Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [45556] trunk/blender/CMakeLists.txt: cmake/mingw now builds with default configuration (needed to disable tiff/ exr/cycles)

2012-04-12 Thread Antony Riakiotakis
Yet another commit that cripples MinGW. MinGW builds fine with gcc
4.6.2 and all of the above libraries enabled. The cmake command line I
use here is:

 cmake -G MinGW Makefiles -DWITH_RAYOPTIMIZATION=ON
-DWITH_CODEC_FFMPEG=ON -DWITH_PLAYER=ON -DWITH_IMAGE_OPENEXR=ON
-DWITH_OPENCOLLADA=ON -DWITH_CYCLES=ON -DWITH_CYCLES_CUDA_BINARIES=ON
-DWITH_MOD_OCEANSIM=ON -DWITH_FFTW3=ON -DWITH_LIBMV=ON ..\blender

And it just works (with CUDA binaries MSVC is required due to a CUDA
compiler dependency).

Is this based on user's input? I really can't reproduce a non-building
setup on two systems (Win 7 and WIn XP)

Can we have this reverted please?
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Re: [Bf-committers] build blender with mingw

2012-04-12 Thread Antony Riakiotakis
Hi, fighting with some build issues today and remembered this thread.
Since builders complaining about MinGW not building is an often
recurring theme, it is important to know that only gcc 4.6.2 is
supported. Use the latest mingw-get-inst and download latest packages.
That should take care of the dependency. Also, if you want to build
CUDA binaries, it is unfortunately a requirement of the CUDA compiler
that MSVC is installed too, and you need to run the build from a MSVC
command line. At least that is the case with the 4.0 toolkit.

On MinGW64 issues, I am going to investigate further. A poster on BA
gave this link http://mamedev.org/tools/ where it is clear that MAME
use their own distribution of MinGW64 too. It is very rational IMO,
for the reasons I have posted previously and should we support MinGW64
we should also distribute our own version.

I just wish there was a debug version of python for MinGW and CUDA
didn't require MSVC for building. Then we could really have a
standalone compiler system with MinGW(64?)
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [45561] trunk/blender/source/blender/ blenkernel/BKE_global.h: add in a check for Mingw so 4. 5 or older will error out on build.

2012-04-12 Thread Sergey Sharybin
I'm not actually fan of such changes.

Why to force me to use latest mingw version to test my areas which compiles
fine with gcc-4.4? I still maintaining FFmpeg on windows which still can
not be compiled by gcc newer than 4.4 because of some crappy things going
on with sse and optimizations.

Can not it be a warning or error if some unsupported things are enabled?

On Thu, Apr 12, 2012 at 11:10 AM, Campbell Barton ideasma...@gmail.comwrote:

 Revision: 45561

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=45561
 Author:   campbellbarton
 Date: 2012-04-12 09:10:10 + (Thu, 12 Apr 2012)
 Log Message:
 ---
 add in a check for Mingw so 4.5 or older will error out on build.

 Modified Paths:
 --
trunk/blender/source/blender/blenkernel/BKE_global.h

 Modified: trunk/blender/source/blender/blenkernel/BKE_global.h
 ===
 --- trunk/blender/source/blender/blenkernel/BKE_global.h2012-04-12
 08:45:26 UTC (rev 45560)
 +++ trunk/blender/source/blender/blenkernel/BKE_global.h2012-04-12
 09:10:10 UTC (rev 45561)
 @@ -166,6 +166,11 @@
  #  error Either __BIG_ENDIAN__ or __LITTLE_ENDIAN__ must be defined.
  #endif

 +/* there is really no good place for this */
 +#if defined(FREE_WINDOWS)  ((__GNUC__  4) || ((__GNUC__ == 4) 
 (__GNUC_MINOR__  6)))
 +#  error Mingw requires GCC 4.6 minimum
 +#endif
 +
  #define L_ENDIAN   1
  #define B_ENDIAN   0


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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [45561] trunk/blender/source/blender/ blenkernel/BKE_global.h: add in a check for Mingw so 4. 5 or older will error out on build.

