[Bf-committers] Congratulations and welcome to this years GSoC students

2012-04-24 Thread Tom M
Congratulations to the accepted students!

This year we were able to accept the following projects

*Tool development* - Antonis Riakiotakis (Mentor: Sergey Sharybin)
This project aims to add various tools to blender, related to texturing
workflow. Tools include rake brushes for texture paint, separate alpha
masks for texture paint, maintain image tool, isomap based unwrapping.

*FBX Importer* - Alexander Gessler (Mentor: LetterRip)
FBX is a powerful file format most commonly used to interchange data
between Autodesk (tm) products. With its highly-developed pipeline it
offers a very efficient way of dealing with scene data, unfortunately,
being proprietary to Autodesk and by design accessible only by a SDK,
support in the Open Source world is rare. My proposal is to implement a FBX
importer for the Open Asset Import Library (assimp) and to embed assimp
into Blender, which will ultimatively give Blender FBX import support.

*Developing of modeling Tools: Bevel, Bridge, Boolean.* - Alexander Mokhov
(Mentor: Howard Trickey)
This project devoted to developing and improving of some modeling tools for
Blender.

*Mesh smoothing based on curvature flow operator in a diffusion equation.* -
Alexander Pinzon Fernandez (Mentor: Daneil Genrich)
Computer graphics objects reconstructed from real world contain undesirable
noise. A Mesh smoothing removes undesirable noise while still preserving
desirable geometric and shape of the original model. This project improving
the mesh smoothing tools in blender, based on curvature flow operator in a
diffusion equation.

*OpenGL Mobile Compatibility and Android Port* - Alexandr Kuznetsov
(Mentor: Ton Roosendaal)
This project aims to made OpenGL slightly faster and compatible with OpenGL
ES in order to port Blender Player to Android. This would include port of
libs, ghost and build infrastructure. At the end Blender Games can be
played on Android.

*New tesselator + nice triangles* - Andrei Simionescu (Mentor: Campbell
Barton)
The idea is to build a new tessellation tool to replace the old scanfill
one. The new tesselator should be fast, first of all, but also handle
degeneracies, handle non-planer polygons, deal with the general case of
polygons containing other polygons. Post-processing the
tessellation/triangulation to make nice triangles/quads/etc. as a basis
for an improved 'Beautify' tool.

*Viewport FX* - Jason Wilkins (Mentor: Ton Roosendaal)
Improve the performance, flexibility, and customization of the 3D view port.

*User Interface Tasklist*
Jorge Rodriguez (Mentor: Thomas Dinges)
I will be working on a list of improvements to Blender’s operators and user
interface. Some of these items come from the Blender Wiki and bug tracker
and some come from my own observations. I will be focusing on usability and
user interface.

*Precision Modeling Tools* - Luke Frisken (Mentor: Martin Poirier)
Add several new, and more flexible snapping and constraint modes to
Blender. Eventually work towards incorporating these features into several
more tools such as knife and loop cut. Addition of several new tools such
as a extrude by rail, and a pen tool which makes extensive use of
snapping/constraint modes.

*Smoke Simulator Improvements* - MiikaH (Mentor: Daniel Genrich)
The goal of this project is to improve Blender's smoke simulator with
various new features to allow creation of even more realistic visual
effects.

*BGE Converter Improvements* - Mitchell Stokes (Mentor: Dalai Felinto)
Various converter improvements such as saving out converted data to disk
and allowing for asynchronous level loading.

*Multitouch Framework* - Nicholas Rishel (Mentor: Mike Erwin)
Extending recognition for multitouch input for SDL for the purpose of
navigation, and a framework for future additions. As envisioned, the
immediate result would serve as a compliment to a stylus. This would
prepare Blender for the incoming Slate form factor machines (see Samsung
Series 7 Slate and Asus Eee EP121), and potentially ease ports to Android
touch devices.

*Improve COLLADA constrained animations and Morph animation support.* -
Phabtar (Mentor: LetterRip)
This project will be to Improve the COLLADA im/export functions of
constrained animations, including Baked IK animations and IK chain
animations. Also the project will attempt to implement Morph constraint
animations in COLLADA.

*Adding Subsurface Scattering to Cycles* - Roger Wilco (Mentor: Brecht Van
Lommel)
Subsurface Scattering (SSS) describes how light penetrates a surface and
exits at some other point. This makes the surface look translucent and is
required to make things like skin or milk, which are naturally translucent,
look realistic.

