Re: [Bf-committers] Swiss Cheese Text Editor Refactor/Merge

2013-04-03 Thread Jason Wilkins
The drawing would be more efficient regardless of the underlying BLF
rendering due to the batching.  The text editor changes aren't really
dependent on the other changes.

My problem is that the text editor (text_draw.c) is starting to diverge
in inconvenient ways.


On Tue, Apr 2, 2013 at 9:11 PM, Mitchell Stokes moguri...@gmail.com wrote:

 Would this also include the more efficient BLF rendering? I'm guessing the
 text editor changes are dependent on that? I'd really love to see BLF
 getting away from glBegin/glEnd.


 On Tue, Apr 2, 2013 at 1:28 PM, Jason Wilkins jason.a.wilk...@gmail.com
 wrote:

  During the last GSoC I made some modifications to the text editor so that
  it would batch text before drawing it instead of drawing on character at
 a
  time.  (Since I was removing immediate mode calls from swiss-cheese,
  sending one character at a time as WAY too much overhead.)
 
  The recent changes to the text editor have been a bit of a nightmare to
  merge.  The code is complicated and fragile (both mine and the original).
 
  I wanted to touch base and see if it would be OK to see about going ahead
  and integrating swiss-cheese's more efficient text rendering into trunk.
   Perhaps I could also refactor some of the code to be a little bit more
  maintainable as well.
 
  The reason I'm asking is I'm not sure if somebody else might have plans
 for
  this area, so I don't want to just continue as I am (merging complex
  changes) if it just going to be blown away.
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Re: [Bf-committers] Slash Brushes for blender sculpting proposal

2013-04-03 Thread Paul Geraskin
Blender has planar/trim brush. But 99% of 3d artists does not know about 
it. It's called Scape/Peak brush. And it has a strange icon and a 
strange name (imho). In Zbrush it's called Trim Brush.

Here i did the video: 
http://www.youtube.com/watch?v=5VfUEcQrHNQfeature=youtu.be

Blender does not have only Slash Brushes. I hope Nicholas Bishop 
understand how vital Slash Brushes and add them soon.


On 03.04.2013 04:31, Mango Jambo wrote:
 Here is my 5 pence:
 Planar Brush would be a great addition:

 http://www.youtube.com/watch?v=3tz7na7Y75ot=1m52s
 http://www.youtube.com/watch?v=Auk3mKdKEwglist=PL8A06C36A85E9F361

 Unfortunately the flatten brush isn't the same.




 Moraes Junior - aka mangojambo
 Animator  3D Artist
 +55 43 88133399 http://www.oniria.com.br


 On 2 April 2013 17:50, Knapp magick.c...@gmail.com wrote:


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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [55733] trunk/blender/source/blender: More usage of GLSL for color managed image drawing

2013-04-03 Thread IRIE Shinsuke
Hi Sergey,

This commit breaks the compositor.  The input from primary renderlayer
is replaced with another renderlayer that is currently selected in the
renderlayer panel, so the expected result cannot be obtained unless the
primary renderlayer is selected.

Thanks,

IRIE Shinsuke

13/04/03, Sergey Sharybin wrote:
 Revision: 55733

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=55733
 Author:   nazgul
 Date: 2013-04-02 17:28:37 + (Tue, 02 Apr 2013)
 Log Message:
 ---
 More usage of GLSL for color managed image drawing

 Uses GLSL for drawing image in Image Editor space.

 This requires change in image_buffer_rect_update, so
 original float buffer is being updated as well. This
 is unlikely be something bad, but will keep an eye
 on this change.

 Also no byte buffer allocation happens there, this
 is so because byte buffer used for display only
 and in case of GLSL display such allocation and
 partial update is just waste of time.

 Also switched OpenGL render from using CPU color
 space linearization to GLSL color space transform.
 Makes OpenGL rendering pretty much faster (but
 still slower than in 2.60).

 internal changes:

 - Added functions to setup GLSL shader for color
space conversion in colormanagement.c. Currently
conversion form a colorspace defined by a role to
linear space is implemented. Easy to extend to
other cases.

 - Added helper functions to glutil.c which does
smarter image buffer draw (calling all needed OCIO
stuff, editors now could draw image buffer with a
single function call -- all the checks are done in
glutil.c).

 - Also added helper function for buffer linearization
from a given role to glutil.c. Everyone now able to
linearize buffer with a single call.

This function will do nothing is GLSL routines fails
or not supported.

