Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [44895] trunk/blender/source/blender/ python/bmesh: prepare for adding bmesh py api for customdata layer access - no functional ch

2012-03-15 Thread Nicholas Bishop
Looks like this commit missed adding the bmesh_py_types_customdata.c file.

On Thu, Mar 15, 2012 at 2:08 AM, Campbell Barton ideasma...@gmail.com wrote:
 Revision: 44895
          
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=44895
 Author:   campbellbarton
 Date:     2012-03-15 06:08:27 + (Thu, 15 Mar 2012)
 Log Message:
 ---
 prepare for adding bmesh py api for customdata layer access - no functional 
 changes.

 Modified Paths:
 --
    trunk/blender/source/blender/python/bmesh/CMakeLists.txt
    trunk/blender/source/blender/python/bmesh/bmesh_py_api.c
    trunk/blender/source/blender/python/bmesh/bmesh_py_types.c

 Added Paths:
 ---
    trunk/blender/source/blender/python/bmesh/bmesh_py_types_select.c
    trunk/blender/source/blender/python/bmesh/bmesh_py_types_select.h

 Removed Paths:
 -
    trunk/blender/source/blender/python/bmesh/bmesh_py_select.c
    trunk/blender/source/blender/python/bmesh/bmesh_py_select.h

 Modified: trunk/blender/source/blender/python/bmesh/CMakeLists.txt
 ===
 --- trunk/blender/source/blender/python/bmesh/CMakeLists.txt    2012-03-15 
 05:59:44 UTC (rev 44894)
 +++ trunk/blender/source/blender/python/bmesh/CMakeLists.txt    2012-03-15 
 06:08:27 UTC (rev 44895)
 @@ -33,13 +33,15 @@

  set(SRC
        bmesh_py_api.c
 -       bmesh_py_select.c
        bmesh_py_types.c
 +       bmesh_py_types_customdata.c
 +       bmesh_py_types_select.c
        bmesh_py_utils.c

        bmesh_py_api.h
 -       bmesh_py_select.h
        bmesh_py_types.h
 +       bmesh_py_types_customdata.h
 +       bmesh_py_types_select.h
        bmesh_py_utils.h
  )


 Modified: trunk/blender/source/blender/python/bmesh/bmesh_py_api.c
 ===
 --- trunk/blender/source/blender/python/bmesh/bmesh_py_api.c    2012-03-15 
 05:59:44 UTC (rev 44894)
 +++ trunk/blender/source/blender/python/bmesh/bmesh_py_api.c    2012-03-15 
 06:08:27 UTC (rev 44895)
 @@ -34,8 +34,8 @@
  #include bmesh.h

  #include bmesh_py_types.h
 +#include bmesh_py_types_select.h
  #include bmesh_py_utils.h
 -#include bmesh_py_select.h

  #include BLI_utildefines.h


 Deleted: trunk/blender/source/blender/python/bmesh/bmesh_py_select.c
 ===
 --- trunk/blender/source/blender/python/bmesh/bmesh_py_select.c 2012-03-15 
 05:59:44 UTC (rev 44894)
 +++ trunk/blender/source/blender/python/bmesh/bmesh_py_select.c 2012-03-15 
 06:08:27 UTC (rev 44895)
 @@ -1,454 +0,0 @@
 -/*
 - * * BEGIN GPL LICENSE BLOCK *
 - *
 - * This program is free software; you can redistribute it and/or
 - * modify it under the terms of the GNU General Public License
 - * as published by the Free Software Foundation; either version 2
 - * of the License, or (at your option) any later version.
 - *
 - * This program is distributed in the hope that it will be useful,
 - * but WITHOUT ANY WARRANTY; without even the implied warranty of
 - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 - * GNU General Public License for more details.
 - *
 - * You should have received a copy of the GNU General Public License
 - * along with this program; if not, write to the Free Software Foundation,
 - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 - *
 - * The Original Code is Copyright (C) 2012 Blender Foundation.
 - * All rights reserved.
 - *
 - * Contributor(s): Campbell Barton
 - *
 - * * END GPL LICENSE BLOCK *
 - */
 -
 -/** \file blender/python/bmesh/bmesh_py_select.c
 - *  \ingroup pybmesh
 - *
 - * This file defines the types for 'BMesh.select_history'
 - * sequence and iterator.
 - *
 - * select_history is very loosely based on pytons set() type,
 - * since items can only exist once. however they do have an order.
 - */
 -
 -#include Python.h
 -
 -#include bmesh.h
 -
 -#include bmesh_py_types.h
 -#include bmesh_py_select.h
 -
 -#include BLI_utildefines.h
 -#include BLI_listbase.h
 -
 -#include BKE_tessmesh.h
 -
 -#include DNA_mesh_types.h
 -
 -#include ../generic/py_capi_utils.h
 -
 -#include bmesh_py_api.h /* own include */
 -
 -PyDoc_STRVAR(bpy_bmeditselseq_active_doc,
 -The last selected element or None (read-only).\n\n:type: :class:`BMVert`, 
 :class:`BMEdge` or :class:`BMFace`
 -);
 -static PyObject *bpy_bmeditselseq_active_get(BPy_BMEditSelSeq *self, void 
 *UNUSED(closure))
 -{
 -       BMEditSelection *ese;
 -       BPY_BM_CHECK_OBJ(self);
 -
 -       if ((ese = self-bm-selected.last)) {
 -               return BPy_BMElem_CreatePyObject(self-bm, ese-ele-head);
 -       }
 -       else {
 -               Py_RETURN_NONE;
 -       }
 -}
 -
 -static PyGetSetDef bpy_bmeditselseq_getseters[] = {
 -    {(char *)active, (getter)bpy_bmeditselseq_active_get, (setter)NULL, 
 (char *)bpy_bmeditselseq_active_doc, NULL},
 -    {NULL, NULL, NULL, NULL, NULL} /* Sentinel */
 -};
 

