Re: [Bf-committers] New patch: Add make python console and info display respect user DPI preferences.

2012-04-20 Thread Campbell Barton
Hi, tested the patch and I think the point of this being a quick hack
is missed :changing 72 -->  to U.dpi is of course simple, but when I
tried the patch I noticed vertical line spacing & selection in the
console doesn't look quite right (it needs adjusting too).

A part of making these easy changes is to double check they work 100%
and making sure theres no annoying glitches remaining.

So I'll hold of on applying these changes until the console spacing
issue is resolved.

On Sat, Apr 21, 2012 at 10:30 AM, Reed Koser  wrote:
> Julien Enche: Sorry about that! I didn't even see your patch. Though, to be
> honest I didn't look. Really sorry! Have to remember to do that next time...
>
> Campbell Barton: Now I see what you mean about the mono_font_render thing.
> I just assumed that for whatever reason you were switching between using
> just mono_font and mono_font_render in the UI drawing... My bad on not
> checking. Should I submit an updated patch that changes this?
>
> On Fri, Apr 20, 2012 at 4:57 AM, Julien Enche wrote:
>
>> I've already submitted such a patch, see patch #30640.
>>
>> 2012/4/20 Campbell Barton 
>>
>> > Thanks for looking into this.
>> >
>> > Checking the patch, it changes the render font size
>> (blf_mono_font_render),
>> > AFAIK you really don't want to do this - since BKE_stamp_buf() uses
>> > the render font, which needs to use the same size font everywhere,
>> > irrespective of the user preference.
>> > Otherwise rendering an animation with stamp on multiple systems could
>> > flicker at different sizes per frame.
>> >
>> > Was there somewhere this is needed to display correctly?
>> >
>> > On Fri, Apr 20, 2012 at 1:47 PM, Reed Koser  wrote:
>> > > I have submitted a patch to the tracker that makes the Python Console
>> and
>> > > Info view respect user DPI preferences. This was mentioned on the
>> "quick
>> > > hacks" page.
>> > >
>> > > The patch can be found here:
>> > >
>> >
>> http://projects.blender.org/tracker/index.php?func=detail&aid=30992&group_id=9&atid=127
>> > >
>> > > I know it's close to release, but hopefully this touches so little as
>> to
>> > > not be considered harmful =). Feedback is welcome.
>> > > ___
>> > > Bf-committers mailing list
>> > > Bf-committers@blender.org
>> > > http://lists.blender.org/mailman/listinfo/bf-committers
>> >
>> >
>> >
>> > --
>> > - Campbell
>> >  ___
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>> > http://lists.blender.org/mailman/listinfo/bf-committers
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Re: [Bf-committers] New patch: Add make python console and info display respect user DPI preferences.

2012-04-20 Thread Reed Koser
Julien Enche: Sorry about that! I didn't even see your patch. Though, to be
honest I didn't look. Really sorry! Have to remember to do that next time...

Campbell Barton: Now I see what you mean about the mono_font_render thing.
I just assumed that for whatever reason you were switching between using
just mono_font and mono_font_render in the UI drawing... My bad on not
checking. Should I submit an updated patch that changes this?

On Fri, Apr 20, 2012 at 4:57 AM, Julien Enche wrote:

> I've already submitted such a patch, see patch #30640.
>
> 2012/4/20 Campbell Barton 
>
> > Thanks for looking into this.
> >
> > Checking the patch, it changes the render font size
> (blf_mono_font_render),
> > AFAIK you really don't want to do this - since BKE_stamp_buf() uses
> > the render font, which needs to use the same size font everywhere,
> > irrespective of the user preference.
> > Otherwise rendering an animation with stamp on multiple systems could
> > flicker at different sizes per frame.
> >
> > Was there somewhere this is needed to display correctly?
> >
> > On Fri, Apr 20, 2012 at 1:47 PM, Reed Koser  wrote:
> > > I have submitted a patch to the tracker that makes the Python Console
> and
> > > Info view respect user DPI preferences. This was mentioned on the
> "quick
> > > hacks" page.
> > >
> > > The patch can be found here:
> > >
> >
> http://projects.blender.org/tracker/index.php?func=detail&aid=30992&group_id=9&atid=127
> > >
> > > I know it's close to release, but hopefully this touches so little as
> to
> > > not be considered harmful =). Feedback is welcome.
> > > ___
> > > Bf-committers mailing list
> > > Bf-committers@blender.org
> > > http://lists.blender.org/mailman/listinfo/bf-committers
> >
> >
> >
> > --
> > - Campbell
> >  ___
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> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
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>
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Re: [Bf-committers] 2.63 show-stopper bugs

2012-04-20 Thread Knapp
Ok, I will post it next time it happens, if that happens. I have changed
from Kubuntu (it has sunk to new lows sadly) to Mageia Linux (NICE SYSTEM
SO FAR!!)

On Fri, Apr 20, 2012 at 12:53 AM, Martin Poirier  wrote:

>
>
>
>
>
> >
> > From: Knapp 
> >To: bf-blender developers 
> >Sent: Thursday, April 19, 2012 5:14:34 PM
> >Subject: Re: [Bf-committers] 2.63 show-stopper bugs
> >
> >On Tue, Apr 17, 2012 at 4:12 PM, Brecht Van Lommel <
> >brechtvanlom...@pandora.be> wrote:
> >
> >> Please report issues in the bug tracker if you find them and can give
> >> us steps to redo and investigate the problem. We can't efficiently
> >> follow up on and keep track of bugs if they are reported here.
> >>
> >> Brecht.
> >>
> >> On Tue, Apr 17, 2012 at 12:26 PM, Knapp  wrote:
> >> > I wanted to report this to you. I have been having problems for some
> time
> >> > with things failing but only when blender has been run. For example
> Pulse
> >> > audio will go all staticy and need to be restarted. My guess is that
> >> > blender has a memory leak or is writing outside of its data area. So
> >> just a
> >> > heads up. I really could not say for sure that it is blender but it
> only
> >> > happens with blender running. There are also sometimes other problems
> >> like
> >> > the graphics not working on other programs when blender has been run.
> >> > 4GB ram kubuntu 11.04 (just upgraded to 12.04 and have not seen the
> >> problem
> >> > YET, but have not done much yet with blender.)
> >> > Nvidia graphics 8600 gt 512 mb video ram nvidia driver 295.40
> (currently
> >> > but might have been older before).
> >>
> >
> >You missed my whole point of posting it here. It is not a traditional bug.
> >I can't tell you how to reproduce it. I can't even say for sure that it is
> >Blender but it only happens when blender is running.  It is bad, that is
> >sure and it is random as far as I can tell. I would guess it has something
> >to do with memory being written outside of Blender by Blender. What do I
> >report? Pulse stops working one out of 9 times when blender is run and
> >sometimes the graphics crash on other programs when blender is no longer
> >running but has been run? What sort of bug report would that make? Thus, I
> >brought it up here in the hopes that someone else might have some ideas
> >about it or at least be aware that it is there. I am open to ideas to turn
> >this into a good bug report but I don't have any now, however it is a
> >serious problem.
>
>
> It's still useful to have in the tracker because then other people can
> chime in if they can reproduce it.
>
> Martin
>
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-- 
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with open source software!
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Massage in Gelsenkirchen-Buer:
http://douglas.bespin.org/tcm/ztab1.htm
Please link to me and trade links with me!

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Re: [Bf-committers] collisions detection without gameengine

2012-04-20 Thread P2sta
I got an idea yesterday, not really sure if it's easier or it's stupid. 
So please let me know what you think about it.
Well instead of getting the physics out of the game engine I think it 
will be enough to disable the rendering part of the game. So when I 
start the game it will detect the collisions, but it will make no visual 
change with the blender window. I have set a game logic that automaticly 
quit the game when the detection is done, so this could be the way to go 
in my diploma, not really sure tho.

I still think it will be a lot better to get the physics out, but I'm 
short on time and this could work as well (in my case)...I'm just not 
really sure if this is easier to make, so I would like to get some of 
your opinions about it.

Thanks, P2sta



Dne 18.4.2012 20:52, Tobias Oelgarte napsal(a):
> I would be more then happy if the physics part of the game engine would
> also be availabe inside the render part. There are really many scenarios
> that aren't possible with softbody and cloth alone, starting from a
> simple billiard example up to rag dolls. Setting up the game engine just
> to record the IPOs is an really awkward way to do such stuff.
>
> Tobias Oelgarte
>
> Am 18.04.2012 18:12, schrieb Tom M:
>> You might just look at using the bullet stuff that is completely external
>> to blender.
>>
>> I think erwin has a few code demos in the source somewhere.  Also that
>> allows you to use bullets opencl implementation etc.
>>
>> LetterRip
>>
>> On Wed, Apr 18, 2012 at 9:03 AM, P2sta   wrote:
>>
>>> Thank you guys!
>>>
>>> I checked the BulletDev and as Sergej said, there is nothing for
>>> collisions right now and it is something really different from what I
>>> think I need atm.
>>>
>>> What I need is to check for collisions between objects without runing
>>> the game engine.
>>> I make a python script for detecting collisions between boxed-looking
>>> bounding boxes, but it work slow and only it is accurate only for simple
>>> objects.
>>> Now I need is to make a check between really complex objects. I did
>>> tried it to detect it in the game engine and it works really great, it's
>>> fast and accurate. But I need to start the game engine, which is not
>>> needed.
>>>
>>> I would like to have a possibility to edit the binarier somehow, so I
>>> can do collisions detection without starting the game engine. I though
>>> it will be easy, just take few lines from the game engine and put them
>>> somewhere else. But I'm looking at the files for more then two weeks now
>>> and I can't find anythnig useful. I'm really new into C/C++ it may be my
>>> problem.
>>>
>>> Have a nice day,
>>> Zbynek
>>>
>>>
>>> Dne 18.4.2012 17:54, Sergej Reich napsal(a):
 There is pretty much no API for collision detection in the BulletDev
 branch.
 The only thing you can do is setting up rigid body simulations.

 Adding it would be possible of course, but I don't think it would be
 useful right now except for a couple of fringe cases.

 If it's needed for the diploma we could add some collision detection
 functionality in a separate branch.
 It won't be completely straightforward though and would probably require
 a couple of hacks to work.
 I could look into it over the weekend when I get some free time if you
 want.

 Keep also in mind that the game engine and the rigid body simulation in
 the BulletDev branch are two completely separate systems, so reusing
 each others data won't be easy.

 Regards, Sergej.

 Am Mittwoch, den 18.04.2012, 13:09 +0200 schrieb Lukas Tönne:
> Hi,
>
> You might be interested in the Bullet Integration branch by Joshua
> Leung (aligorith) [1]
> This implements Bullet physics, including all common collision shapes,
> in the main Blender scene, without the need to use the game engine. I
> don't know how complete the python API is though, better ask Joshua
> himself about this.
>
> Cheers
>
> Lukas
>
>
> [1]
>
>>> https://gitorious.org/~aligorith/blenderprojects/aligoriths-blender/commits/BulletDev
> On Wed, Apr 18, 2012 at 11:59 AM, P2stawrote:
>> Hello,
>>
>> I'm working on my diploma work and I'm in need of detecting collision
>>> in
>> blender without starting the game engine.
>>
>> I set a game logic to check for collisions, but I need to start the
>> game engine to make the actual detection, which is unneeded.
>> My teacher said to me I can edit the source code to make acces to the
>> bullet physics directly without the game engine (I need just the
>> collosions) so
>> I get the binaries, but I'm pretty lost in where to start and what do
>> I need to edit. I did searched through most of the bullet physics
>>> files,
>> but didin't find anything yet. I'm new to c/c++ but I can learn fast.
>>
>> I would like to keep it the way that I set the game logic and ju

Re: [Bf-committers] Who is Phymec?

2012-04-20 Thread Ton Roosendaal
Hi,

I've got hold of him now, thanks!

-Ton-


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

On 19 Apr, 2012, at 23:29, David Bucciarelli wrote:

> Il 19/04/2012 15:13, Ton Roosendaal ha scritto:
>> There's this awesome artist/developer posting great physics videos online:
>> http://www.youtube.com/user/Phymec?feature=playlist-comment
>> 
>> I'd love to work with him; both for Blender python scripts and for Mango 
>> production help! Anyone knows the person, or can the person mail me to 
>> review possible cooperation?
> 
> He is Alain "Chiaroscuro" Ducharme. He is the author, among other 
> things, of the SLG Blender exporter. You can reach him on LuxRender 
> forum as Chiaroscuro (I should have also his email address if you need).
> 
> Cheers,
> David "Dade" Bucciarelli
> 
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Re: [Bf-committers] New patch: Add make python console and info display respect user DPI preferences.

2012-04-20 Thread Julien Enche
I've already submitted such a patch, see patch #30640.

2012/4/20 Campbell Barton 

> Thanks for looking into this.
>
> Checking the patch, it changes the render font size (blf_mono_font_render),
> AFAIK you really don't want to do this - since BKE_stamp_buf() uses
> the render font, which needs to use the same size font everywhere,
> irrespective of the user preference.
> Otherwise rendering an animation with stamp on multiple systems could
> flicker at different sizes per frame.
>
> Was there somewhere this is needed to display correctly?
>
> On Fri, Apr 20, 2012 at 1:47 PM, Reed Koser  wrote:
> > I have submitted a patch to the tracker that makes the Python Console and
> > Info view respect user DPI preferences. This was mentioned on the "quick
> > hacks" page.
> >
> > The patch can be found here:
> >
> http://projects.blender.org/tracker/index.php?func=detail&aid=30992&group_id=9&atid=127
> >
> > I know it's close to release, but hopefully this touches so little as to
> > not be considered harmful =). Feedback is welcome.
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
>
>
>
> --
> - Campbell
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Re: [Bf-committers] New patch: Add make python console and info display respect user DPI preferences.

2012-04-20 Thread Campbell Barton
Thanks for looking into this.

Checking the patch, it changes the render font size (blf_mono_font_render),
AFAIK you really don't want to do this - since BKE_stamp_buf() uses
the render font, which needs to use the same size font everywhere,
irrespective of the user preference.
Otherwise rendering an animation with stamp on multiple systems could
flicker at different sizes per frame.

Was there somewhere this is needed to display correctly?

On Fri, Apr 20, 2012 at 1:47 PM, Reed Koser  wrote:
> I have submitted a patch to the tracker that makes the Python Console and
> Info view respect user DPI preferences. This was mentioned on the "quick
> hacks" page.
>
> The patch can be found here:
> http://projects.blender.org/tracker/index.php?func=detail&aid=30992&group_id=9&atid=127
>
> I know it's close to release, but hopefully this touches so little as to
> not be considered harmful =). Feedback is welcome.
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