And one last this: this function uses offscreen
drawing, could potentially give issues on some
cards, also will keep an eye on this.

 Modified Paths:
 --
  trunk/blender/source/blender/editors/include/BIF_glutil.h
  trunk/blender/source/blender/editors/render/render_internal.c
  trunk/blender/source/blender/editors/render/render_opengl.c
  trunk/blender/source/blender/editors/screen/CMakeLists.txt
  trunk/blender/source/blender/editors/screen/glutil.c
  trunk/blender/source/blender/editors/space_clip/clip_draw.c
  trunk/blender/source/blender/editors/space_image/image_draw.c
  trunk/blender/source/blender/imbuf/IMB_colormanagement.h
  trunk/blender/source/blender/imbuf/intern/colormanagement.c

 Modified: trunk/blender/source/blender/editors/include/BIF_glutil.h
 ===
 --- trunk/blender/source/blender/editors/include/BIF_glutil.h 2013-04-02 
 17:28:29 UTC (rev 55732)
 +++ trunk/blender/source/blender/editors/include/BIF_glutil.h 2013-04-02 
 17:28:37 UTC (rev 55733)
 @@ -33,6 +33,9 @@
   struct rcti;
   struct rctf;

 +struct ImBuf;
 +struct bContext;
 +
   void fdrawbezier(float vec[4][3]);
   void fdrawline(float x1, float y1, float x2, float y2);
   void fdrawbox(float x1, float y1, float x2, float y2);
 @@ -223,5 +226,13 @@
   } bglMats;
   void bgl_get_mats(bglMats *mats);

 +/*  Color management helper functions for GLSL display/transform * */
 +
 +/* Draw imbuf on a screen, preferably using GLSL display transform */
 +void glaDrawImBuf_glsl_ctx(const struct bContext *C, struct ImBuf *ibuf, 
 float x, float y, int zoomfilter);
 +
 +/* Transform buffer from role to scene linear space using GLSL OCIO 
 conversion */
 +int glaBufferTransformFromRole_glsl(float *buffer, int width, int height, 
 int role);
 +
   #endif /* __BIF_GLUTIL_H__ */


 Modified: trunk/blender/source/blender/editors/render/render_internal.c
 ===
 --- trunk/blender/source/blender/editors/render/render_internal.c 
 2013-04-02 17:28:29 UTC (rev 55732)
 +++ trunk/blender/source/blender/editors/render/render_internal.c 
 2013-04-02 17:28:37 UTC (rev 55733)
 @@ -140,15 +140,23 @@
   }
   }
   if (rectf == NULL) return;
 -
 - if (ibuf-rect == NULL)
 - imb_addrectImBuf(ibuf);
   
   rectf += 4 * (rr-rectx * ymin + xmin);

 - IMB_partial_display_buffer_update(ibuf, rectf, NULL, rr-rectx, rxmin, 
 rymin,
 -   scene-view_settings, 
 scene-display_settings,
 -   rxmin, rymin, rxmin + xmax, rymin + 
 ymax, TRUE);
 + if (ibuf-rect) {
 + IMB_partial_display_buffer_update(ibuf, rectf, NULL, rr-rectx, 
 rxmin, rymin,
 +   scene-view_settings, 
 scene-display_settings,
 +   rxmin, rymin, rxmin + xmax, 
 rymin + ymax, TRUE);
 + }
 +
 + /* update float buffer as 

Re: [Bf-committers] Swiss Cheese Text Editor Refactor/Merge

2013-04-03 Thread Lockal S
Would it work with multicolumn characters which were recently added by
http://projects.blender.org/tracker/index.php?func=detailaid=34373group_id=9atid=127?


On Wed, Apr 3, 2013 at 11:34 AM, Jason Wilkins jason.a.wilk...@gmail.comwrote:

 The drawing would be more efficient regardless of the underlying BLF
 rendering due to the batching.  The text editor changes aren't really
 dependent on the other changes.

 My problem is that the text editor (text_draw.c) is starting to diverge
 in inconvenient ways.


 On Tue, Apr 2, 2013 at 9:11 PM, Mitchell Stokes moguri...@gmail.com
 wrote:

  Would this also include the more efficient BLF rendering? I'm guessing
 the
  text editor changes are dependent on that? I'd really love to see BLF
  getting away from glBegin/glEnd.
 
