[Bf-committers] OpenGL ES 1.1 or 2.0 for mobile

2012-06-05 Thread Francesco Zoffoli
Just to clarify a bit about numbers:

To run GLES 2.0 you need an android version = 2.2

http://developer.android.com/resources/dashboard/platform-versions.html

It means 93.9% of phones are compatible.

Ps: my phone is a very entry level one more than an year old and it
supports gles 2.
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Re: [Bf-committers] OpenGL ES 1.1 or 2.0 for mobile

2012-06-05 Thread Alberto Torres
More like 82%

http://developer.android.com/resources/dashboard/opengl.html

There are phones with android = 2.2 which don't have hardware support
for GLES 2.0

DiThi


2012/6/5 Francesco Zoffoli maker...@gmail.com:
 Just to clarify a bit about numbers:

 To run GLES 2.0 you need an android version = 2.2

 http://developer.android.com/resources/dashboard/platform-versions.html

 It means 93.9% of phones are compatible.

 Ps: my phone is a very entry level one more than an year old and it
 supports gles 2.
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Re: [Bf-committers] Masks are not only for Mattes

2012-06-05 Thread Guillermo Espertino (Gez)
El 05/06/12 02:46, Troy Sobotka escribió:
 It would seem like a wonderful juncture to perhaps analyze our design 
 choices and consider future limitations at this juncture...

+1
This implementation is somewhat disconnected from the compositor. 
Masking and tracking is usually more necessary in the composite context 
than in a single clip context.
My gut says that the right place for tracking and masking would be on 
top of the viewer, and probably extending the image/UV editor adding 
these functionalities as modes would be more flexible than having a 
separate window.
If tracking and masking would be nodes, double clicking on them could 
connect the output to the viewer window (UV/Image Editor) and display 
the proper widgets and options instead of having to change manually 
windows and modes.
That could also work for widgets for transform nodes, for instance.

Gez.


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Re: [Bf-committers] Masks are not only for Mattes

2012-06-05 Thread Antony Riakiotakis
The UV editor is suited for UV editing and reviewing what parts of the
image go to what parts of the mesh. The UV editor can be seen as an
image viewer/painter, but, in the end it is not a swiss knife of
functionality either. Its primary intended for modifying the data
themselves while the track editor and compositor can be seen as
operating -based- on the data. IMO, this discussion should not be
targeted at the uv editor but to a better interoperability between
compositor/tracker.
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[Bf-committers] Masks are not only for Mattes

2012-06-05 Thread José Ricarte
I think the mask editor could be more generic:
Consider a mask as a raster 2D vector image input, could be edited
only in the UV/image editor as a vectorial image ( with the
possibility to view a video/image backdrop) adding the current tools
of the 2d bezier curve ( shape keys, modifiers..), not in the video
editor as a mask (now the video editor is full of tracking information).
Later could be a start development of vectorial textures, and if you
add the ability to rasterize color and edges (antigrain lib), and 2D
bones, we have the possibility of 2D animations finally!! (flsh,
Anime Studio...), animated vector textures, toon, and 2D FX


=:-)

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Re: [Bf-committers] Masks are not only for Mattes

2012-06-05 Thread Antony Riakiotakis
And how would you parent a mask to a track marker in the UV editor?
Besides, editing the mask in a 3rd place makes the workflow very
clumsy. Jump from UV editor to Track editor to compositorIMO the
current integration is fine, what is lacking IMO is support for static
images. If this fits into the tracker or the compositor or some
combination of the two is another issue.
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Re: [Bf-committers] Masks are not only for Mattes

2012-06-05 Thread José Ricarte


El 05/06/2012 18:45, Antony Riakiotakis escribió:
 And how would you parent a mask to a track marker in the UV editor?