Re: [Bf-committers] Sculpting UI issue

2012-03-15 Thread Nicholas Bishop
Here's a patch that should more or less resolve the issue (at end of message.)

This changes the text background to extend all the way to the right
edge, gives the rectangle alpha blending, and makes it themeable using
the under User Interface  Menu Item  Item.

Things needed before committing:
* Someone should pick a nice default (here I've used 172, 172, 172, 128.)
* The default .blend should be updated too, otherwise it'll show as
ugly bright-white rectangles.
* Maybe the other theme presets should be updated too?

I prefer to let UI folks handle this, hopefully someone reading this
can confirm the patch looks good and finish this?

Thanks,
-Nicholas

Index: source/blender/editors/interface/interface_widgets.c
===
--- source/blender/editors/interface/interface_widgets.c(revision 44900)
+++ source/blender/editors/interface/interface_widgets.c(working copy)
@@ -1367,7 +1367,7 @@ static struct uiWidgetColors wcol_menu_item= {
{0, 0, 0, 255},
{0, 0, 0, 0},
{86, 128, 194, 255},
-   {255, 255, 255, 255},
+   {172, 172, 172, 128},

{255, 255, 255, 255},
{0, 0, 0, 255},
@@ -3297,15 +3297,17 @@ void ui_draw_preview_item(uiFontStyle *fstyle,
rcti *rect, const char *name, int
bg_rect = trect;
bg_rect.xmin = rect-xmin + PREVIEW_PAD;
bg_rect.ymin = rect-ymin + PREVIEW_PAD;
-   bg_rect.xmax += PREVIEW_PAD / 2;
+   bg_rect.xmax = rect-xmax - PREVIEW_PAD;
bg_rect.ymax += PREVIEW_PAD / 2;

if(bg_rect.xmax  rect-xmax - PREVIEW_PAD)
bg_rect.xmax = rect-xmax - PREVIEW_PAD;

UI_GetThemeColor3ubv(TH_BUTBACK, bg_col);
-   glColor3ubv(bg_col);
+   glColor4ubv((unsigned char*)wt-wcol.item);
+   glEnable(GL_BLEND);
glRecti(bg_rect.xmin, bg_rect.ymin, bg_rect.xmax, bg_rect.ymax);
+   glDisable(GL_BLEND);

if (state == UI_ACTIVE)
glColor3ubv((unsigned char*)wt-wcol.text);
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Blender and SDL

2012-03-15 Thread Wander Lairson Costa
2012/3/14 Dalai Felinto dfeli...@gmail.com:
 Hi,

 afaik blenderplayer fullscreen follows the same behaviour as if you
 maximize the window.

Well, at least for SDL, what blender does is to create a normal Window
and then, switch to full screen.

 In order to run it across desktops you need a system with support for
 'desktop spanning'.


Well, as I know SDL can do what I need and I am running out of time, I
didn't looked up for other options.

 The strategy which I am thinking is to embed the blenderplayer app.
 One thing you can try is to create a simple standalone that takes both
 your screens and use blenderplayer with the -i option (you will need
 the Parent Id of the standalone window for that) (which is the same
 strategy used by the Burster webplugin - www.geta3d.com).


You mean, a big screen covering both desktops as a parent?