 
  On Tue, Apr 2, 2013 at 1:28 PM, Jason Wilkins jason.a.wilk...@gmail.com
  wrote:
 
   During the last GSoC I made some modifications to the text editor so
 that
   it would batch text before drawing it instead of drawing on character
 at
  a
   time.  (Since I was removing immediate mode calls from swiss-cheese,
   sending one character at a time as WAY too much overhead.)
  
   The recent changes to the text editor have been a bit of a nightmare to
   merge.  The code is complicated and fragile (both mine and the
 original).
  
   I wanted to touch base and see if it would be OK to see about going
 ahead
   and integrating swiss-cheese's more efficient text rendering into
 trunk.
Perhaps I could also refactor some of the code to be a little bit more
   maintainable as well.
  
   The reason I'm asking is I'm not sure if somebody else might have plans
  for
   this area, so I don't want to just continue as I am (merging complex
   changes) if it just going to be blown away.
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [55733] trunk/blender/source/blender: More usage of GLSL for color managed image drawing

2013-04-03 Thread Sergey Sharybin
This commit does nothing to do with compositor.

Please report a bug to the tracker and attach .blend file which
demonstrates the issue.


On Wed, Apr 3, 2013 at 1:50 PM, IRIE Shinsuke irieshins...@yahoo.co.jpwrote:

 Hi Sergey,

 This commit breaks the compositor.  The input from primary renderlayer
 is replaced with another renderlayer that is currently selected in the
 renderlayer panel, so the expected result cannot be obtained unless the
 primary renderlayer is selected.

 Thanks,

 IRIE Shinsuke

 13/04/03, Sergey Sharybin wrote:
  Revision: 55733
 
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=55733
  Author:   nazgul
  Date: 2013-04-02 17:28:37 + (Tue, 02 Apr 2013)
  Log Message:
  ---
  More usage of GLSL for color managed image drawing
 
  Uses GLSL for drawing image in Image Editor space.
 
  This requires change in image_buffer_rect_update, so
  original float buffer is being updated as well. This
  is unlikely be something bad, but will keep an eye
  on this change.
 
  Also no byte buffer allocation happens there, this
  is so because byte buffer used for display only
  and in case of GLSL display such allocation and
  partial update is just waste of time.
 
  Also switched OpenGL render from using CPU color
  space linearization to GLSL color space transform.
  Makes OpenGL rendering pretty much faster (but
  still slower than in 2.60).
 
  internal changes:
 
  - Added functions to setup GLSL shader for color
 space conversion in colormanagement.c. Currently
 conversion form a colorspace defined by a role to
 linear space is implemented. Easy to extend to
 other cases.
 
  - Added helper functions to glutil.c which does
 smarter image buffer draw (calling all needed OCIO
 stuff, editors now could draw image buffer with a
 single function call -- all the checks are done in
 glutil.c).
 
  - Also added helper function for buffer linearization
 from a given role to glutil.c. Everyone now able to
 linearize buffer with a single call.
 
 This function will do nothing is GLSL routines fails
 or not supported.
 
 And one last this: this function uses offscreen
 drawing, could potentially give issues on some
 cards, also will keep an eye on this.
 
  Modified Paths:
  --
   trunk/blender/source/blender/editors/include/BIF_glutil.h
   trunk/blender/source/blender/editors/render/render_internal.c
   trunk/blender/source/blender/editors/render/render_opengl.c
   trunk/blender/source/blender/editors/screen/CMakeLists.txt
   trunk/blender/source/blender/editors/screen/glutil.c
   trunk/blender/source/blender/editors/space_clip/clip_draw.c
   trunk/blender/source/blender/editors/space_image/image_draw.c
   trunk/blender/source/blender/imbuf/IMB_colormanagement.h
   trunk/blender/source/blender/imbuf/intern/colormanagement.c
 
  Modified: trunk/blender/source/blender/editors/include/BIF_glutil.h
  ===
  --- trunk/blender/source/blender/editors/include/BIF_glutil.h 2013-04-02
 17:28:29 UTC (rev 55732)
  +++ trunk/blender/source/blender/editors/include/BIF_glutil.h 2013-04-02
 17:28:37 UTC (rev 55733)
  @@ -33,6 +33,9 @@
struct rcti;
struct rctf;
 
  +struct ImBuf;
  +struct bContext;
  +
void fdrawbezier(float vec[4][3]);
void fdrawline(float x1, float y1, float x2, float y2);
void fdrawbox(float x1, float y1, float x2, float y2);
  @@ -223,5 +226,13 @@
} bglMats;
void bgl_get_mats(bglMats *mats);
 
