.php/User:TrumanBlending#Proposal:_Four_Dimensional_Mathutils_Vectors

 Thanks,
 Andrew
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