 I know nothing about SDL, so wouldn't know if it would solve your problem.


If you create a SDL window in full screen mode, it will span across monitors...

-- 
Best Regards,
Wander Lairson Costa
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Reference counting, deleting data and fake users

2012-03-15 Thread Mango Jambo
It could be part of Outliner, IMHO it is a perfect place to it. (But
Outliner needs a better attention to make it works properly)
Not only showing Fake User, but it could list any kind of data and its
users. A good example is images and movies. It would look something like
this:
*
*
*- Image A
 - ./location/image.png
- Users
  - Texture 1
 - Texture 4*
 - Composite Node
- Strip 3 (from Video sequencer)
 - Movie X (from an image sequence)
- Image Sequence B
* - Start - ./location/image0001.png*
* - End - ./location/image0100.png* (or something like that)
 - Users
  ...

It would work with any data, including listing Fake Users. It makes easy to
reference count, deleting and other important feature: to re-link/fix
outside data, it includes image, image sequences, movies and Linked groups.
If we open a bronken linked blend file today, it simply lost it. I mean, it
happen to Linked Groups, but broken image keeps the address, even given a
pink wrong color to the object. IMHO it should be easy to re-link or even
swap the linked group, image address straight from Outliner.

I think these proposals would avoid stupid problems, may be mainly for
Mango Project. They will be dealing with images and movies all day. ;)

It was my 5 pence! Cheerios

Moraes Junior - aka mangojambo
Animator  3D Artist
+55 43 88133399 http://www.oniria.com.br


On 15 March 2012 01:47, Nathan Vegdahl ces...@cessen.com wrote:

 Agreed.  As long as this is the paradigm, then this makes sense as a
 default.  However, I think it's not at all obvious that this is a good
 paradigm as Blender moves forward.  I remember this was a concern that
 William had in the Big Buck Bunny days as well.  Not sure if he's
 around to weigh in on that.

 The main benefit of the current garbage collection style paradigm is
 that since data/asset management is quite anemic in Blender right now,
 this prevents tons of unused data from piling up.  During Sintel, for
 example, we would end up with files that had huge numbers of unused
 actions, and manually deleting them (even one-click per action) would
 have been a pain.

 So perhaps as Blender gains a good data/asset management interface, we
 can start thinking about shifting away from automatic garbage
 collection, and towards a more manual-deletion paradigm...?

 --Nathan


 On Wed, Mar 14, 2012 at 3:30 PM, Antony Riakiotakis kal...@gmail.com
 wrote:
  Hi Daniel, I agree that the new default makes sense in blender's data
  paradigm but I am questioning the paradigm not the default :)
  ___
  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

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Reference counting, deleting data and fake users

2012-03-15 Thread Mango Jambo
I suggested it could be part of Outliner, but as Nathan said,  a good
data/asset management interface are totally welcome and way better!

Moraes Junior - aka mangojambo
Animator  3D Artist
+55 43 88133399 http://www.oniria.com.br


On 15 March 2012 09:35, Mango Jambo moraesjun...@gmail.com wrote:

 It could be part of Outliner, IMHO it is a perfect place to it. (But
 Outliner needs a better attention to make it works properly)
 Not only showing Fake User, but it could list any kind of data and its
 users. A good example is images and movies. It would look something like
 this:
 *
 *
 *- Image A
  - ./location/image.png
 - Users
   - Texture 1
  - Texture 4*
  - Composite Node
 - Strip 3 (from Video sequencer)
  - Movie X (from an image sequence)
 - Image Sequence B
 * - Start - ./location/image0001.png*
 * - End - ./location/image0100.png* (or something like that)
  - Users
   ...

 It would work with any data, including listing Fake Users. It makes easy
 to reference count, deleting and other important feature: to re-link/fix
 outside data, it includes image, image sequences, movies and Linked groups.
 If we open a bronken linked blend file today, it simply lost it. I mean,
 it happen to Linked Groups, but broken image keeps the address, even given
 a pink wrong color to the object. IMHO it should be easy to re-link or even
 swap the linked group, image address straight from Outliner.

 I think these proposals would avoid stupid problems, may be mainly for
 Mango Project. They will be dealing with images and movies all day. ;)

 It was my 5 pence! Cheerios

 Moraes Junior - aka mangojambo
 Animator  3D Artist
 +55 43 88133399
 http://www.oniria.com.br


 On 15 March 2012 01:47, Nathan Vegdahl ces...@cessen.com wrote:

 Agreed.  As long as this is the paradigm, then this makes sense as a
 default.  However, I think it's not at all obvious that this is a good
 paradigm as Blender moves forward.  I remember this was a concern that
 William had in the Big Buck Bunny days as well.  Not sure if he's
 around to weigh in on that.