  +/*  Color management helper functions for GLSL display/transform
 * */
  +
  +/* Draw imbuf on a screen, preferably using GLSL display transform */
  +void glaDrawImBuf_glsl_ctx(const struct bContext *C, struct ImBuf
 *ibuf, float x, float y, int zoomfilter);
  +
  +/* Transform buffer from role to scene linear space using GLSL OCIO
 conversion */
  +int glaBufferTransformFromRole_glsl(float *buffer, int width, int
 height, int role);
  +
#endif /* __BIF_GLUTIL_H__ */
 
 
  Modified: trunk/blender/source/blender/editors/render/render_internal.c
  ===
  --- trunk/blender/source/blender/editors/render/render_internal.c
 2013-04-02 17:28:29 UTC (rev 55732)
  +++ trunk/blender/source/blender/editors/render/render_internal.c
 2013-04-02 17:28:37 UTC (rev 55733)
  @@ -140,15 +140,23 @@
}
}
if (rectf == NULL) return;
  -
  - if (ibuf-rect == NULL)
  - imb_addrectImBuf(ibuf);
 
rectf += 4 * (rr-rectx * ymin + xmin);
 
  - IMB_partial_display_buffer_update(ibuf, rectf, NULL, rr-rectx,
 rxmin, rymin,
  -   scene-view_settings,
 scene-display_settings,
  -   rxmin, rymin, rxmin + xmax,
 rymin + ymax, TRUE);
  + if (ibuf-rect) {
  + 

Re: [Bf-committers] Slash Brushes for blender sculpting proposal

2013-04-03 Thread Antony Riakiotakis
Well, don't take my word too literally, I mean we already have some sort of
duplication in brushes. For instance in vertex paint we have add/subtract
etc brushes. All are essentially the same tool with a different blend
factor. So we already have some duplication for brushes in blender (these
even include a default icon). If it's SO standard and wanted there is
precedent to include such a brush but I can easily imagine a beginner
deleting the texture when browsing through textures for materials and then
complaining why the brush does not work, or experts wondering why there's
an extra texture in the default blend :p
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [55733] trunk/blender/source/blender: More usage of GLSL for color managed image drawing

2013-04-03 Thread IRIE Shinsuke
Submitted a bug report in the tracker:

http://projects.blender.org/tracker/index.php?func=detailaid=34854group_id=9atid=498

IRIE Shinsuke

13/04/03, Sergey Sharybin wrote:
 This commit does nothing to do with compositor.

 Please report a bug to the tracker and attach .blend file which
 demonstrates the issue.


 On Wed, Apr 3, 2013 at 1:50 PM, IRIE Shinsuke irieshins...@yahoo.co.jpwrote:

 Hi Sergey,

 This commit breaks the compositor.  The input from primary renderlayer
 is replaced with another renderlayer that is currently selected in the
 renderlayer panel, so the expected result cannot be obtained unless the
 primary renderlayer is selected.

 Thanks,

 IRIE Shinsuke

 13/04/03, Sergey Sharybin wrote:
 Revision: 55733

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=55733
 Author:   nazgul
 Date: 2013-04-02 17:28:37 + (Tue, 02 Apr 2013)
 Log Message:
 ---
 More usage of GLSL for color managed image drawing

 Uses GLSL for drawing image in Image Editor space.

 This requires change in image_buffer_rect_update, so
 original float buffer is being updated as well. This
 is unlikely be something bad, but will keep an eye
 on this change.

 Also no byte buffer allocation happens there, this
 is so because byte buffer used for display only
 and in case of GLSL display such allocation and
 partial update is just waste of time.

 Also switched OpenGL render from using CPU color
 space linearization to GLSL color space transform.
 Makes OpenGL rendering pretty much faster (but
 still slower than in 2.60).

 internal changes:

 - Added functions to setup GLSL shader for color
 space conversion in colormanagement.c. Currently
 conversion form a colorspace defined by a role to
 linear space is implemented. Easy to extend to
 other cases.

 - Added helper functions to glutil.c which does
 smarter image buffer draw (calling all needed OCIO
 stuff, editors now could draw image buffer with a
 single function call -- all the checks are done in
 glutil.c).

 - Also added helper function for buffer linearization
 from a given role to glutil.c. Everyone now able to
 linearize buffer with a single call.

 This function will do nothing is GLSL routines fails
 or not supported.

 And one last this: this function uses offscreen
 drawing, could potentially give issues on some
 cards, also will keep an eye on this.

