Re: [Bf-committers] ascii art

2012-11-15 Thread CoDEmanX
Forget cycles, render ascii! xD

http://nopaste.php-quake.net/406431
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Re: [Bf-committers] ascii art

2012-11-15 Thread Abhinav Yadav
thats cool , is it a script or a complete add-on.


On Thu, Nov 15, 2012 at 4:57 PM, CoDEmanX codem...@gmx.de wrote:

 Forget cycles, render ascii! xD

 http://nopaste.php-quake.net/406431
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Re: [Bf-committers] An error is reported at the time of start of Blender by Kernel32.dll

2012-11-15 Thread Thomas Dinges
Hi,
please update to 52232 and try again, I commited new libs which 
hopefully fix the issue.

Am 15.11.2012 08:36, schrieb 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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-- 
Thomas Dinges
Blender Developer, Artist and Musician

www.dingto.org

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Re: [Bf-committers] ascii art

2012-11-15 Thread CoDEmanX
I did that by hand ;)
Also tried image to text converters, but with awful results. The major 
problem is, that a converter can't find the important contours. At least 
me doesn't know how to get an outline from 3d render like on right-hand 
side:
http://www.pasteall.org/pic/40459


Am 15.11.2012 13:55, schrieb Abhinav Yadav:
 thats cool , is it a script or a complete add-on.


 On Thu, Nov 15, 2012 at 4:57 PM, CoDEmanX codem...@gmx.de wrote:

 Forget cycles, render ascii! xD

 http://nopaste.php-quake.net/406431
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 Bf-committers@blender.org
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Re: [Bf-committers] Triangulate modifier

2012-11-15 Thread Morten Mikkelsen
I don't think you're correct. The gl code receives quads.
It's arbitrary what happens to the quads once opengl gets them.

The modifier will enforce correctness.




On Wed, Nov 14, 2012 at 1:10 PM, CoDEmanX codem...@gmx.de wrote:

 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