 The main benefit of the current garbage collection style paradigm is
 that since data/asset management is quite anemic in Blender right now,
 this prevents tons of unused data from piling up.  During Sintel, for
 example, we would end up with files that had huge numbers of unused
 actions, and manually deleting them (even one-click per action) would
 have been a pain.

 So perhaps as Blender gains a good data/asset management interface, we
 can start thinking about shifting away from automatic garbage
 collection, and towards a more manual-deletion paradigm...?

 --Nathan


 On Wed, Mar 14, 2012 at 3:30 PM, Antony Riakiotakis kal...@gmail.com
 wrote:
  Hi Daniel, I agree that the new default makes sense in blender's data
  paradigm but I am questioning the paradigm not the default :)
  ___
  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



___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


[Bf-committers] Quit Blender!

2012-03-15 Thread Antony Riakiotakis
In the spirit of the latest short movie, and after getting jealous of
MacOsX I thought this would be a nice little afternoon project. So, at
long last, quit blender for windows:

http://www.pasteall.org/30067/diff

This patch adds an interface that OS specific windows can implement to
spawn a message box asking for confirmation to quit. Only tested on
windows, can other OS maintainers also check if it compiles OK? The
interface is currently implemented only for Windows.
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


[Bf-committers] Mango development notes

2012-03-15 Thread Ton Roosendaal
Hi all,

I've posted on http://mango.blender.org a summary of meetings we had the past 
days on various development topics.

Thanks,

-Ton-


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

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Mango development notes

2012-03-15 Thread Tom M
Just emailed sergey some links on light reconstruction, but nothing
jumped out as being great.

Might be worth checking with keir and the opencv folk for suggestions.

LetterRip

On Thu, Mar 15, 2012 at 11:49 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 I've posted on http://mango.blender.org a summary of meetings we had the past 
 days on various development topics.

 Thanks,

 -Ton-

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

 ___
 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] Quit Blender!

2012-03-15 Thread Antony Riakiotakis
More changes:

*Made the message the same as the OSX one.
*Dialog now pops up only if file is dirty
*Added user preference under interface to control the behaviour.
*Added version patching to avoid popping up the quit dialog for old
files. For new versions of blender default option is on.

http://projects.blender.org/tracker/index.php?func=detailaid=30556group_id=9atid=127

The datatoc.py came out a bit bloated in my opinion. I expect this is
due to bmesh converting of the standard cube?
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Mango development notes

2012-03-15 Thread Keir Mierle
There's lots of work in this area; Sergey, can you describe in more detail
what your goals are?

On Thu, Mar 15, 2012 at 11:54 AM, Tom M letter...@gmail.com wrote:

 Just emailed sergey some links on light reconstruction, but nothing
 jumped out as being great.

 Might be worth checking with keir and the opencv folk for suggestions.

 LetterRip

 On Thu, Mar 15, 2012 at 11:49 AM, Ton Roosendaal t...@blender.org wrote:
  Hi all,
 
  I've posted on http://mango.blender.org a summary of meetings we had
 the past days on various development topics.
 
  Thanks,
 
  -Ton-
 
  
  Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
  Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
 
  ___
  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

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


[Bf-committers] Join Blender UI Team

2012-03-15 Thread Andreas Galster

Hi everyone,
in reply to a developer meeting minutes from a few weeks ago, where it was 
mentioned, that it would be nice to have the UI core team refreshed,I would 
like to ask for the opportunity to contribute to the Blender UI, if possible.
I've been doing some Blender UI work in the past, although not that much, 
mostly because I couldn't find the time for it. However, I'll be able to invest 
more time into this in 2 months, which is why I would like to offer my help.
A little background about me: I am 22 years old, living in Germany and I am 
currently employed as a Junior Designer.Commercially, all I did in the UI 
segment so far was the creation of an icon set as well as two mobile site/app 
designsSo I have to admit I'm fairly new to UI design.
Of course I have a 3D background and my company does 3D work from time to time 
with a generalist approach, making use of C4D, VRay and Blender.So I know what 
I'm doing in Blender (although not all parts, like the Game Engine for 
example), and I also know the bottlenecks, both in and not in relation to 
Cinema4D.Since I'm a workflow fetishist, I started working on the Blender UI on 
my own, making notes how I think a feature could be improved, because I hate 
it, when something is too complicated.
On a side note: I am willing to try and get into development of Blender. My 
last attempt failed, so I'll try to tackle small workflow ToDos this time ;).
The last progress images of my personal work on the Blender 
UI:https://p.twimg.com/Amlm64pCMAEi2ss.jpg:large
http://d3j5vwomefv46c.cloudfront.net/photos/full/538709008.jpg?key=19201200Expires=1331842810Key-Pair-Id=APKAIYVGSUJFNRFZBBTASignature=ecTbTm-ElDwV5C70vC0LM6MAaOSghdsx6D6fseF2oo~KKUvIfmr7OXBd0OHRQaT4-lMJv87D077HWlB6KfmhnbVbm4gaS87ssmaiLhBI7HC8f8d4rCKZrDYIPBIx3CSVgm646QiXCq0tBE4KxK6lCTCBll~H3kpz43vgd-rgu6g_