*Bullet Integration* - Sergej Reich (Mentor: Aligorith)
This project aims at continuing the work done by Joshua Leung for the
Google Summer of Code 2010, integrating the bullet physics library natively
into blender so users don't have to go through the clumsy process of
running their simulations inside blenders game engine


Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [45908] trunk/blender/extern/bullet2/src: Peer pressure :) Fix some very public (but probably harmless) errors in extern/bullet2,

2012-04-24 Thread Antony Riakiotakis
Hi, seeing this commit reminds me that for MinGW64 bit I saw some
extra warnings that had to be bypassed by passing -fpermissive to gcc.
Things like assignment of (64 bit) pointer to 32bit integer. i don't
know how secure these assignments are (they look deliberate and
possibly harmless since the higher bits are masked off anyway later in
the code). The compiler errors out at btSerializer.h lines 250 and
285. Just letting you know :)
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[Bf-committers] Quaternion interpolation is bumpy/wrong

2012-04-24 Thread Tobias Oelgarte
I don't know if this is a known issue. But i tried the following. I made 
a key for a leg (restpose),  bended it forward (xrot 90°, second key) 
and moved it to the side (zrot 90°, third key), and then added a fourth 
key (restposition again). What i expected was a smooth motion, but 
instead it goes straight up (to 2nd key) and continues with a curve that 
_bends downward_ to key 3. Given that it has to move trough the keys i 
would have at least expected a linear motion (shortest path) from key 
2 to key 3.

The reason for that is the interpolation (bezier curves) between the 
keys. It interpolates every component as a single key. But that isn't 
right for quaternion rotation. Instead it should interpolate between the 
quaternions (at the keys) itself using a slope function to define how 
the interpolation in between keyframes behaves.

I uploaded an example to pasteall.org to illustrate the issue:
http://www.pasteall.org/blend/13505

The left armature (named wrong) shows what i mean with wrong 
interpolation and the right armature shows how it should look like 
(named nearly right, because it is impossible to get it right at the 
moment).

Maybe someone has the time to look at the example and to figure out a 
way how it could be correctly implemented. My attempt would be to remove 
the possibility to edit f-curves for quaternions (who does that anyway?) 
and to use another interpolation scheme for this kind of rotations.

Greetings from
Tobias Oelgarte
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Re: [Bf-committers] For MinGW builders

2012-04-24 Thread Antony Riakiotakis
Cycles, OpenEXR and LibMV are supported now. OpenCollada and FFMpeg
still remaining.

Also Scons support was added. Just like MSVC a 64 build of python will
build for 64 bits.

Unfortunately, for cycles I still haven't managed to get the CUDA
binaries building. Looks like a 64bit MSVC environment is needed, same
as with 32 bit MinGW :(.

In any case, happy benchmarking!
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[Bf-committers] game engine without visual

2012-04-24 Thread P2sta
Hello,

I would like to know if it's possible to make the game run on the 
background (without any visual part). I mean when I hit start game 
button, I need only a physics to make collision detection, no rendering.

Can anybody help me wtih that or at least give me some tips how to get 
this done?

Thanks in advance,

Zbyněk
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[Bf-committers] PVS-Studio Static Analysis

2012-04-24 Thread Jason Wilkins
http://www.viva64.com/en/b/0145/#ID0EO3BK

It appears that Andrey Karpov has done an analysis of Blender source
code using his PVS-Studio tool.  He did this just yesterday, so I
assume the problems he found are still in the source.  He offers free
licenses to open source project members (3500 euro software otherwise,
wow).

I was thinking of investigating the problems he found and seeing if I
could fix them.
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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-24 Thread Nicholas Bishop
I think some of these have been fixed already in recent commits from Campbell.

On Tue, Apr 24, 2012 at 7:11 PM, Jason Wilkins
jason.a.wilk...@gmail.com wrote:
 http://www.viva64.com/en/b/0145/#ID0EO3BK

 It appears that Andrey Karpov has done an analysis of Blender source
 code using his PVS-Studio tool.  He did this just yesterday, so I
 assume the problems he found are still in the source.  He offers free
 licenses to open source project members (3500 euro software otherwise,
 wow).

 I was thinking of investigating the problems he found and seeing if I
 could fix them.
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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-24 Thread Tom M
We have a page with generated CLang static analysis,

http://clang.blenderheads.org/trunk/

It probably shows the same bugs as PVS-Studio does.

LetterRip

On Tue, Apr 24, 2012 at 4:15 PM, Nicholas Bishop
nicholasbis...@gmail.com wrote:
 I think some of these have been fixed already in recent commits from Campbell.

 On Tue, Apr 24, 2012 at 7:11 PM, Jason Wilkins
 jason.a.wilk...@gmail.com wrote:
 http://www.viva64.com/en/b/0145/#ID0EO3BK

 It appears that Andrey Karpov has done an analysis of Blender source
 code using his PVS-Studio tool.  He did this just yesterday, so I
 assume the problems he found are still in the source.  He offers free
 licenses to open source project members (3500 euro software otherwise,
 wow).

 I was thinking of investigating the problems he found and seeing if I
 could fix them.
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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-24 Thread Nicholas Bishop
Not necessarily; different static analyzers can detect different types
of potential problems. The PVS analysis contains some interesting
things like the Misprint in a homogeneous code block section that I
don't think clang's analyzer does.

On Tue, Apr 24, 2012 at 7:20 PM, Tom M letter...@gmail.com wrote:
 We have a page with generated CLang static analysis,

 http://clang.blenderheads.org/trunk/

 It probably shows the same bugs as PVS-Studio does.

 LetterRip

 On Tue, Apr 24, 2012 at 4:15 PM, Nicholas Bishop
 nicholasbis...@gmail.com wrote:
 I think some of these have been fixed already in recent commits from 
 Campbell.

 On Tue, Apr 24, 2012 at 7:11 PM, Jason Wilkins
 jason.a.wilk...@gmail.com wrote:
 http://www.viva64.com/en/b/0145/#ID0EO3BK

 It appears that Andrey Karpov has done an analysis of Blender source
 code using his PVS-Studio tool.  He did this just yesterday, so I
 assume the problems he found are still in the source.  He offers free
 licenses to open source project members (3500 euro software otherwise,
 wow).

 I was thinking of investigating the problems he found and seeing if I
 could fix them.
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Re: [Bf-committers] New patch: Add make python console and info display respect user DPI preferences.

2012-04-24 Thread Reed Koser
I have submitted an update to the patch that may fix this issues you
mentioned. Feedback is appreciated!
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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-24 Thread Jason Wilkins
I'm working through them and fixing what Clang did not catch.

I was going to say the same thing as Nicholas, code analysis is such a
wide open field with virtually infinite number of things you can check
for, that having more than one tool is a good idea.

On Tue, Apr 24, 2012 at 6:30 PM, Nicholas Bishop
nicholasbis...@gmail.com wrote:
 Not necessarily; different static analyzers can detect different types
 of potential problems. The PVS analysis contains some interesting
 things like the Misprint in a homogeneous code block section that I
 don't think clang's analyzer does.

 On Tue, Apr 24, 2012 at 7:20 PM, Tom M letter...@gmail.com wrote:
 We have a page with generated CLang static analysis,

 http://clang.blenderheads.org/trunk/

 It probably shows the same bugs as PVS-Studio does.

 LetterRip

 On Tue, Apr 24, 2012 at 4:15 PM, Nicholas Bishop
 nicholasbis...@gmail.com wrote:
 I think some of these have been fixed already in recent commits from 
 Campbell.

 On Tue, Apr 24, 2012 at 7:11 PM, Jason Wilkins
 jason.a.wilk...@gmail.com wrote:
 http://www.viva64.com/en/b/0145/#ID0EO3BK

 It appears that Andrey Karpov has done an analysis of Blender source
 code using his PVS-Studio tool.  He did this just yesterday, so I
 assume the problems he found are still in the source.  He offers free
 licenses to open source project members (3500 euro software otherwise,
 wow).

 I was thinking of investigating the problems he found and seeing if I
 could fix them.
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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-24 Thread Jason Wilkins
This line in btQuantizedBvh.h confuses me:

int getTriangleIndex() const
{
btAssert(isLeafNode());
unsigned int x=0;
unsigned int y = (~(x0))(31-MAX_NUM_PARTS_IN_BITS);
// Get only the lower bits where the triangle index is stored
return (m_escapeIndexOrTriangleIndex~(y));
}

Ostensibly the error is that ~0 is -1 (unsigned) and shifting an
unsigned is undefined or unspecified (forget which).

But I'm actually confused why this code is written this way.
x=0, then x0 == 0, even if x wasn't 0.

Only after that do we get to the undefined behavior.

I guess I could puzzle through it, but somebody else might just know :-)

On Tue, Apr 24, 2012 at 7:30 PM, Jason Wilkins
jason.a.wilk...@gmail.com wrote:
 I'm working through them and fixing what Clang did not catch.

 I was going to say the same thing as Nicholas, code analysis is such a
 wide open field with virtually infinite number of things you can check
 for, that having more than one tool is a good idea.

 On Tue, Apr 24, 2012 at 6:30 PM, Nicholas Bishop
 nicholasbis...@gmail.com wrote:
 Not necessarily; different static analyzers can detect different types
 of potential problems. The PVS analysis contains some interesting
 things like the Misprint in a homogeneous code block section that I
 don't think clang's analyzer does.

 On Tue, Apr 24, 2012 at 7:20 PM, Tom M letter...@gmail.com wrote:
 We have a page with generated CLang static analysis,

 http://clang.blenderheads.org/trunk/

 It probably shows the same bugs as PVS-Studio does.

 LetterRip

 On Tue, Apr 24, 2012 at 4:15 PM, Nicholas Bishop
 nicholasbis...@gmail.com wrote:
 I think some of these have been fixed already in recent commits from 
 Campbell.

 On Tue, Apr 24, 2012 at 7:11 PM, Jason Wilkins
 jason.a.wilk...@gmail.com wrote:
 http://www.viva64.com/en/b/0145/#ID0EO3BK

 It appears that Andrey Karpov has done an analysis of Blender source
 code using his PVS-Studio tool.  He did this just yesterday, so I
 assume the problems he found are still in the source.  He offers free
 licenses to open source project members (3500 euro software otherwise,
 wow).

 I was thinking of investigating the problems he found and seeing if I
 could fix them.
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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-24 Thread Erwin Coumans
You are looking at the code that I fixed yesterday, see my commit message
for details here:
http://lists.blender.org/pipermail/bf-blender-cvs/2012-April/045090.html


V610 Undefined behavior. Check the shift operator '. The left operand
'(~0)' is negative. extern_bullet btquantizedbvh.h 82

~(0) is signed -1, negative, while ~(x0) is positive unsigned, so it fixes
the undefined behavior.
Thanks,
Erwin



On 24 April 2012 18:01, Jason Wilkins jason.a.wilk...@gmail.com wrote:

 This line in btQuantizedBvh.h confuses me:

 int getTriangleIndex() const
{
btAssert(isLeafNode());
unsigned int x=0;
unsigned int y = (~(x0))(31-MAX_NUM_PARTS_IN_BITS);
// Get only the lower bits where the triangle index is
 stored
return (m_escapeIndexOrTriangleIndex~(y));
}

 Ostensibly the error is that ~0 is -1 (unsigned) and shifting an
 unsigned is undefined or unspecified (forget which).

 But I'm actually confused why this code is written this way.
 x=0, then x0 == 0, even if x wasn't 0.

 Only after that do we get to the undefined behavior.

 I guess I could puzzle through it, but somebody else might just know :-)

 On Tue, Apr 24, 2012 at 7:30 PM, Jason Wilkins
 jason.a.wilk...@gmail.com wrote:
  I'm working through them and fixing what Clang did not catch.
 
  I was going to say the same thing as Nicholas, code analysis is such a
  wide open field with virtually infinite number of things you can check
  for, that having more than one tool is a good idea.
 
  On Tue, Apr 24, 2012 at 6:30 PM, Nicholas Bishop
  nicholasbis...@gmail.com wrote:
  Not necessarily; different static analyzers can detect different types
  of potential problems. The PVS analysis contains some interesting
  things like the Misprint in a homogeneous code block section that I
  don't think clang's analyzer does.
 
  On Tue, Apr 24, 2012 at 7:20 PM, Tom M letter...@gmail.com wrote:
  We have a page with generated CLang static analysis,
 
  http://clang.blenderheads.org/trunk/
 
  It probably shows the same bugs as PVS-Studio does.
 
  LetterRip
 
  On Tue, Apr 24, 2012 at 4:15 PM, Nicholas Bishop
  nicholasbis...@gmail.com wrote:
  I think some of these have been fixed already in recent commits from
 Campbell.
 
  On Tue, Apr 24, 2012 at 7:11 PM, Jason Wilkins
  jason.a.wilk...@gmail.com wrote:
  http://www.viva64.com/en/b/0145/#ID0EO3BK
 
  It appears that Andrey Karpov has done an analysis of Blender source
  code using his PVS-Studio tool.  He did this just yesterday, so I
  assume the problems he found are still in the source.  He offers free
  licenses to open source project members (3500 euro software
 otherwise,
  wow).
 
  I was thinking of investigating the problems he found and seeing if I
  could fix them.
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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-24 Thread Jason Wilkins
Oh, the way it is written now is confusing I think, since it does
several no-ops.

Wouldn't UINT_MAX be better?

On Tue, Apr 24, 2012 at 8:11 PM, Erwin Coumans erwin.coum...@gmail.com wrote:
 You are looking at the code that I fixed yesterday, see my commit message
 for details here:
 http://lists.blender.org/pipermail/bf-blender-cvs/2012-April/045090.html


V610 Undefined behavior. Check the shift operator '. The left operand
 '(~0)' is negative. extern_bullet btquantizedbvh.h 82

 ~(0) is signed -1, negative, while ~(x0) is positive unsigned, so it fixes
 the undefined behavior.
 Thanks,
 Erwin



 On 24 April 2012 18:01, Jason Wilkins jason.a.wilk...@gmail.com wrote:

 This line in btQuantizedBvh.h confuses me:

 int     getTriangleIndex() const
        {
                btAssert(isLeafNode());
                unsigned int x=0;
                unsigned int y = (~(x0))(31-MAX_NUM_PARTS_IN_BITS);
                // Get only the lower bits where the triangle index is
 stored
                return (m_escapeIndexOrTriangleIndex~(y));
        }

 Ostensibly the error is that ~0 is -1 (unsigned) and shifting an
 unsigned is undefined or unspecified (forget which).

 But I'm actually confused why this code is written this way.
 x=0, then x0 == 0, even if x wasn't 0.

 Only after that do we get to the undefined behavior.

 I guess I could puzzle through it, but somebody else might just know :-)

 On Tue, Apr 24, 2012 at 7:30 PM, Jason Wilkins
 jason.a.wilk...@gmail.com wrote:
  I'm working through them and fixing what Clang did not catch.
 
  I was going to say the same thing as Nicholas, code analysis is such a
  wide open field with virtually infinite number of things you can check
  for, that having more than one tool is a good idea.
 
  On Tue, Apr 24, 2012 at 6:30 PM, Nicholas Bishop
  nicholasbis...@gmail.com wrote:
  Not necessarily; different static analyzers can detect different types
  of potential problems. The PVS analysis contains some interesting
  things like the Misprint in a homogeneous code block section that I
  don't think clang's analyzer does.
 
  On Tue, Apr 24, 2012 at 7:20 PM, Tom M letter...@gmail.com wrote:
  We have a page with generated CLang static analysis,
 
  http://clang.blenderheads.org/trunk/
 
  It probably shows the same bugs as PVS-Studio does.
 
  LetterRip
 
  On Tue, Apr 24, 2012 at 4:15 PM, Nicholas Bishop
  nicholasbis...@gmail.com wrote:
  I think some of these have been fixed already in recent commits from
 Campbell.
 
  On Tue, Apr 24, 2012 at 7:11 PM, Jason Wilkins
  jason.a.wilk...@gmail.com wrote:
  http://www.viva64.com/en/b/0145/#ID0EO3BK
 
  It appears that Andrey Karpov has done an analysis of Blender source
  code using his PVS-Studio tool.  He did this just yesterday, so I
  assume the problems he found are still in the source.  He offers free
  licenses to open source project members (3500 euro software
 otherwise,
  wow).
 
  I was thinking of investigating the problems he found and seeing if I
  could fix them.
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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-24 Thread Jason Wilkins
The Uncreated file is a false alarm.  The value of file_ is
initialized by another member function.  Probably not the most clear
way to write the code, but not an error.  I already contacted viva64
to suggest they tighten up that part of their analysis.

On Tue, Apr 24, 2012 at 8:15 PM, Jason Wilkins
jason.a.wilk...@gmail.com wrote:
 Oh, the way it is written now is confusing I think, since it does
 several no-ops.

 Wouldn't UINT_MAX be better?

 On Tue, Apr 24, 2012 at 8:11 PM, Erwin Coumans erwin.coum...@gmail.com 
 wrote:
 You are looking at the code that I fixed yesterday, see my commit message
 for details here:
 http://lists.blender.org/pipermail/bf-blender-cvs/2012-April/045090.html


V610 Undefined behavior. Check the shift operator '. The left operand
 '(~0)' is negative. extern_bullet btquantizedbvh.h 82

 ~(0) is signed -1, negative, while ~(x0) is positive unsigned, so it fixes
 the undefined behavior.
 Thanks,
 Erwin



 On 24 April 2012 18:01, Jason Wilkins jason.a.wilk...@gmail.com wrote:

 This line in btQuantizedBvh.h confuses me:

 int     getTriangleIndex() const
        {
                btAssert(isLeafNode());
                unsigned int x=0;
                unsigned int y = (~(x0))(31-MAX_NUM_PARTS_IN_BITS);
                // Get only the lower bits where the triangle index is
 stored
                return (m_escapeIndexOrTriangleIndex~(y));
        }

 Ostensibly the error is that ~0 is -1 (unsigned) and shifting an
 unsigned is undefined or unspecified (forget which).

 But I'm actually confused why this code is written this way.
 x=0, then x0 == 0, even if x wasn't 0.

 Only after that do we get to the undefined behavior.

 I guess I could puzzle through it, but somebody else might just know :-)

 On Tue, Apr 24, 2012 at 7:30 PM, Jason Wilkins
 jason.a.wilk...@gmail.com wrote:
  I'm working through them and fixing what Clang did not catch.
 
  I was going to say the same thing as Nicholas, code analysis is such a
  wide open field with virtually infinite number of things you can check
  for, that having more than one tool is a good idea.
 
  On Tue, Apr 24, 2012 at 6:30 PM, Nicholas Bishop
  nicholasbis...@gmail.com wrote:
  Not necessarily; different static analyzers can detect different types
  of potential problems. The PVS analysis contains some interesting
  things like the Misprint in a homogeneous code block section that I
  don't think clang's analyzer does.
 
  On Tue, Apr 24, 2012 at 7:20 PM, Tom M letter...@gmail.com wrote:
  We have a page with generated CLang static analysis,
 
  http://clang.blenderheads.org/trunk/
 
  It probably shows the same bugs as PVS-Studio does.
 
  LetterRip
 
  On Tue, Apr 24, 2012 at 4:15 PM, Nicholas Bishop
  nicholasbis...@gmail.com wrote:
  I think some of these have been fixed already in recent commits from
 Campbell.
 
  On Tue, Apr 24, 2012 at 7:11 PM, Jason Wilkins
  jason.a.wilk...@gmail.com wrote:
  http://www.viva64.com/en/b/0145/#ID0EO3BK
 
  It appears that Andrey Karpov has done an analysis of Blender source
  code using his PVS-Studio tool.  He did this just yesterday, so I
  assume the problems he found are still in the source.  He offers free
  licenses to open source project members (3500 euro software
 otherwise,
  wow).
 
  I was thinking of investigating the problems he found and seeing if I
  could fix them.
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Re: [Bf-committers] Blender problem with libspnav

2012-04-24 Thread Mike Erwin
Should be fixed in revision 45951. Thanks for catching this!

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire


On Thu, Apr 19, 2012 at 10:09 AM, Richard Shaw hobbes1...@gmail.com wrote:
 Ok, looks like I broke something else I need your help with!

 I recently had the Fedora Blender maintainer add libspnav as a build
 dependency. Now when someone tries to start Blender but is not running
 or does not have spacenavd installed, Blender fails to start[1].

 I'm thinking Blender should handle this situation gracefully...

 Thanks,
 Richard

 [1] https://bugzilla.redhat.com/show_bug.cgi?id=812354#c10
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [44015] trunk/blender/source/gameengine/ Ketsji/KX_FontObject.cpp: bge font objects: fix for difference in size when object has a

2012-04-24 Thread Alex Fraser
Remind me what was wrong with the mipmap patch? Didn't it just make
the profiling overlay a bit funny in certain situations? I thought it
worked pretty well.

Alex

On 10 February 2012 18:52, Dalai Felinto dfeli...@gmail.com wrote:
 Revision: 44015
          
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=44015
 Author:   dfelinto
 Date:     2012-02-10 07:52:21 + (Fri, 10 Feb 2012)
 Log Message:
 ---
 bge font objects: fix for difference in size when object has a parent
 for after 2.62 I would like to try if using doubles would help to increase 
 the precision here.

 Also now that the mipmap patch is reverted we may want to look at this 
 problem from a different perspective.
 RES could be calculated taking the object size in relation to the camera 
 (i.e. size and distance, ignoring rotation).
 That may solve both problems of wrong resolution and lack of smoothness.

 For the time being users still need to use object.resolution to fine tune the 
 rendered text.

 Modified Paths:
 --
    trunk/blender/source/gameengine/Ketsji/KX_FontObject.cpp

 Modified: trunk/blender/source/gameengine/Ketsji/KX_FontObject.cpp
 ===
 --- trunk/blender/source/gameengine/Ketsji/KX_FontObject.cpp    2012-02-10 
 06:50:16 UTC (rev 44014)
 +++ trunk/blender/source/gameengine/Ketsji/KX_FontObject.cpp    2012-02-10 
 07:52:21 UTC (rev 44015)
 @@ -173,10 +173,10 @@
        this-GetObjectColor().getValue(m_color);

        /* HARDCODED MULTIPLICATION FACTOR - this will affect the render 
 resolution directly */
 -       float RES = BGE_FONT_RES * m_resolution;
 +       const float RES = BGE_FONT_RES * m_resolution;

 -       float size = m_fsize * m_object-size[0] * RES;
 -       float aspect = 1.f / (m_object-size[0] * RES);
 +       const float size = m_fsize * this-NodeGetWorldScaling()[0] * RES;
 +       const float aspect = m_fsize / size;

        /* Get a working copy of the OpenGLMatrix to use */
        double mat[16];

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[Bf-committers] Remove vertex colours in startup.blend?

2012-04-24 Thread Matt Ebb
Hi, I'm doing some work on my render exporter to bring it up to date
with Blender 2.63. I noticed that the startup.blend cube now has
vertex colours, which causes some issues for this exporter - I
override colours with the active vertex colour layer by default, which
was fine in previous Blender versions since vertex colours weren't on
the default object and had to be explicitly added.

I'm happy to work around this, but it's probably better to just get
rid of the vertex colours on the cube anyway, since they're
unnecessary. I don't have a working build setup here - if anyone
thinks this is a good idea, would you be able to please remove the
vertex colours and replace the startup.blend?

thanks

Matt
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Re: [Bf-committers] trying to build with mingw32

2012-04-24 Thread Yousef Hurfoush

hi, and sorry to bother you guys BUT.

i installed minGW from the official installer to c:\minGW, and added 
c\mingW\bin to my path
i updated blender to svn 45912 and the libs and tried to build with scons the 
32 bit version 
but the build didn't started i get this:
scons: done reading SConscript files.
scons: Building targets ...
Compiling == 'avi.c'
scons: *** [Z:\Development\blender\build\win32-mingw\source\blender\avi\intern\a
vi.o] The system cannot find the file specified
scons: building terminated because of errors.

as the official  MinGW i thought it would work!
what should i do, i searched the internet but no use, any help would be 
appreciated.

Regards
Yousef Harfoush
ba...@msn.com



 Date: Tue, 24 Apr 2012 03:24:50 +0300
 From: kal...@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] trying to build with mingw32
 
 Hi, as I have explained elsewhere MinGW-w64 builds do not have an
 official build and it is simply impossible to make sure that all of
 them work.
 
 This weekend I worked extensively to get 64 bit MinGW-64 working and I
 can tell you first hand that there are many differences between builds
 and many bugs as well. Libraries or binaries that build with one
 compiler will fail with another. Fixes and changes are committed often
 in MinGW-w64 repository and we can't keep track of these for every
 build available.
 
 The last error you are posting may be resolved for the specific build
 of MinGW-w64 64bit that I am using (I was hoping that maybe it chould
 be hosted somewhere on b.o too?) but not for the 32 bit version. Other
 than that we can't promise that arbitrary builds of MinGW-w64 will
 work.
 
 For 32-bit please use the official MinGW obtained through
 mingw-get-inst, these are maintained, checked regularly and are known
 to work. Or you can use the 64bit version when support is ready (I
 estimate in about 2-3 days' time)
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Re: [Bf-committers] Remove vertex colours in startup.blend?

2012-04-24 Thread Campbell Barton
+1, not sure why there are there, last person who updated must have
hit V key by accident.

On Wed, Apr 25, 2012 at 2:32 PM, Matt Ebb m...@mke3.net wrote:
 Hi, I'm doing some work on my render exporter to bring it up to date
 with Blender 2.63. I noticed that the startup.blend cube now has
 vertex colours, which causes some issues for this exporter - I
 override colours with the active vertex colour layer by default, which
 was fine in previous Blender versions since vertex colours weren't on
 the default object and had to be explicitly added.

 I'm happy to work around this, but it's probably better to just get
 rid of the vertex colours on the cube anyway, since they're
 unnecessary. I don't have a working build setup here - if anyone
 thinks this is a good idea, would you be able to please remove the
 vertex colours and replace the startup.blend?

 thanks

 Matt
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Re: [Bf-committers] Remove vertex colours in startup.blend?

2012-04-24 Thread Wolfgang Fähnle
Sorry, send due accident.

Mib


Am 25.04.2012, 07:02 Uhr, schrieb :

 Am 25.04.2012, 06:38 Uhr, schrieb Campbell Barton ideasma...@gmail.com:

 +1, not sure why there are there, last person who updated must have
 hit V key by accident.

 On Wed, Apr 25, 2012 at 2:32 PM, Matt Ebb m...@mke3.net wrote:
 Hi, I'm doing some work on my render exporter to bring it up to date
 with Blender 2.63. I noticed that the startup.blend cube now has
 vertex colours, which causes some issues for this exporter - I
 override colours with the active vertex colour layer by default, which
 was fine in previous Blender versions since vertex colours weren't on
 the default object and had to be explicitly added.

 I'm happy to work around this, but it's probably better to just get
 rid of the vertex colours on the cube anyway, since they're
 unnecessary. I don't have a working build setup here - if anyone
 thinks this is a good idea, would you be able to please remove the
 vertex colours and replace the startup.blend?

 thanks

 Matt
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Re: [Bf-committers] trying to build with mingw32

2012-04-24 Thread Caleb Joseph
On 25/04/2012 2:36 PM, Yousef Hurfoush wrote:
 scons: done reading SConscript files.
 scons: Building targets ...
 Compiling ==  'avi.c'
 scons: *** 
 [Z:\Development\blender\build\win32-mingw\source\blender\avi\intern\a
 vi.o] The system cannot find the file specified
 scons: building terminated because of errors.

Looks like MinGW isn't in your Path environment variable. Before running 
SCons, make sure to add it by running SET Path=C:\mingw\bin;%Path%

Obviously you need to replace C:\mingw\ with where you placed MinGW. 
Also are you passing BF_TOOLSET=mingw to SCons? You need to run 
python.exe scons\scons.py BF_TOOLSET=mingw from a 32-bit version of 
Python.

Good luck,
Caleb.
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Re: [Bf-committers] trying to build with mingw32

2012-04-24 Thread Yousef Hurfoush



Regards
Yousef Harfoush
ba...@msn.com



 Date: Wed, 25 Apr 2012 15:21:24 +1000
 From: comcal...@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] trying to build with mingw32
 
 On 25/04/2012 2:36 PM, Yousef Hurfoush wrote:
  scons: done reading SConscript files.
  scons: Building targets ...
  Compiling ==  'avi.c'
  scons: *** 
  [Z:\Development\blender\build\win32-mingw\source\blender\avi\intern\a
  vi.o] The system cannot find the file specified
  scons: building terminated because of errors.
 
 Looks like MinGW isn't in your Path environment variable. Before running 
 SCons, make sure to add it by running SET Path=C:\mingw\bin;%Path%
 
 Obviously you need to replace C:\mingw\ with where you placed MinGW. 
 Also are you passing BF_TOOLSET=mingw to SCons? You need to run 
 python.exe scons\scons.py BF_TOOLSET=mingw from a 32-bit version of 
 Python.
 

here is the patch i use:
cd Z:\Development\blender\blender-temp
set PATH=Z:\Development\compilers\Python26;%PATH%
set PATH=C:\MinGW\bin;C:\MinGW\lib;%PATH%
python scons\scons.py BF_TOOLSET=mingw

and my mingw32 folder is the default c:\mingw

anymore thoughts?
  
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Re: [Bf-committers] trying to build with mingw32

2012-04-24 Thread Caleb Joseph
On 25/04/2012 3:26 PM, Yousef Hurfoush wrote:
 here is the patch i use:
 cd Z:\Development\blender\blender-temp
 set PATH=Z:\Development\compilers\Python26;%PATH%
 set PATH=C:\MinGW\bin;C:\MinGW\lib;%PATH%
 python scons\scons.py BF_TOOLSET=mingw

 and my mingw32 folder is the default c:\mingw

 anymore thoughts?
   

Ok, after running set PATH=C:\MinGW\bin;C:\MinGW\lib;%PATH%, can you 
run gcc -v without any issues? Might be better to discuss this over 
IRC to avoid spam here :P
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Re: [Bf-committers] PVS-Studio Static Analysis

2012-04-24 Thread Campbell Barton
for obvious things they mostly find the same issues (even same false
positives), but each have a handful that are unique.
I've ran blender through cppcheck, splint, sparse and clang-static-checler.

the problem is that once you wade through the error logs (mainly false
positives), and fixed the actual bugs...
Running a second time gives you only the false positives again.
If some new bug is added to the source you still needed to read over
the false positives (unless your memory is really good).

long term we need to have a way to notify us when new errors are added.

On Wed, Apr 25, 2012 at 9:30 AM, Nicholas Bishop
nicholasbis...@gmail.com wrote:
 Not necessarily; different static analyzers can detect different types
 of potential problems. The PVS analysis contains some interesting
 things like the Misprint in a homogeneous code block section that I
 don't think clang's analyzer does.

 On Tue, Apr 24, 2012 at 7:20 PM, Tom M letter...@gmail.com wrote:
 We have a page with generated CLang static analysis,

 http://clang.blenderheads.org/trunk/

 It probably shows the same bugs as PVS-Studio does.

 LetterRip

 On Tue, Apr 24, 2012 at 4:15 PM, Nicholas Bishop
 nicholasbis...@gmail.com wrote:
 I think some of these have been fixed already in recent commits from 
 Campbell.

 On Tue, Apr 24, 2012 at 7:11 PM, Jason Wilkins
 jason.a.wilk...@gmail.com wrote:
 http://www.viva64.com/en/b/0145/#ID0EO3BK

 It appears that Andrey Karpov has done an analysis of Blender source
 code using his PVS-Studio tool.  He did this just yesterday, so I
 assume the problems he found are still in the source.  He offers free
 licenses to open source project members (3500 euro software otherwise,
 wow).

 I was thinking of investigating the problems he found and seeing if I
 could fix them.
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Re: [Bf-committers] trying to build with mingw32

2012-04-24 Thread Yousef Hurfoush


 Ok, after running set PATH=C:\MinGW\bin;C:\MinGW\lib;%PATH%, can you 
 run gcc -v without any issues? 

there are no gcc in the bin folder which is strange!
but i have download the official mingw from their site with their installer
and i selected all the lib (checkboxs), and it downloaded the libs
and installed them, i don't know if there something went wrong!

so when i run :
Z:\Development\blender\blender-tempset 
PATH=Z:\Development\compilers\Python26;%PATH%
Z:\Development\blender\blender-tempset PATH=C:\MinGW\bin;C:\MinGW\lib;%PATH%
Z:\Development\blender\blender-tempgcc -v
'gcc' is not recognized as an internal or external command,
operable program or batch file.

i do this because i tried some other mingw32 builds, and i did start building 
but gave me errors

so psy-fi recommended that i install the official build.

 Might be better to discuss this over 
 IRC to avoid spam here :P

i do agree but i can't irc now, i'll try to clean and re-download the mingw 
again.
  
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Re: [Bf-committers] trying to build with mingw32

2012-04-24 Thread Caleb Joseph
On 25/04/2012 3:46 PM, Yousef Hurfoush wrote:
 there are no gcc in the bin folder which is strange!
 but i have download the official mingw from their site with their installer
 and i selected all the lib (checkboxs), and it downloaded the libs
 and installed them, i don't know if there something went wrong!

Strange, if you checked the C Compiler and C++ Compiler options when 
installing MinGW you should have what you need. Maybe it didn't download 
properly?
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