2012-04-12 Thread Antony Riakiotakis
Hi Sergey, personally I voted for 4.6 because 4.5 crashed when
compiling libmv due to running out of stack. For 4.6 they raised the
limit. As far as i know 4.6 can produce a full-featured blender
executable. I wasn't aware of the problems with ffmpeg but it gives me
no problems when linking the already presentffmpeg version here, so I
guess you can keep compiling the library with gcc 4.4.
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Re: [Bf-committers] build blender with mingw

2012-04-12 Thread Stephen Swaney
On Thu, Apr 12, 2012 at 12:11:24PM +0300, Antony Riakiotakis wrote:
 
 On MinGW64 issues, I am going to investigate further. A poster on BA
 gave this link http://mamedev.org/tools/ where it is clear that MAME
 use their own distribution of MinGW64 too. It is very rational IMO,
 for the reasons I have posted previously and should we support MinGW64
 we should also distribute our own version.

I cannot imagine that we would want to be in the business of
distributing MinGW.

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sswa...@centurytel.net

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [45561] trunk/blender/source/blender/ blenkernel/BKE_global.h: add in a check for Mingw so 4. 5 or older will error out on build.

2012-04-12 Thread Campbell Barton
On blenderartist, a few users have had a hard time getting blender to
build with mingw (after spending a lot of time on this aparently).

So seemed reasonable to ensure mingw/cmake work out of the box - Since
new devs (*also experienced devs*) can loose a lot of time chasing up
cryptic error messages and its not a nice introduction to blender dev.

We should at least attempt to give users a reasonable experience
building blender, it really sucks when someone tells you
PROGRAM/VERSION XYZ is known to fail when you just spent some hrs
trying to figure out whats going on.

- Disable known non-working configurations.
- Disable options that fail with mingw.
- Default CMake config should work right away.

@Sergey, I had the same issue where GCC crashes in with version 4.5
and works with 4.6, rather then disabling it we could make libMV give
some error with mingw and an older GCC.
CMake/Scons could be used to do this instead rather then #error
however getting compiler version for both CMake and SCons isnt so
simple.

As it turns out the linking errors I had with cycles seem spesific to
my setup - and Im still not sure why cycles/tiff/exr fail.
see: http://www.graphicall.org/ftp/ideasman42/mingw_4_6_err.txt

On Fri, Apr 13, 2012 at 12:44 AM, Antony Riakiotakis kal...@gmail.com wrote:
 Hi Sergey, personally I voted for 4.6 because 4.5 crashed when
 compiling libmv due to running out of stack. For 4.6 they raised the
 limit. As far as i know 4.6 can produce a full-featured blender
 executable. I wasn't aware of the problems with ffmpeg but it gives me
 no problems when linking the already presentffmpeg version here, so I
 guess you can keep compiling the library with gcc 4.4.
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-12 Thread Bartek Skorupa
Let me heby begin a little battle against auto-hide sockets of  
collapsed nodes:
Please take a look:

https://vimeo.com/40237189


Bartek Skorupa

www.bartekskorupa.com



On 2012-04-10, at 09:47, Ton Roosendaal wrote:

 Hi Lukas,

 I would like to see such usability changes in nodes to go via at  
 least the other listed node UI owners too.

 For me huge alarm bells ring when people talk about adding options  
 or giving users choices. That's usually just patching flawed  
 designs...

 Remove the autohide for now? We should spend design powers on how we  
 want to work with node systems in general.

 -Ton-

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

 On 9 Apr, 2012, at 21:10, François T. wrote:

 I'm with Bartek on this one :(

 2012/4/9 Lukas Tönne lukas.toe...@googlemail.com

 I missed it because now you select socket by left clicking. I was
 trying to select them by right clicking (as it was in 2.49) and  
 when
 it failed I was sure we still don't have this option available.
 This feature is a real time saver.

