[Bf-committers] ascii art

2012-11-14 Thread Howard Trickey
Need some ascii art in your comments?
Someone just pointed me at http://www.asciiflow.com/#Draw
which is pretty awesome.

- Howard
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Re: [Bf-committers] ascii art

2012-11-14 Thread Campbell Barton
On Wed, Nov 14, 2012 at 9:53 PM, Howard Trickey
howard.tric...@gmail.com wrote:
 Need some ascii art in your comments?
 Someone just pointed me at http://www.asciiflow.com/#Draw
 which is pretty awesome.

 - Howard

Good to know,
for ascii art (mainly for bmesh diagrams), I've been using jave
(www.jave.de) which is quite feature-full (arcs, circles, diagonal
lines... ) but for a lot of stuff asciiflow would be sufficient.
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Re: [Bf-committers] ascii art

2012-11-14 Thread Dan McGrath
Neat!

What's next, blender BBS? :)

On Wed, Nov 14, 2012 at 7:10 AM, Campbell Barton ideasma...@gmail.com wrote:
 On Wed, Nov 14, 2012 at 9:53 PM, Howard Trickey
 howard.tric...@gmail.com wrote:
 Need some ascii art in your comments?
 Someone just pointed me at http://www.asciiflow.com/#Draw
 which is pretty awesome.

 - Howard

 Good to know,
 for ascii art (mainly for bmesh diagrams), I've been using jave
 (www.jave.de) which is quite feature-full (arcs, circles, diagonal
 lines... ) but for a lot of stuff asciiflow would be sufficient.
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Re: [Bf-committers] Triangulate modifier

2012-11-14 Thread Morten Mikkelsen
The important thing is that any proposed solution will work with export too.
If the obj exporter is still exporting quads and beyond then this is not a
solution.
The modifier solution will make sure the exporter when exporting the dm
exports the same
triangulation. If what you are proposing does that then it's probably fine.




On Tue, Nov 13, 2012 at 4:07 PM, Brecht Van Lommel 
brechtvanlom...@pandora.be wrote:

 Tessfaces contain both quads and triangles. The render engine can
 store quads natively (uses less memory) and has its own splitting
 algorithm which is different than what OpenGL does. Perhaps it would
 not be a bad thing to add an option to Mesh datablocks to disable that
 smart render engine splitting and have it the same as the viewport,
 and enable it by default even.

 I don't know how important the smarter splitting it is in practice, in
 Cycles I intentionally did not add it because it can pop in animation
 and be inconsistent with the viewport, did not see complaints about it
 so far.

 Brecht.

 On Wed, Nov 14, 2012 at 1:00 AM, CoDEmanX codem...@gmx.de wrote:
  Alright, maybe what i had on mind isn't possible in your case.
 
  As Blender has a tessface cache, I thought it should be used throughout
  the application for everything that requires tessellated mesh geometry.
  Polygon and tessface data can be accessed at the same time, so this is
  basically non-destructive as well. What is missing IMO is a checkbox to
  toggle display of tessfaces (we already see tesselated faces, but they
  aren't outlined etc.)
 
  A modifier might offer an extra ability of editing the triangulated mesh
  non-destructively, not sure if possible, but if so, it would be great to
  be able to adjust triangulation in certain spaces (tessfaces don't make
  up nice triangles)
 
 
  Am 14.11.2012 00:25, schrieb metalliandy:
  The point of the modifier is not how it is triangulated, it is that the
  triangulation is non destructive and can be visibly toggled on and off
  by the user at will and without the need for undo steps :)
 
  Also that quote you was from me, not Morten and I was 100% accurate.
 
  Morten replied and said in his reply to me
 
  This is not exactly the issue. Let me clarify.
  The mikktspace part is done at quad level if there are quads and will
  always give the same
  tangent spaces at vertex level no matter what the order of vertices or
  faces is.
  This is its very strong advantage which other tangent space calculators
  can't do.
 