With drop-down menu with a track marker names.
I think the code mask tools can be a gateway to integrate vector images 
in the blender workflow, animated vector textures, 2D animation.,
 Besides, editing the mask in a 3rd place makes the workflow very
 clumsy. Jump from UV editor to Track editor to compositorIMO the
 current integration is fine, what is lacking IMO is support for static
 images. If this fits into the tracker or the compositor or some
 combination of the two is another issue.
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Re: [Bf-committers] Masks are not only for Mattes

2012-06-05 Thread Guillermo Espertino (Gez)
El 05/06/12 13:23, Antony Riakiotakis escribió:
 The UV editor is suited for UV editing and reviewing what parts of the
 image go to what parts of the mesh. The UV editor can be seen as an
 image viewer/painter, but, in the end it is not a swiss knife of
 functionality either. Its primary intended for modifying the data
 themselves while the track editor and compositor can be seen as
 operating -based- on the data. IMO, this discussion should not be
 targeted at the uv editor but to a better interoperability between
 compositor/tracker.
Ok, maybe I didn't express myself with enough clarity. I meant that we 
have the composite viewer in one place and the tracking/masking tools in 
another.
Since viewers and image analysis tools live currently in the UV/Image 
editor, I proposed to take masking and tracking there, but maybe it's 
better to have a specialized viewer window (perhaps the same clip 
window) and take the viewer and image analysis tools from the UV/Image 
editor to the clip editor window.
The point is having masking and tracking also available for composites, 
not just for clips. And having both operations working as nodes instead 
of separated tools would be more flexible because you could feed those 
tools with both, footage and (pre)composites.

Gez


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Re: [Bf-committers] Masks are not only for Mattes

2012-06-05 Thread François T .
IMO linking track to mask should be done in compositor by linking data
together.
Lets drop tracker, and talk about animation. Let say you have a 3 object
animated in your scene. You get its position to screen and need some kind
of shape around it (for whatever reason you can image). So you would link
this data onto the Shape anchor point, and then animate the shape itself,
all that in the compositor.

Another case : I mixed a few stock footage together to create a nice
explosion. Now I need to place this explosion on the ground, and I would
like to draw a mask around it to blend it and feather it a bit more with my
background. How do you that ?  - Creating a node in comp to bring back data
into Clip editor ? you loose the interactivity of quick masking
- Render your explosion footage first, bring it into the clip editor, do
the mask on it and looking into another compositor output viewer to see how
the masking I'm doing in Clip Editor is looking so far ? huge waste of
time, and not so confortable

Masking need to be flexible, re-usable, and as interactive as it can get.
Having it in CE is nice for garbage masking (with a big G) which can be
used by trackers to know which track area it should use, or perhaps for
keying... but not for compositing at all.

But again, I guess this is just the first step of a long time wanted
feature :)



2012/6/5 Antony Riakiotakis kal...@gmail.com

 And how would you parent a mask to a track marker in the UV editor?
 Besides, editing the mask in a 3rd place makes the workflow very
 clumsy. Jump from UV editor to Track editor to compositorIMO the
 current integration is fine, what is lacking IMO is support for static
 images. If this fits into the tracker or the compositor or some
 combination of the two is another issue.
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-- 

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www.linkedin.com/in/francoistarlier
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Re: [Bf-committers] Masks are not only for Mattes

2012-06-05 Thread Bassam Kurdali
This is maybe a ridiculous suggestion: feel free to shoot it down:

- we currently have one 3D editor. Here we do all our 3d tasks,
modelling, animation, rigging, curves, meshes, etc. We can select and
manipulate many different types of 3d objects, in different ways.

-we can do *much less* things in 2d (blender is after all a 3d program).
Yet we have multiple specialized windows for 2d editing: UV editor,
movie clip editor. (arguably the sequence editor is some sort of 2d
nla). 

So maybe, we are making 2d editing too compartmentalized; and we should
have 1 2d editor where you can do any 2d tasks? or is this silly?

I'm not actually pushing for this, it is only an observation/idea.