 The primary way of selecting sockets is with SHIFT + RMB. First this
 was implemented as simple RMB select, but this turned out to be  
 quite
 chaotic since it effectively allows multiple nodes selected (see  
 [1]).
 Selecting sockets with LMB is a side effect of the select-on-link
 feature (which i'd like to remove again). You see this area is
 pretty complicated, lots of different little features interfering  
 with
 each other :S

 Auto hide sockets:
 As I can see from your post you are all the time thinking about
 automatic behavior.
 If I may suggest something - I'd rather leave more options to the  
 user.

 Yeah, i implemented this on explicit request (i think Sebastian  
 asked
 for it, don't remember), i suggest you talk to him. The CTRL+H idea
 seems good, i didn't realize this doesn't work on the auto-hidden
 sockets now. Feedback is important for us coders :) Will have to  
 check
 with core devs if i can add this right away of have to wait for next
 BCon1.

 [1]
 http://lists.blender.org/pipermail/bf-blender-cvs/2012-March/044066.html
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Re: [Bf-committers] build blender with mingw

2012-04-12 Thread Antony Riakiotakis
Well, if maintaining MinGW is hell already I really can't see how else
it can be done :/. -if- it is done...
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [45561] trunk/blender/source/blender/ blenkernel/BKE_global.h: add in a check for Mingw so 4. 5 or older will error out on build.

2012-04-12 Thread Sergey Sharybin
I didn't experience any issues with libmv in my setup, only cycles gave
errors.
Ofcourse i can use another mingw to compile blender, but it's kind of crap
which i think might be avoided :S

On Thu, Apr 12, 2012 at 9:14 PM, Campbell Barton ideasma...@gmail.comwrote:

 On blenderartist, a few users have had a hard time getting blender to
 build with mingw (after spending a lot of time on this aparently).

 So seemed reasonable to ensure mingw/cmake work out of the box - Since
 new devs (*also experienced devs*) can loose a lot of time chasing up
 cryptic error messages and its not a nice introduction to blender dev.

 We should at least attempt to give users a reasonable experience
 building blender, it really sucks when someone tells you
 PROGRAM/VERSION XYZ is known to fail when you just spent some hrs
 trying to figure out whats going on.

 - Disable known non-working configurations.
 - Disable options that fail with mingw.
 - Default CMake config should work right away.

 @Sergey, I had the same issue where GCC crashes in with version 4.5
 and works with 4.6, rather then disabling it we could make libMV give
 some error with mingw and an older GCC.
 CMake/Scons could be used to do this instead rather then #error
 however getting compiler version for both CMake and SCons isnt so
 simple.

 As it turns out the linking errors I had with cycles seem spesific to
 my setup - and Im still not sure why cycles/tiff/exr fail.
 see: http://www.graphicall.org/ftp/ideasman42/mingw_4_6_err.txt

 On Fri, Apr 13, 2012 at 12:44 AM, Antony Riakiotakis kal...@gmail.com
 wrote:
  Hi Sergey, personally I voted for 4.6 because 4.5 crashed when
  compiling libmv due to running out of stack. For 4.6 they raised the
  limit. As far as i know 4.6 can produce a full-featured blender
  executable. I wasn't aware of the problems with ffmpeg but it gives me
  no problems when linking the already presentffmpeg version here, so I
  guess you can keep compiling the library with gcc 4.4.
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Re: [Bf-committers] API: How to get a list of running scripts?

2012-04-12 Thread Remigiusz Fiedler
 how about incrementing a global variable each frame?
 Can a new instance wait one frame and then actually launch if the
 value of the variable hasn't changed?

my scripts are triggered by Redraw not by Frame change, so i have
thought about time stamps and delay value checks, but it is not
reliable, because the idle periods may be unpredictable long.


 Anyway, seems like I'm the only one responding to this thread, and I'm
 in no way an expert... Have you tried to ask main developers in the
 IRC directly?

asked Campbell, and the answer is, 2.49 API doesn't support this.
Though it should be easy to extend - i have to look at
Blender.Scene.getScriptLinks() method.