Note: It's a designers mess ;-).I would be very happy to participate in this 
project and hope to get some positive feedback :)!
Best regards,Andreas Galster

 Date: Thu, 15 Mar 2012 11:54:09 -0700
 From: letter...@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] Mango development notes
 
 Just emailed sergey some links on light reconstruction, but nothing
 jumped out as being great.
 
 Might be worth checking with keir and the opencv folk for suggestions.
 
 LetterRip
 
 On Thu, Mar 15, 2012 at 11:49 AM, Ton Roosendaal t...@blender.org wrote:
  Hi all,
 
  I've posted on http://mango.blender.org a summary of meetings we had the 
  past days on various development topics.
 
  Thanks,
 
  -Ton-
 
  
  Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
  Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
 
  ___
  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
  
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Join Blender UI Team

2012-03-15 Thread Thomas Dinges
Hi Andreas,
Great to see you here on the list.
Indeed, we need more people, not only developers, but also designers and 
people who have experience with UI design.

Your background sounds promising.
The UI changes you did, were they actual Code changes or a mockup?
I have to say, I quite like the approach and the UI looks much more 
organized. Some more infos on how you did that would be great.

Anyway, if you want to help, you are very welcome. We have a lot of 
Interface todos: 
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/UserInterface

You can start by doing patches and tackle some of the todos listed above 
if you like. :)

Best regards,
Thomas

Am 15.03.2012 21:07, schrieb Andreas Galster:
 Hi everyone,
 in reply to a developer meeting minutes from a few weeks ago, where it was 
 mentioned, that it would be nice to have the UI core team refreshed,I would 
 like to ask for the opportunity to contribute to the Blender UI, if possible.
 I've been doing some Blender UI work in the past, although not that much, 
 mostly because I couldn't find the time for it. However, I'll be able to 
 invest more time into this in 2 months, which is why I would like to offer my 
 help.
 A little background about me: I am 22 years old, living in Germany and I am 
 currently employed as a Junior Designer.Commercially, all I did in the UI 
 segment so far was the creation of an icon set as well as two mobile site/app 
 designsSo I have to admit I'm fairly new to UI design.
 Of course I have a 3D background and my company does 3D work from time to 
 time with a generalist approach, making use of C4D, VRay and Blender.So I 
 know what I'm doing in Blender (although not all parts, like the Game Engine 
 for example), and I also know the bottlenecks, both in and not in relation to 
 Cinema4D.Since I'm a workflow fetishist, I started working on the Blender UI 
 on my own, making notes how I think a feature could be improved, because I 
 hate it, when something is too complicated.
 On a side note: I am willing to try and get into development of Blender. My 
 last attempt failed, so I'll try to tackle small workflow ToDos this time ;).
 The last progress images of my personal work on the Blender 
 UI:https://p.twimg.com/Amlm64pCMAEi2ss.jpg:large
 http://d3j5vwomefv46c.cloudfront.net/photos/full/538709008.jpg?key=19201200Expires=1331842810Key-Pair-Id=APKAIYVGSUJFNRFZBBTASignature=ecTbTm-ElDwV5C70vC0LM6MAaOSghdsx6D6fseF2oo~KKUvIfmr7OXBd0OHRQaT4-lMJv87D077HWlB6KfmhnbVbm4gaS87ssmaiLhBI7HC8f8d4rCKZrDYIPBIx3CSVgm646QiXCq0tBE4KxK6lCTCBll~H3kpz43vgd-rgu6g_

 Note: It's a designers mess ;-).I would be very happy to participate in this 
 project and hope to get some positive feedback :)!
 Best regards,Andreas Galster
-- 
Thomas Dinges
Blender Developer, Artist and Musician

www.dingto.org

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Join Blender UI Team

2012-03-15 Thread Andreas Galster

Hi Thomas,
thanks for the welcoming :).
No, the changes are no code. I tried to get into Blender development a few 
months ago, but back then I was just too inexperienced with programming.Now I'm 
far, far more experienced (Javascript, PHP) and familiar with programming 
fundamentals, so I think I'll be able to pick up some basic stuff in 
Blender.Ironically though I was thinking about making a HTML5 prototype of my 
Blender mockups, since that would be much faster for me to achieve.
So to answer your question: No, this is only a mockup made with Photoshop.