 Modified Paths:
 --
   trunk/blender/source/blender/editors/include/BIF_glutil.h
   trunk/blender/source/blender/editors/render/render_internal.c
   trunk/blender/source/blender/editors/render/render_opengl.c
   trunk/blender/source/blender/editors/screen/CMakeLists.txt
   trunk/blender/source/blender/editors/screen/glutil.c
   trunk/blender/source/blender/editors/space_clip/clip_draw.c
   trunk/blender/source/blender/editors/space_image/image_draw.c
   trunk/blender/source/blender/imbuf/IMB_colormanagement.h
   trunk/blender/source/blender/imbuf/intern/colormanagement.c

 Modified: trunk/blender/source/blender/editors/include/BIF_glutil.h
 ===
 --- trunk/blender/source/blender/editors/include/BIF_glutil.h 2013-04-02
 17:28:29 UTC (rev 55732)
 +++ trunk/blender/source/blender/editors/include/BIF_glutil.h 2013-04-02
 17:28:37 UTC (rev 55733)
 @@ -33,6 +33,9 @@
struct rcti;
struct rctf;

 +struct ImBuf;
 +struct bContext;
 +
void fdrawbezier(float vec[4][3]);
void fdrawline(float x1, float y1, float x2, float y2);
void fdrawbox(float x1, float y1, float x2, float y2);
 @@ -223,5 +226,13 @@
} bglMats;
void bgl_get_mats(bglMats *mats);

 +/*  Color management helper functions for GLSL display/transform
 * */
 +
 +/* Draw imbuf on a screen, preferably using GLSL display transform */
 +void glaDrawImBuf_glsl_ctx(const struct bContext *C, struct ImBuf
 *ibuf, float x, float y, int zoomfilter);
 +
 +/* Transform buffer from role to scene linear space using GLSL OCIO
 conversion */
 +int glaBufferTransformFromRole_glsl(float *buffer, int width, int
 height, int role);
 +
#endif /* __BIF_GLUTIL_H__ */


 Modified: trunk/blender/source/blender/editors/render/render_internal.c
 ===
 --- trunk/blender/source/blender/editors/render/render_internal.c
 2013-04-02 17:28:29 UTC (rev 55732)
 +++ trunk/blender/source/blender/editors/render/render_internal.c
 2013-04-02 17:28:37 UTC (rev 55733)
 @@ -140,15 +140,23 @@
}
}
if (rectf == NULL) return;
 -
 - if (ibuf-rect == NULL)
 - imb_addrectImBuf(ibuf);

rectf += 4 * (rr-rectx * ymin + xmin);

 - IMB_partial_display_buffer_update(ibuf, rectf, NULL, rr-rectx,
 rxmin, rymin,
 -   scene-view_settings,
 scene-display_settings,
 -   rxmin, 

Re: [Bf-committers] Slash Brushes for blender sculpting proposal

2013-04-03 Thread Paul Geraskin
I don't care how you implement it. I just want to have it by default. As 
there was a talk about assets... Blender really has a lack of assets 
implementation.

On 03.04.2013 12:14, Antony Riakiotakis wrote:
 Well, don't take my word too literally, I mean we already have some sort of
 duplication in brushes. For instance in vertex paint we have add/subtract
 etc brushes. All are essentially the same tool with a different blend
 factor. So we already have some duplication for brushes in blender (these
 even include a default icon). If it's SO standard and wanted there is
 precedent to include such a brush but I can easily imagine a beginner
 deleting the texture when browsing through textures for materials and then
 complaining why the brush does not work, or experts wondering why there's
 an extra texture in the default blend :p
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Re: [Bf-committers] Swiss Cheese Text Editor Refactor/Merge

2013-04-03 Thread Jason Wilkins
After digging into this problem a bit I got frustrated.  The new
blf_font_draw_mono code determines how much wide text is while drawing it,
which isn't really compatible with batching up as much text as possible
before drawing it.

I guess I won't be able to sort this out in 45 minutes like I'd hoped.


On Tue, Apr 2, 2013 at 3:28 PM, Jason Wilkins jason.a.wilk...@gmail.comwrote:

 During the last GSoC I made some modifications to the text editor so that
 it would batch text before drawing it instead of drawing on character at a
 time.  (Since I was removing immediate mode calls from swiss-cheese,
 sending one character at a time as WAY too much overhead.)

 The recent changes to the text editor have been a bit of a nightmare to
 merge.  The code is complicated and fragile (both mine and the original).

 I wanted to touch base and see if it would be OK to see about going ahead
 and integrating swiss-cheese's more efficient text rendering into trunk.
  Perhaps I could also refactor some of the code to be a little bit more
 maintainable as well.

 The reason I'm asking is I'm not sure if somebody else might have plans
 for this area, so I don't want to just continue as I am (merging complex
 changes) if it just going to be blown away.


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Re: [Bf-committers] Swiss Cheese Text Editor Refactor/Merge

2013-04-03 Thread Jason Wilkins
This is what I'm talking about.  The multicolumn character feature modifies
code that has a basic design flaw.  I've fixed that flaw already, but it
isn't in trunk.  I'm trying to puzzle out how to fix it again, but I need
to make sure I'm not stomping on any toes.


On Wed, Apr 3, 2013 at 2:58 AM, Lockal S lockals...@gmail.com wrote:

 Would it work with multicolumn characters which were recently added by

 http://projects.blender.org/tracker/index.php?func=detailaid=34373group_id=9atid=127
 ?


 On Wed, Apr 3, 2013 at 11:34 AM, Jason Wilkins jason.a.wilk...@gmail.com
 wrote:

  The drawing would be more efficient regardless of the underlying BLF
  rendering due to the batching.  The text editor changes aren't really
  dependent on the other changes.
 
  My problem is that the text editor (text_draw.c) is starting to diverge
  in inconvenient ways.
 
 
  On Tue, Apr 2, 2013 at 9:11 PM, Mitchell Stokes moguri...@gmail.com
  wrote:
 
   Would this also include the more efficient BLF rendering? I'm guessing
  the
   text editor changes are dependent on that? I'd really love to see BLF
   getting away from glBegin/glEnd.
  
  
   On Tue, Apr 2, 2013 at 1:28 PM, Jason Wilkins 
 jason.a.wilk...@gmail.com
   wrote:
  
During the last GSoC I made some modifications to the text editor so
  that
it would batch text before drawing it instead of drawing on character
  at
   a
time.  (Since I was removing immediate mode calls from swiss-cheese,
sending one character at a time as WAY too much overhead.)
   
The recent changes to the text editor have been a bit of a nightmare
 to
merge.  The code is complicated and fragile (both mine and the
  original).
   
I wanted to touch base and see if it would be OK to see about going
  ahead
and integrating swiss-cheese's more efficient text rendering into
  trunk.
 Perhaps I could also refactor some of the code to be a little bit
 more
maintainable as well.
   
The reason I'm asking is I'm not sure if somebody else might have
 plans
   for
this area, so I don't want to just continue as I am (merging complex
changes) if it just going to be blown away.
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Re: [Bf-committers] Slash Brushes for blender sculpting proposal

2013-04-03 Thread roberto roch
This would be a non-issue if the template and asset .blend system was in
place already.

So, maybe a better use of our time would be to spend it gathering assets
together for a sculpting template, instead of trying to head-butt changes
into the defaults, which always seem to end with a big conversation going
nowhere.


On 3 April 2013 10:45, Paul Geraskin paulgeras...@gmail.com wrote:

 I don't care how you implement it. I just want to have it by default. As
 there was a talk about assets... Blender really has a lack of assets
 implementation.

 On 03.04.2013 12:14, Antony Riakiotakis wrote:
  Well, don't take my word too literally, I mean we already have some sort
 of
  duplication in brushes. For instance in vertex paint we have add/subtract
  etc brushes. All are essentially the same tool with a different blend
  factor. So we already have some duplication for brushes in blender (these
  even include a default icon). If it's SO standard and wanted there is
  precedent to include such a brush but I can easily imagine a beginner
  deleting the texture when browsing through textures for materials and
 then
  complaining why the brush does not work, or experts wondering why there's
  an extra texture in the default blend :p
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Re: [Bf-committers] Slash Brushes for blender sculpting proposal

2013-04-03 Thread Antony Riakiotakis
You, personally, can make the brush and have it by default. Make a brush,
fake user, save as default blend. So of course you don't care :).
Don't take this as rejection, this is a really cool setup you have there
but the problem of doing this right is important too and since this is the
developer's mailing list, implementation discussions are on topic.
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Re: [Bf-committers] Slash Brushes for blender sculpting proposal

2013-04-03 Thread Paul Geraskin
I can make it easily. But you forgot about other 1 3d artists who 
even don't that that it's possible. This considers the development too.

I open Zbrush - i see about 5 different slash brushes.
I open Mudbox - i see 2 Slash brushes.
I open blender - i see no slash brushes.