 As I've learned recently, in 2.63 (or maybe even 2.6+), there are
 bpy.app.handlers.scene_update_pre and
 bpy.app.handlers.scene_update_post -- these event handlers are invoked
 each frame (not sure if this behavior will persist, though). It's
 possible to get the list of the handlers, so I guess in recent Blender
 versions your idea can be implemented.

i am keeping my eyes on 2.6, but awaiting significant moves in UI+API
area after bmesh integration at first.
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-12 Thread Knapp
LOL, nice video and I do think you have a point.

On Thu, Apr 12, 2012 at 5:36 PM, Bartek Skorupa 
bartekskor...@bartekskorupa.com wrote:

 Let me heby begin a little battle against auto-hide sockets of
 collapsed nodes:
 Please take a look:

 https://vimeo.com/40237189


 Bartek Skorupa

 www.bartekskorupa.com



 On 2012-04-10, at 09:47, Ton Roosendaal wrote:

  Hi Lukas,
 
  I would like to see such usability changes in nodes to go via at
  least the other listed node UI owners too.
 
  For me huge alarm bells ring when people talk about adding options
  or giving users choices. That's usually just patching flawed
  designs...
 
  Remove the autohide for now? We should spend design powers on how we
  want to work with node systems in general.
 
  -Ton-
 
  
  Ton Roosendaal  Blender Foundation   t...@blender.org
  www.blender.org
  Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
  Netherlands
 
  On 9 Apr, 2012, at 21:10, François T. wrote:
 
  I'm with Bartek on this one :(
 
  2012/4/9 Lukas Tönne lukas.toe...@googlemail.com
 
  I missed it because now you select socket by left clicking. I was
  trying to select them by right clicking (as it was in 2.49) and
  when
  it failed I was sure we still don't have this option available.
  This feature is a real time saver.
 
  The primary way of selecting sockets is with SHIFT + RMB. First this
  was implemented as simple RMB select, but this turned out to be
  quite
  chaotic since it effectively allows multiple nodes selected (see
  [1]).
  Selecting sockets with LMB is a side effect of the select-on-link
  feature (which i'd like to remove again). You see this area is
  pretty complicated, lots of different little features interfering
  with
  each other :S
 
  Auto hide sockets:
  As I can see from your post you are all the time thinking about
  automatic behavior.
  If I may suggest something - I'd rather leave more options to the
  user.
 
  Yeah, i implemented this on explicit request (i think Sebastian
  asked
  for it, don't remember), i suggest you talk to him. The CTRL+H idea
  seems good, i didn't realize this doesn't work on the auto-hidden
  sockets now. Feedback is important for us coders :) Will have to
  check
  with core devs if i can add this right away of have to wait for next
  BCon1.
 
  [1]
 
 http://lists.blender.org/pipermail/bf-blender-cvs/2012-March/044066.html
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-12 Thread Nate Wiebe
I agree with Bartek, and having some kind of hover over socket and the name
of the socket is somehow displayed would be amazing.

-NateW
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Re: [Bf-committers] API: How to get a list of running scripts?

2012-04-12 Thread Brecht Van Lommel
Hi,

If this is about an addon, there seems to be a function to check if it
is running:

import addon_utils
addon_utils.check('space_view3d_3d_navigation')

If not then it seems more difficult. I might be wrong here, but I
think in that case there isn't really any running 'script object' that
exists. There might be python objects in memory that were created by
the script, like functions that were installed as handlers somewhere,
but it's just bits of data attached in various places. An error in the
code will not remove those python objects, they stick around until you
actually go and delete them.

Brecht.

On Wed, Apr 11, 2012 at 3:40 AM, Remigiusz Fiedler mig...@gmx.net wrote:
 hi all,
 I am looking for a method for conditional start of a script only if no
 instance of it is running already.
 How to get a list of running scripts through API?

 thanks in advance,
 migius
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-12 Thread François T .
your video made me laugth :)
+1

2012/4/12 Nate Wiebe natewieb...@gmail.com

 I agree with Bartek, and having some kind of hover over socket and the name
 of the socket is somehow displayed would be amazing.

 -NateW
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