 Date: Thu, 15 Mar 2012 21:17:24 +0100
 From: blen...@dingto.org
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] Join Blender UI Team
 
 Hi Andreas,
 Great to see you here on the list.
 Indeed, we need more people, not only developers, but also designers and 
 people who have experience with UI design.
 
 Your background sounds promising.
 The UI changes you did, were they actual Code changes or a mockup?
 I have to say, I quite like the approach and the UI looks much more 
 organized. Some more infos on how you did that would be great.
 
 Anyway, if you want to help, you are very welcome. We have a lot of 
 Interface todos: 
 http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/UserInterface
 
 You can start by doing patches and tackle some of the todos listed above 
 if you like. :)
 
 Best regards,
 Thomas
 
 Am 15.03.2012 21:07, schrieb Andreas Galster:
  Hi everyone,
  in reply to a developer meeting minutes from a few weeks ago, where it was 
  mentioned, that it would be nice to have the UI core team refreshed,I would 
  like to ask for the opportunity to contribute to the Blender UI, if 
  possible.
  I've been doing some Blender UI work in the past, although not that much, 
  mostly because I couldn't find the time for it. However, I'll be able to 
  invest more time into this in 2 months, which is why I would like to offer 
  my help.
  A little background about me: I am 22 years old, living in Germany and I am 
  currently employed as a Junior Designer.Commercially, all I did in the UI 
  segment so far was the creation of an icon set as well as two mobile 
  site/app designsSo I have to admit I'm fairly new to UI design.
  Of course I have a 3D background and my company does 3D work from time to 
  time with a generalist approach, making use of C4D, VRay and Blender.So I 
  know what I'm doing in Blender (although not all parts, like the Game 
  Engine for example), and I also know the bottlenecks, both in and not in 
  relation to Cinema4D.Since I'm a workflow fetishist, I started working on 
  the Blender UI on my own, making notes how I think a feature could be 
  improved, because I hate it, when something is too complicated.
  On a side note: I am willing to try and get into development of Blender. My 
  last attempt failed, so I'll try to tackle small workflow ToDos this time 
  ;).
  The last progress images of my personal work on the Blender 
  UI:https://p.twimg.com/Amlm64pCMAEi2ss.jpg:large
  http://d3j5vwomefv46c.cloudfront.net/photos/full/538709008.jpg?key=19201200Expires=1331842810Key-Pair-Id=APKAIYVGSUJFNRFZBBTASignature=ecTbTm-ElDwV5C70vC0LM6MAaOSghdsx6D6fseF2oo~KKUvIfmr7OXBd0OHRQaT4-lMJv87D077HWlB6KfmhnbVbm4gaS87ssmaiLhBI7HC8f8d4rCKZrDYIPBIx3CSVgm646QiXCq0tBE4KxK6lCTCBll~H3kpz43vgd-rgu6g_
 
  Note: It's a designers mess ;-).I would be very happy to participate in 
  this project and hope to get some positive feedback :)!
  Best regards,Andreas Galster
 -- 
 Thomas Dinges
 Blender Developer, Artist and Musician
 
 www.dingto.org
 
 ___
 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] Sculpting UI issue

2012-03-15 Thread Sergey Sharybin
Commited the patch.

No need to update startup.blend, better to do a versioning check to make
user's startup.blends working fine as well.
Hopefully everybody will happy with labels now :)

On Thu, Mar 15, 2012 at 11:51 AM, Nicholas Bishop
nicholasbis...@gmail.comwrote:

 Here's a patch that should more or less resolve the issue (at end of
 message.)

 This changes the text background to extend all the way to the right
 edge, gives the rectangle alpha blending, and makes it themeable using
 the under User Interface  Menu Item  Item.

 Things needed before committing:
 * Someone should pick a nice default (here I've used 172, 172, 172, 128.)
 * The default .blend should be updated too, otherwise it'll show as
 ugly bright-white rectangles.
 * Maybe the other theme presets should be updated too?

 I prefer to let UI folks handle this, hopefully someone reading this
 can confirm the patch looks good and finish this?