  After mikktspace has already run the problem occurs at a later stage
  because before rendering/baking triangulation has to have been
 performed.
  So the issue is eventhough the tangent spaces at the vertices aren't
  impacted by how quads are triangulated (since triangulation happens
 later)
  the interpolated tangent space is heavily impacted by which diagonal is
  picked. Similar to how Gouraud shading is heavily impacted by which
  diagonal is picked. So eventhough tangent space is consistent at the
  vertices you get problems if baker and render don't pick the same
  triangulation
  due to differences in the interpolated tangent space.
 
  I should mention I am using render triangulation loosely here since
 it
  can happen in a lot of places though for a game it would typically
 happen
  somewhere in the engine's tools pipeline. Anyway the advantage to this
  modifier is it enforces a consistent triangulation which will be
 received
  by both baker and renderer (incl. Blender's renderer). Further, this is
  achieved without causing permanent triangulation.
  It's a sensible practice which is already used by artists in other
 modeling
  products.
 
  Morten M.
 
  I hope that clears everything up :)
 
  -Andy
 
  On 13/11/2012 23:12, CoDEmanX wrote:
  Sounds to me like there is an inconsistency somewhere in Blender, which
  causes the difference in mesh geometry between what baker uses and the
  stored/exported data... Shouldn't everything in Blender use tessfaces,
  if triangles are required?
 
  When baking with an all quad mesh, the triangulation that is done
  internally in Morten's TS might not match the manual triangulation that
  the user applies on export [...] - Morten Mikkelsen
 
  There shouldn't be manual triangulation, as export scripts can use
  tessfaces to get triangulated geometry. Maybe here's the inconsistency?
  The Triangulate Faces operator (former Quads to Tris) might create
  triangles different from the tessfaces. I wonder how Morten's TS does
  triangulation, hm, maybe I missed your point! (sorry if so)
 
 
  Am 10.11.2012 19:32, schrieb Antony Riakiotakis:
  Exactly, the point is not display, but data availability for baking. A
  {0,1,2} {2,1,3} scheme is also being considered for the modifier.
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Re: [Bf-committers] Triangulate modifier

2012-11-14 Thread CoDEmanX
OBJ exporter offers a Triangulate Faces option. If enabled, it won't 
export quads, but take the tessfaces and turn quads into tris by using 
vert 0,1,2 for one tris, and 2,3,0 for another. This way, you get what 
you see in viewport, non-destructive and without extra calculations.

Search for f_v_iter:
https://svn.blender.org/svnroot/bf-extensions/trunk/py/scripts/addons/io_scene_obj/export_obj.py

Am 14.11.2012 21:31, schrieb Morten Mikkelsen:
 The important thing is that any proposed solution will work with export too.
 If the obj exporter is still exporting quads and beyond then this is not a
 solution.
 The modifier solution will make sure the exporter when exporting the dm
 exports the same
 triangulation. If what you are proposing does that then it's probably fine.




 On Tue, Nov 13, 2012 at 4:07 PM, Brecht Van Lommel 
 brechtvanlom...@pandora.be wrote:

 Tessfaces contain both quads and triangles. The render engine can
 store quads natively (uses less memory) and has its own splitting
 algorithm which is different than what OpenGL does. Perhaps it would
 not be a bad thing to add an option to Mesh datablocks to disable that
 smart render engine splitting and have it the same as the viewport,
 and enable it by default even.

 I don't know how important the smarter splitting it is in practice, in
 Cycles I intentionally did not add it because it can pop in animation
 and be inconsistent with the viewport, did not see complaints about it
 so far.

 Brecht.

 On Wed, Nov 14, 2012 at 1:00 AM, CoDEmanX codem...@gmx.de wrote:
 Alright, maybe what i had on mind isn't possible in your case.

 As Blender has a tessface cache, I thought it should be used throughout
 the application for everything that requires tessellated mesh geometry.
 Polygon and tessface data can be accessed at the same time, so this is
 basically non-destructive as well. What is missing IMO is a checkbox to
 toggle display of tessfaces (we already see tesselated faces, but they
 aren't outlined etc.)

