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
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
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
2012/3/14 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
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
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!
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
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
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!
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
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
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
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
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
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
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
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!
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
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