I just want blender to become more professional and easy to use tool.

Just a question: How many good sculpts did you see made by blender?
I saw about 5 during 3 moths made in blender.
And i saw about 300 during 3 moths made in zbrush.

I want to see more good sculpts in blender. And only you(devs) can help 
3d artists with it.

I don't want to hurt anyone. I just told my point.

On 03.04.2013 13:23, Antony Riakiotakis wrote:
 You, personally, can make the brush and have it by default. Make a brush,
 fake user, save as default blend. So of course you don't care :).
 Don't take this as rejection, this is a really cool setup you have there
 but the problem of doing this right is important too and since this is the
 developer's mailing list, implementation discussions are on topic.
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Re: [Bf-committers] Swiss Cheese Text Editor Refactor/Merge

2013-04-03 Thread IRIE Shinsuke
Hi Jason,

The multi-column character support is what I've implemented.
If your change breaks something, I maybe can help you to fix it.

Anyway, I'm not planning to change the text editor drastically in the
near future.

IRIE Shinsuke

13/04/03, Jason Wilkins wrote:
 This is what I'm talking about.  The multicolumn character feature modifies
 code that has a basic design flaw.  I've fixed that flaw already, but it
 isn't in trunk.  I'm trying to puzzle out how to fix it again, but I need
 to make sure I'm not stomping on any toes.


 On Wed, Apr 3, 2013 at 2:58 AM, Lockal S lockals...@gmail.com wrote:

 Would it work with multicolumn characters which were recently added by

 http://projects.blender.org/tracker/index.php?func=detailaid=34373group_id=9atid=127
 ?


 On Wed, Apr 3, 2013 at 11:34 AM, Jason Wilkins jason.a.wilk...@gmail.com
 wrote:

 The drawing would be more efficient regardless of the underlying BLF
 rendering due to the batching.  The text editor changes aren't really
 dependent on the other changes.

 My problem is that the text editor (text_draw.c) is starting to diverge
 in inconvenient ways.


 On Tue, Apr 2, 2013 at 9:11 PM, Mitchell Stokes moguri...@gmail.com
 wrote:

 Would this also include the more efficient BLF rendering? I'm guessing
 the
 text editor changes are dependent on that? I'd really love to see BLF
 getting away from glBegin/glEnd.


 On Tue, Apr 2, 2013 at 1:28 PM, Jason Wilkins 
 jason.a.wilk...@gmail.com
 wrote:

 During the last GSoC I made some modifications to the text editor so
 that
 it would batch text before drawing it instead of drawing on character
 at
 a
 time.  (Since I was removing immediate mode calls from swiss-cheese,
 sending one character at a time as WAY too much overhead.)

 The recent changes to the text editor have been a bit of a nightmare
 to
 merge.  The code is complicated and fragile (both mine and the
 original).

 I wanted to touch base and see if it would be OK to see about going
 ahead
 and integrating swiss-cheese's more efficient text rendering into
 trunk.
   Perhaps I could also refactor some of the code to be a little bit
 more
 maintainable as well.

 The reason I'm asking is I'm not sure if somebody else might have
 plans
 for
 this area, so I don't want to just continue as I am (merging complex
 changes) if it just going to be blown away.
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[Bf-committers] About instant crash when reloading python (F8)

2013-04-03 Thread Bastien Montagne

Hi devs,

Posting this to keep track of what I have found so far, and see whether 
others devs have ideas about the problem...


So, this is about instant segfault that is regularly reported by users 
when trying to reload python code with F8 shortcut. I finally managed to 
find (I think!) what is the issue: it appears when one or more addons 
which define keymaps are enabled.


Now, I gdb-tracked it down to WM_keyconfig_update(), wm_keymap.c:1104. 
Here, kmdi-add_item-ptr PointerRNA seems to be corrupted some way, 
just after reload (at least its type (StructRNA) member, sometimes it 
has a NULL identifier, and invalid description/translation_context 
pointers, sometimes it points to a wrong type...).


I tried to force this pointer to NULL (see *ugly* patch attached, or 
http://www.pasteall.org/41030/diff ), and everything seems to work fine 
again.


Questions are: why those PointerRNA become corrupted? Because of py 
reloading, which deletes/recreates some RNA structs (operators, menus, 
etc.)?

And would that kind of patch be considered as acceptable?

Best regards,
Bastien
Index: source/blender/windowmanager/intern/wm_keymap.c
===
--- source/blender/windowmanager/intern/wm_keymap.c	(révision 55756)
+++ source/blender/windowmanager/intern/wm_keymap.c	(copie de travail)
@@ -1100,10 +1100,20 @@
 	for (km = U.user_keymaps.first; km; km = km-next) {
 		if ((km-flag  KEYMAP_MODAL) == 0) {
 			for (kmdi = km-diff_items.first; kmdi; kmdi = kmdi-next) {
-if (kmdi-add_item)
+if (kmdi-add_item) {
+	if (kmdi-add_item-ptr) {
+		MEM_freeN(kmdi-add_item-ptr);
+		kmdi-add_item-ptr = NULL;
+	}
 	wm_keymap_item_properties_set(kmdi-add_item);
-if (kmdi-remove_item)
+}
+if (kmdi-remove_item) {
+	if (kmdi-remove_item-ptr) {
+		MEM_freeN(kmdi-remove_item-ptr);
+		kmdi-remove_item-ptr = NULL;
+	}
 	wm_keymap_item_properties_set(kmdi-remove_item);
+}
 			}
 
 			for (kmi = km-items.first; kmi; kmi = kmi-next)
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Re: [Bf-committers] Stereoscopy Implementation Proposal

2013-04-03 Thread Adriano
Sugestion:

It would be nice if we can manage to set an existing camera to be left or
right, and don't me moved at all when we setup planes in stereoscopy.

This would be very usefull to convert old project to 3d, so we can keep old
renders as left or right and just render one new camera.

If the addon turns old camera into center, this is not possible and we
have to render every thing allover again.





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Re: [Bf-committers] Swiss Cheese Text Editor Refactor/Merge

2013-04-03 Thread Jason Wilkins
Great.  I did manage to merge the two versions after a lot of thought.
However, I need to spend some time refining and testing it before I commit
any changes.


On Wed, Apr 3, 2013 at 8:28 AM, IRIE Shinsuke irieshins...@yahoo.co.jpwrote:

 Hi Jason,

 The multi-column character support is what I've implemented.
 If your change breaks something, I maybe can help you to fix it.

 Anyway, I'm not planning to change the text editor drastically in the
 near future.

 IRIE Shinsuke

 13/04/03, Jason Wilkins wrote:
  This is what I'm talking about.  The multicolumn character feature
 modifies
  code that has a basic design flaw.  I've fixed that flaw already, but it
  isn't in trunk.  I'm trying to puzzle out how to fix it again, but I need
  to make sure I'm not stomping on any toes.
 
 
  On Wed, Apr 3, 2013 at 2:58 AM, Lockal S lockals...@gmail.com wrote:
 
  Would it work with multicolumn characters which were recently added by
 
 
 http://projects.blender.org/tracker/index.php?func=detailaid=34373group_id=9atid=127
  ?
 
 
  On Wed, Apr 3, 2013 at 11:34 AM, Jason Wilkins 
 jason.a.wilk...@gmail.com
  wrote:
 
  The drawing would be more efficient regardless of the underlying BLF
  rendering due to the batching.  The text editor changes aren't really
  dependent on the other changes.
 
  My problem is that the text editor (text_draw.c) is starting to diverge
  in inconvenient ways.
 
 
  On Tue, Apr 2, 2013 at 9:11 PM, Mitchell Stokes moguri...@gmail.com
  wrote:
 
  Would this also include the more efficient BLF rendering? I'm guessing
  the
  text editor changes are dependent on that? I'd really love to see BLF
  getting away from glBegin/glEnd.
 
 
  On Tue, Apr 2, 2013 at 1:28 PM, Jason Wilkins 
  jason.a.wilk...@gmail.com
  wrote:
 
  During the last GSoC I made some modifications to the text editor so
  that
  it would batch text before drawing it instead of drawing on character
  at
  a
  time.  (Since I was removing immediate mode calls from swiss-cheese,
  sending one character at a time as WAY too much overhead.)
 
  The recent changes to the text editor have been a bit of a nightmare
  to
  merge.  The code is complicated and fragile (both mine and the
  original).
 
  I wanted to touch base and see if it would be OK to see about going
  ahead
  and integrating swiss-cheese's more efficient text rendering into
  trunk.
Perhaps I could also refactor some of the code to be a little bit
  more
  maintainable as well.
 
  The reason I'm asking is I'm not sure if somebody else might have
  plans
  for
  this area, so I don't want to just continue as I am (merging complex
  changes) if it just going to be blown away.
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