On Tue, 2012-06-05 at 13:59 -0300, Guillermo Espertino (Gez) wrote:
 El 05/06/12 13:23, Antony Riakiotakis escribió:
  The UV editor is suited for UV editing and reviewing what parts of the
  image go to what parts of the mesh. The UV editor can be seen as an
  image viewer/painter, but, in the end it is not a swiss knife of
  functionality either. Its primary intended for modifying the data
  themselves while the track editor and compositor can be seen as
  operating -based- on the data. IMO, this discussion should not be
  targeted at the uv editor but to a better interoperability between
  compositor/tracker.
 Ok, maybe I didn't express myself with enough clarity. I meant that we 
 have the composite viewer in one place and the tracking/masking tools in 
 another.
 Since viewers and image analysis tools live currently in the UV/Image 
 editor, I proposed to take masking and tracking there, but maybe it's 
 better to have a specialized viewer window (perhaps the same clip 
 window) and take the viewer and image analysis tools from the UV/Image 
 editor to the clip editor window.
 The point is having masking and tracking also available for composites, 
 not just for clips. And having both operations working as nodes instead 
 of separated tools would be more flexible because you could feed those 
 tools with both, footage and (pre)composites.
 
 Gez
 
 
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Re: [Bf-committers] Masks are not only for Mattes

2012-06-05 Thread François T .
+100 for that in the viewer (whatever if its ImageViewer or Composite or
new space. You should be able to work directly on your comp. and there is
no point to link mask to a footage. a Mask should be rasterized in comp and
plug into alpha or matte socket

Having it in MCE is nice for garbage tracking, but not suited for
compositing at all ! (I'm not even talking about motion design where you'd
actually play with shapes and keep it as is)


2012/6/5 Guillermo Espertino (Gez) gespert...@gmail.com

 El 05/06/12 13:23, Antony Riakiotakis escribió:
  The UV editor is suited for UV editing and reviewing what parts of the
  image go to what parts of the mesh. The UV editor can be seen as an
  image viewer/painter, but, in the end it is not a swiss knife of
  functionality either. Its primary intended for modifying the data
  themselves while the track editor and compositor can be seen as
  operating -based- on the data. IMO, this discussion should not be
  targeted at the uv editor but to a better interoperability between
  compositor/tracker.
 Ok, maybe I didn't express myself with enough clarity. I meant that we
 have the composite viewer in one place and the tracking/masking tools in
 another.
 Since viewers and image analysis tools live currently in the UV/Image
 editor, I proposed to take masking and tracking there, but maybe it's
 better to have a specialized viewer window (perhaps the same clip
 window) and take the viewer and image analysis tools from the UV/Image
 editor to the clip editor window.
 The point is having masking and tracking also available for composites,
 not just for clips. And having both operations working as nodes instead
 of separated tools would be more flexible because you could feed those
 tools with both, footage and (pre)composites.

 Gez


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www.linkedin.com/in/francoistarlier
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Re: [Bf-committers] Masks are not only for Mattes

2012-06-05 Thread Sergey Sharybin
Guys, i've got no idea what you're arguing here about. All current
discussion is like current masking tools are not good enough to be used
for compositing and that's indeed correct. It was developed to be used for
greenscreen keying needs to resolve project Mango's needs. And from this
POV defining masks in clip editor totally makes sense because it requires
close interaction with tracking stuff.

Current design of mask editing is flexible enough to be integrated into
another spaces like image editor (which is in fact pretty much easy) and
even compositor (which is a bit more tricky because it'll require some
design changes in compositor itself and it's not priority for now).

Rough roadmap would be:
- Finish usecase related on masking garbage of footage greensreen keying
(which implies improvements in feather control, rasterizer and so)
- Probably it'll also require integrating masking tools into Image Editor
to be able to mask garbage using result of keying node as reference backdrop
- Check on possibilities of integrating this tools into compositor.

So i'd suggest to be a bit more patient and instead of continuing this not
actually useful discussion (we're aware of all this!) return back to work.

-- 
With best regards, Sergey Sharybin
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Re: [Bf-committers] Masks are not only for Mattes

2012-06-05 Thread Guillermo Espertino (Gez)
El 05/06/12 14:58, Bassam Kurdali escribió:
 This is maybe a ridiculous suggestion: feel free to shoot it down:

 - we currently have one 3D editor. Here we do all our 3d tasks,
 modelling, animation, rigging, curves, meshes, etc. We can select and
 manipulate many different types of 3d objects, in different ways.