 Thanks,
 -Nicholas

 Index: source/blender/editors/interface/interface_widgets.c
 ===
 --- source/blender/editors/interface/interface_widgets.c(revision
 44900)
 +++ source/blender/editors/interface/interface_widgets.c(working
 copy)
 @@ -1367,7 +1367,7 @@ static struct uiWidgetColors wcol_menu_item= {
{0, 0, 0, 255},
{0, 0, 0, 0},
{86, 128, 194, 255},
 -   {255, 255, 255, 255},
 +   {172, 172, 172, 128},

{255, 255, 255, 255},
{0, 0, 0, 255},
 @@ -3297,15 +3297,17 @@ void ui_draw_preview_item(uiFontStyle *fstyle,
 rcti *rect, const char *name, int
bg_rect = trect;
bg_rect.xmin = rect-xmin + PREVIEW_PAD;
bg_rect.ymin = rect-ymin + PREVIEW_PAD;
 -   bg_rect.xmax += PREVIEW_PAD / 2;
 +   bg_rect.xmax = rect-xmax - PREVIEW_PAD;
bg_rect.ymax += PREVIEW_PAD / 2;

if(bg_rect.xmax  rect-xmax - PREVIEW_PAD)
bg_rect.xmax = rect-xmax - PREVIEW_PAD;

UI_GetThemeColor3ubv(TH_BUTBACK, bg_col);
 -   glColor3ubv(bg_col);
 +   glColor4ubv((unsigned char*)wt-wcol.item);
 +   glEnable(GL_BLEND);
glRecti(bg_rect.xmin, bg_rect.ymin, bg_rect.xmax, bg_rect.ymax);
 +   glDisable(GL_BLEND);

if (state == UI_ACTIVE)
glColor3ubv((unsigned char*)wt-wcol.text);
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers




-- 
With best regards, Sergey Sharybin
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Sculpting UI issue

2012-03-15 Thread Thomas Dinges
Thanks a lot Sergey and Nicholas! :)

Am 15.03.2012 22:12, schrieb Sergey Sharybin:
 Commited the patch.

 No need to update startup.blend, better to do a versioning check to make
 user's startup.blends working fine as well.
 Hopefully everybody will happy with labels now :)

 On Thu, Mar 15, 2012 at 11:51 AM, Nicholas Bishop
 nicholasbis...@gmail.comwrote:

 Here's a patch that should more or less resolve the issue (at end of
 message.)

 This changes the text background to extend all the way to the right
 edge, gives the rectangle alpha blending, and makes it themeable using
 the under User Interface  Menu Item  Item.

 Things needed before committing:
 * Someone should pick a nice default (here I've used 172, 172, 172, 128.)
 * The default .blend should be updated too, otherwise it'll show as
 ugly bright-white rectangles.
 * Maybe the other theme presets should be updated too?

 I prefer to let UI folks handle this, hopefully someone reading this
 can confirm the patch looks good and finish this?

 Thanks,
 -Nicholas

 Index: source/blender/editors/interface/interface_widgets.c
 ===
 --- source/blender/editors/interface/interface_widgets.c(revision
 44900)
 +++ source/blender/editors/interface/interface_widgets.c(working
 copy)
 @@ -1367,7 +1367,7 @@ static struct uiWidgetColors wcol_menu_item= {
 {0, 0, 0, 255},
 {0, 0, 0, 0},
 {86, 128, 194, 255},
 -   {255, 255, 255, 255},
 +   {172, 172, 172, 128},

 {255, 255, 255, 255},
 {0, 0, 0, 255},
 @@ -3297,15 +3297,17 @@ void ui_draw_preview_item(uiFontStyle *fstyle,
 rcti *rect, const char *name, int
 bg_rect = trect;
 bg_rect.xmin = rect-xmin + PREVIEW_PAD;
 bg_rect.ymin = rect-ymin + PREVIEW_PAD;
 -   bg_rect.xmax += PREVIEW_PAD / 2;
 +   bg_rect.xmax = rect-xmax - PREVIEW_PAD;
 bg_rect.ymax += PREVIEW_PAD / 2;

 if(bg_rect.xmax  rect-xmax - PREVIEW_PAD)
 bg_rect.xmax = rect-xmax - PREVIEW_PAD;

 UI_GetThemeColor3ubv(TH_BUTBACK, bg_col);
 -   glColor3ubv(bg_col);
 +   glColor4ubv((unsigned char*)wt-wcol.item);
 +   glEnable(GL_BLEND);
 glRecti(bg_rect.xmin, bg_rect.ymin, bg_rect.xmax, bg_rect.ymax);
 +   glDisable(GL_BLEND);

 if (state == UI_ACTIVE)
 glColor3ubv((unsigned char*)wt-wcol.text);
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers





-- 
Thomas Dinges
Blender Developer, Artist and Musician

www.dingto.org

___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Sculpting UI issue

2012-03-15 Thread Nicholas Bishop
Thanks Sergey, good call on the versioning :)

-Nicholas

On Thu, Mar 15, 2012 at 5:13 PM, Thomas Dinges blen...@dingto.org wrote:
 Thanks a lot Sergey and Nicholas! :)

 Am 15.03.2012 22:12, schrieb Sergey Sharybin:
 Commited the patch.