 A modifier might offer an extra ability of editing the triangulated mesh
 non-destructively, not sure if possible, but if so, it would be great to
 be able to adjust triangulation in certain spaces (tessfaces don't make
 up nice triangles)


 Am 14.11.2012 00:25, schrieb metalliandy:
 The point of the modifier is not how it is triangulated, it is that the
 triangulation is non destructive and can be visibly toggled on and off
 by the user at will and without the need for undo steps :)

 Also that quote you was from me, not Morten and I was 100% accurate.

 Morten replied and said in his reply to me

 This is not exactly the issue. Let me clarify.
 The mikktspace part is done at quad level if there are quads and will
 always give the same
 tangent spaces at vertex level no matter what the order of vertices or
 faces is.
 This is its very strong advantage which other tangent space calculators
 can't do.

 After mikktspace has already run the problem occurs at a later stage
 because before rendering/baking triangulation has to have been
 performed.
 So the issue is eventhough the tangent spaces at the vertices aren't
 impacted by how quads are triangulated (since triangulation happens
 later)
 the interpolated tangent space is heavily impacted by which diagonal is
 picked. Similar to how Gouraud shading is heavily impacted by which
 diagonal is picked. So eventhough tangent space is consistent at the
 vertices you get problems if baker and render don't pick the same
 triangulation
 due to differences in the interpolated tangent space.

 I should mention I am using render triangulation loosely here since
 it
 can happen in a lot of places though for a game it would typically
 happen
 somewhere in the engine's tools pipeline. Anyway the advantage to this
 modifier is it enforces a consistent triangulation which will be
 received
 by both baker and renderer (incl. Blender's renderer). Further, this is
 achieved without causing permanent triangulation.
 It's a sensible practice which is already used by artists in other
 modeling
 products.

 Morten M.

 I hope that clears everything up :)

 -Andy

 On 13/11/2012 23:12, CoDEmanX wrote:
 Sounds to me like there is an inconsistency somewhere in Blender, which
 causes the difference in mesh geometry between what baker uses and the
 stored/exported data... Shouldn't everything in Blender use tessfaces,
 if triangles are required?

 When baking with an all quad mesh, the triangulation that is done
 internally in Morten's TS might not match the manual triangulation that
 the user applies on export [...] - Morten Mikkelsen

 There shouldn't be manual triangulation, as export scripts can use
 tessfaces to get triangulated geometry. Maybe here's the inconsistency?
 The Triangulate Faces operator (former Quads to Tris) might create
 triangles different from the tessfaces. I wonder how Morten's TS does
 triangulation, hm, maybe I missed your point! (sorry if so)


 Am 10.11.2012 19:32, schrieb Antony 

[Bf-committers] An error is reported at the time of start of Blender by Kernel32.dll

2012-11-14 Thread PerfectionCat
Hi,All.

Rev.52225

The following errors occurred when they carried out Blender.exe which built in 
Windows XP/32bits SCONS+msvc9.

An entry point of InterlockedCompareExchange64 is not found.

PerfectionCat
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Re: [Bf-committers] An error is reported at the time of start of Blender by Kernel32.dll

2012-11-14 Thread PerfectionCat
When I return update of lib/windows to r52192 and build, the error does not 
occur.


PerfectionCat

- Original Message -
From: PerfectionCat sindra1961reb...@yahoo.co.jp
To: bf-committers@blender.org bf-committers@blender.org
Date: 2012/11/15, Thu 16:07
Subject: [Bf-committers] An error is reported at the time of start of Blender 
by Kernel32.dll

Hi,All.

Rev.52225

The following errors occurred when they carried out Blender.exe which built in 
Windows XP/32bits SCONS+msvc9.

An entry point of InterlockedCompareExchange64 is not found.

PerfectionCat
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