 -we can do *much less* things in 2d (blender is after all a 3d program).
 Yet we have multiple specialized windows for 2d editing: UV editor,
 movie clip editor. (arguably the sequence editor is some sort of 2d
 nla).

 So maybe, we are making 2d editing too compartmentalized; and we should
 have 1 2d editor where you can do any 2d tasks? or is this silly?

 I'm not actually pushing for this, it is only an observation/idea.

That's interesting! What about a viewer window that can fed with the 
viewer from composite, the 3D viewport (from camera) or individual 
footage? They could be used even as layers (for instance, the 3D view 
from camera on top of a compositing viewer, or the composite over an 
imported footage).
Having masks, tracking and node widgets on top of that would be 
incredibly flexible.

It's also just an idea, but perhaps an idea that is worth to explore and 
draft, at least to see if there are any significant issues.

Gez.

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[Bf-committers] Change of MinGW64 compiler

2012-06-05 Thread Antony Riakiotakis
Hi all, recently I have looked into a problem with MinGW-w64 builds
that causes crashes when rendering with multiresolution and subsurf
modifiers with openmp enabled. From correspondence on MinGW-w64
mailing list it looks like it is related to the specific MinGW-w64
build we are using. I have recently built with openmp enabled with
another MinGW-w64 package and it looks like it works fine. There are a
few things to take care of, mainly recompile openexr to resolve some
thread issues but everything else seems to be OK, though other issues
may creep up of course. Are there any objections to this? I am aware
we may have to update the builder too but I will test whether a
recompiled openexr works with the current compiler without issues.
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Re: [Bf-committers] Masks are not only for Mattes

2012-06-05 Thread Antony Riakiotakis
I think I have judged prematurely, masks can have some usefulness in
the image editor too, especially in the context of painting. But from
what I gather from the mango thread all these things are possible and
can be done, it's just that currently they are just implemented for
rotoscoping.
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Re: [Bf-committers] Masks are not only for Mattes

2012-06-05 Thread François T .

  And from this POV defining masks in clip editor totally makes sense
 because it requires
 close interaction with tracking stuff.

 I can't say I do agree with that statement, but I get the point... yet
sometimes those kind of thinking brings really bad design which tends to
stick around for a while :p
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Re: [Bf-committers] Change of MinGW64 compiler

2012-06-05 Thread Yousef Hurfoush

hi 

i get this error compiling the x64: using windows 7 x64 and scons, svn r47487 
and lib is updated!

http://www.pasteall.org/32654

Regards
Yousef Harfoush
ba...@msn.com



 Date: Tue, 5 Jun 2012 22:33:35 +0300
 From: kal...@gmail.com
 To: bf-committers@blender.org
 Subject: [Bf-committers] Change of MinGW64 compiler
 
 Hi all, recently I have looked into a problem with MinGW-w64 builds
 that causes crashes when rendering with multiresolution and subsurf
 modifiers with openmp enabled. From correspondence on MinGW-w64
 mailing list it looks like it is related to the specific MinGW-w64
 build we are using. I have recently built with openmp enabled with
 another MinGW-w64 package and it looks like it works fine. There are a
 few things to take care of, mainly recompile openexr to resolve some
 thread issues but everything else seems to be OK, though other issues
 may creep up of course. Are there any objections to this? I am aware
 we may have to update the builder too but I will test whether a
 recompiled openexr works with the current compiler without issues.
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[Bf-committers] MSVC + Scons build error

2012-06-05 Thread 自分らしく 「のん」です
The specification of the following headers has come off by Sconscript of 
makesrna. 

incs += ' #/intern/smoke/extern'
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[Bf-committers] Improved Mini-Axis

2012-06-05 Thread Jason Wilkins
http://www.pasteall.org/pic/show.php?id=32768
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