 No need to update startup.blend, better to do a versioning check to make
 user's startup.blends working fine as well.
 Hopefully everybody will happy with labels now :)

 On Thu, Mar 15, 2012 at 11:51 AM, Nicholas Bishop
 nicholasbis...@gmail.comwrote:

 Here's a patch that should more or less resolve the issue (at end of
 message.)

 This changes the text background to extend all the way to the right
 edge, gives the rectangle alpha blending, and makes it themeable using
 the under User Interface  Menu Item  Item.

 Things needed before committing:
 * Someone should pick a nice default (here I've used 172, 172, 172, 128.)
 * The default .blend should be updated too, otherwise it'll show as
 ugly bright-white rectangles.
 * Maybe the other theme presets should be updated too?

 I prefer to let UI folks handle this, hopefully someone reading this
 can confirm the patch looks good and finish this?

 Thanks,
 -Nicholas

 Index: source/blender/editors/interface/interface_widgets.c
 ===
 --- source/blender/editors/interface/interface_widgets.c        (revision
 44900)
 +++ source/blender/editors/interface/interface_widgets.c        (working
 copy)
 @@ -1367,7 +1367,7 @@ static struct uiWidgetColors wcol_menu_item= {
         {0, 0, 0, 255},
         {0, 0, 0, 0},
         {86, 128, 194, 255},
 -       {255, 255, 255, 255},
 +       {172, 172, 172, 128},

         {255, 255, 255, 255},
         {0, 0, 0, 255},
 @@ -3297,15 +3297,17 @@ void ui_draw_preview_item(uiFontStyle *fstyle,
 rcti *rect, const char *name, int
         bg_rect = trect;
         bg_rect.xmin = rect-xmin + PREVIEW_PAD;
         bg_rect.ymin = rect-ymin + PREVIEW_PAD;
 -       bg_rect.xmax += PREVIEW_PAD / 2;
 +       bg_rect.xmax = rect-xmax - PREVIEW_PAD;
         bg_rect.ymax += PREVIEW_PAD / 2;

         if(bg_rect.xmax  rect-xmax - PREVIEW_PAD)
                 bg_rect.xmax = rect-xmax - PREVIEW_PAD;

         UI_GetThemeColor3ubv(TH_BUTBACK, bg_col);
 -       glColor3ubv(bg_col);
 +       glColor4ubv((unsigned char*)wt-wcol.item);
 +       glEnable(GL_BLEND);
         glRecti(bg_rect.xmin, bg_rect.ymin, bg_rect.xmax, bg_rect.ymax);
 +       glDisable(GL_BLEND);

         if (state == UI_ACTIVE)
                 glColor3ubv((unsigned char*)wt-wcol.text);
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers





 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

 ___
 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


[Bf-committers] error compiling svn 44913!

2012-03-15 Thread Yousef Hurfoush

here is the log:
http://www.pasteall.org/30088

i used windows 7 x64, msvcsp1 2008, scons, all flags enabled without quiktime 
and jack
svn 44913!


Regards
Yousef Harfoush
ba...@msn.com

  
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] Mango development notes

2012-03-15 Thread Troy Sobotka
On Mar 15, 2012 11:54 AM, Tom M letter...@gmail.com wrote:
 Just emailed sergey some links on light reconstruction, but nothing
 jumped out as being great.

A typical HDRI approach is a well bracketed sphere map of the lighting from
the position of the CGI elements. Three stops up, one at exposure, and
three down, merged into a properly linearized HDR image.

Blender will obviously struggle at the merging procedure as we currently
don't have a mapped color space, only a linear model.

A rather useful thing might be to somehow generate a 3D reconstruction in
addition to the HDR, to correctly position lighting elements. This might
make it extremely useful for generating lighting positions and correct
falloff.

A Project from View onto this 3D lighting reconstruction would also
account for various interactive lighting elements such as intermittently
occluded lights, lighting cues, etc.

Are we currently able to use a Project from View' approach with an image
sequence?

With respect,
TJS
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers