Re: [Bf-committers] HDR rendering using 8bpc

2012-03-11 Thread Tom Edwards
8-bit HDR is (shock horror!) low quality stuff which leads to a lot of 
colour banding. The performance boost is good for games, but not worth 
it for rendering. :)

On 10/03/2012 10:57, Tom M wrote:
 You might find this interesting,

 Brian Karis links to my LogLUV post while pointing out that there’s
 another kid in town: RGBM color encoding. In fact, we are using a
 version of RGBM (different from Brian’s), not LogLUV, to represent HDR
 in God of War III. A third version of RGBM is described by Malte
 Clasen in HDR values in 8 bit RGBA pixels. (see the links in the
 actual post)

 http://realtimecollisiondetection.net/blog/?p=93#more-93

 Lots of worthwhile reading...
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[Bf-committers] Starting blender up maximised

2012-03-11 Thread Tom Edwards
Now that Blender can store window state, what do people think of making 
startup.blend default to maximised?

The startup file defines the position and state of the main window even 
if you load another blend file, so if it stays 
maximum-size-but-not-maximised I'm concerned that very few people will 
notice the fix.

Case in point: I was in IRC yesterday and somebody was saying that their 
main window size changed to half of the screen once and they had been 
stuck with it that way ever since. It seems that updating your user 
prefs to change the default window position isn't very intuitive.
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Re: [Bf-committers] HDR rendering using 8bpc

2012-03-11 Thread Tom M
On Sun, Mar 11, 2012 at 2:07 AM, Tom Edwards cont...@steamreview.org wrote:
 8-bit HDR is (shock horror!) low quality stuff which leads to a lot of
 colour banding. The performance boost is good for games, but not worth
 it for rendering. :)

Actually if you read the articles there wasn't any color banding
observed even in the most extreme test they tried.

LetterRip
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Re: [Bf-committers] build blender with mingw

2012-03-11 Thread Antony Riakiotakis
Looked a bit into this today:

http://mingw-w64.svn.sourceforge.net/viewvc/mingw-w64/trunk/mingw-w64-doc/howto-build/mingw-w64-howto-build.txt?revision=4234

Looks like setting this up is not trivial even for experienced
builders. I am not sure if it's worth setting up. I mean, I am crazy
enough to try it but not crazy enough to support this...I will email
the MinGW64 team a few questions, mainly:

1) Do they plan to support official binaries?
2) Are the tools considered stable enough to use in a big project such
as blender?
3) Are there caveats when setting up the tools (for instance read:
http://www.gaia-gis.it/spatialite-3.0.0-BETA/mingw64_how_to.html)


 and see what they will respond.


I will keep the thread updated if it's OK flood-mail-wise.
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[Bf-committers] Blender developers meeting minutes, 11 March 2012

2012-03-11 Thread Ton Roosendaal
Hi all,

Here's the summary of today's meeting.

1) Blender 2.63 progress

- Full report of Campbell's work last week (on BMesh):
http://wiki.blender.org/index.php/User:Ideasman42/WhatImWorkingOn#Week_81_.28March_5.29

- In short: he fixed tools like Edge rotate, Rip, Edge-split. Made export to 
OBJ and FBX working.

- Bmesh API update:
http://www.blender.org/documentation/blender_python_api_2_62_1/bmesh.html

- Mesh bevel still needs work. The singular bevel case works (1 new face on 
edges) but for a smooth bevel (higher subdivision, rounded bevel) we need good 
code still. *Help wanted!*

- Nicholas Bishop: added improvements for sculpt drawing:
http://nicholasbishop.net/wordpress/?p=54

- Lukas Toenne: Groups node patch is still pending review, custom nodes are 
half way there. Lukas is making himself familiar with the OpenCL  tiling code 
for more complex composite nodes.

- We're still on track for a release, in 3-4 weeks time.


2) Other projects

- Mike Erwin has been working on tablet code (the pen/tablet input device, not 
iPad :). It could be ready for this release, making things work a better in 
general and fixing ~14 bugs in the tracker.

- Brecht will be meeting with the Mango team tomorrow, going over 
production-readiness targets. Or in other words: the shortest path to make 
something like last week's workshop possible in cycles.

- Review reminder: Bastien Montagne worked on new/better definition for Hinge 
bone:
http://wiki.blender.org/index.php/User:Mont29/Dev/Pose_Bone_RotScale_Parenting

3) GSoC

- The application has been done, this friday we know if we're in!

- Starting 26 march students can apply, so let's make sure the wiki page is 
correct:
http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2012/Ideas

That's it. Thanks!

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] HDR rendering using 8bpc

2012-03-11 Thread Tom Edwards
Well okay, perhaps lots was an overstatement. But there is 
nevertheless noticeable banding, particularly if you use the image in a 
skybox like I did. Have a look at the colour distribution chart here: 
http://iwasbeingirony.blogspot.com/2010/06/difference-between-rgbm-and-rgbd.html.

On 11/03/2012 2:57, Tom M wrote:
 On Sun, Mar 11, 2012 at 2:07 AM, Tom Edwardscont...@steamreview.org  wrote:
 8-bit HDR is (shock horror!) low quality stuff which leads to a lot of
 colour banding. The performance boost is good for games, but not worth
 it for rendering. :)
 Actually if you read the articles there wasn't any color banding
 observed even in the most extreme test they tried.

 LetterRip
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Re: [Bf-committers] HDR rendering using 8bpc

2012-03-11 Thread Tom Edwards
Here's exactly what I'm talking about: 
http://img15.imageshack.us/img15/745/rgbm.png

Left side 16-bit float, right side 8-bit RGBM. As you can see RGBM is 
okay in bright and dark areas, but really suffers in between.

(No idea why the RGBM image is darker BTW, not seen that before.)

On 11/03/2012 6:24, Tom Edwards wrote:
 Well okay, perhaps lots was an overstatement. But there is
 nevertheless noticeable banding, particularly if you use the image in a
 skybox like I did. Have a look at the colour distribution chart here:
 http://iwasbeingirony.blogspot.com/2010/06/difference-between-rgbm-and-rgbd.html.

 On 11/03/2012 2:57, Tom M wrote:
 On Sun, Mar 11, 2012 at 2:07 AM, Tom Edwardscont...@steamreview.org   
 wrote:
 8-bit HDR is (shock horror!) low quality stuff which leads to a lot of
 colour banding. The performance boost is good for games, but not worth
 it for rendering. :)
 Actually if you read the articles there wasn't any color banding
 observed even in the most extreme test they tried.

 LetterRip
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Re: [Bf-committers] build blender with mingw

2012-03-11 Thread Antony Riakiotakis
I've started a discussion here:

http://sourceforge.net/mailarchive/forum.php?thread_name=CAESZquuDtq5wu3VYkYiMB4KFk_7hoWHiQtY2yXkodkaPAgBRyQ%40mail.gmail.comforum_name=mingw-w64-public
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Re: [Bf-committers] build blender with mingw

2012-03-11 Thread Caleb Joseph
I managed to compile Blender yesterday on MinGW-w64 with a few essential
dependencies, but got an instant access violation in main(). Suspect that
it's a pthread issue, but I'm not sure. GDB didn't provide much useful
information.

On Mar 11, 2012 8:27 AM, Campbell Barton ideasma...@gmail.com wrote:

 On Sun, Mar 11, 2012 at 7:21 AM, Antony Riakiotakis kal...@gmail.com
wrote:
  Yes it's possible with official MinGW, not MinGW64. Make sure you use
  a 32 bit python 2.6 for scons as MinGW creates 32bit binaries. MinGW64
  support is not yet included. It would require recompilation of almost
  every library blender is linked against which can be a daunting task
  to do.

 Its reasonable IMHO not to support all dependencies initially,
 could start out with mingw64 builds only having basics - libjpeg,
 libpng - and add more along the way.
 The build-systems can disable all unsupported deps automatic to
 prevent obscure errors, until the deps are added.
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Re: [Bf-committers] build blender with mingw

2012-03-11 Thread Yousef Hurfoush

hi
i found this site, it seems to generate daily builds for x86 and x64, also it 
is used by alot of OSS projects.

http://mingw-w64.sourceforge.net/

Regards
Yousef Harfoush


ba...@msn.com



 Date: Sun, 11 Mar 2012 19:04:54 +0200
 From: kal...@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] build blender with mingw
 
 Looked a bit into this today:
 
 http://mingw-w64.svn.sourceforge.net/viewvc/mingw-w64/trunk/mingw-w64-doc/howto-build/mingw-w64-howto-build.txt?revision=4234
 
 Looks like setting this up is not trivial even for experienced
 builders. I am not sure if it's worth setting up. I mean, I am crazy
 enough to try it but not crazy enough to support this...I will email
 the MinGW64 team a few questions, mainly:
 
 1) Do they plan to support official binaries?
 2) Are the tools considered stable enough to use in a big project such
 as blender?
 3) Are there caveats when setting up the tools (for instance read:
 http://www.gaia-gis.it/spatialite-3.0.0-BETA/mingw64_how_to.html)
 
 
  and see what they will respond.
 
 
 I will keep the thread updated if it's OK flood-mail-wise.
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