Re: [Bf-committers] Blender developer weekly meeting notes - May 26, 2013

2013-05-27 Thread Bartek Skorupa (priv)
 - Campbell Barton made an initial list of fixes of he likes to see included 
 in an update:
 http://wiki.blender.org/index.php/User:Ideasman42/267b_bugfix

Maybe now is the good moment to ask for including some of my commits to addons?
I made some changes to node_efficiency_tools.py and most of them fix bugs, so 
maybe it would be good to have them included.

Here's the list of commits:
4514, 4515, 4534, 4537, 4538 and 4541

Thank you in advice.

Bartek Skorupa

www.bartekskorupa.com

On 26 maj 2013, at 17:39, Ton Roosendaal t...@blender.org wrote:

 Hi all,
 
 Here are the notes for the weekly developer meeting in irc.freenode.net 
 #blendercoders
 
 1) Blender 2.67a review
 
 - Right after the 2.67a a couple of bugs were reported and fixed... 
 especially features that worked in 2.66 before should be in a release.
 Proposal is to ask the release team to make a new build this week.
 
 - Campbell Barton made an initial list of fixes of he likes to see included 
 in an update:
 http://wiki.blender.org/index.php/User:Ideasman42/267b_bugfix
 
 - We'll review the list in irc and on this list. These will go in the svn 
 release branch, so we can update a bugfix-2.67 simply.
 
 - Tuesday an ahoy is expected for it.
 
 - Meeting spent some time on a review why this happened, it's mix of bad 
 luck, and too much maintenance work in BCon3/4 periods. In general, keeping a 
 'stable' branch around and update as frequently as possible is never bad.
 
 2) 2.68 targets
 
 - Dalai Felinto makes great progress on stereoscopic rendering/compositing 
 and viewing. https://github.com/dfelinto/blender/tree/multiview
 It's unsure still if this will be ready for 2.68. Code review will start 
 a.s.a.p.
 
 - Bastien Montagne is almost done with Linux OpenEXR 2.0 install-deps script.
 
 - Release target list has been updated, We now move to BCon2:
 http://wiki.blender.org/index.php/Dev:Doc/Projects#2.6x_release_cycle
 
 3) Other projects
 
 - Campbell and Sergey Sharybin (and others) are testing converting svn 
 history to git. There's also tests going on with Phabricator.
 
 A more formal proposal for git migration is coming, a feasible target for 
 migration is October this year.
 
 - Sergey: The Tomato branch has a WIP feature, mask tracking!
 http://download.blender.org/ftp/incoming/mask_tracking_test.avi
 This is not a release target yet, get the tomato branch for testing.
 
 - Leap Motion device seed has started, we wait a bit for it to arrive 
 everywhere. There's a developer from Leap who already added support for the 
 BGE, he will be connecting with us soonish.
 
 4) Google Summer of Code
 
 - Tomorrow 19 UTC Google will announce the official results. Shortly after 
 the http://code.blender.org blog will introduce the students and their 
 projects.
 
 
 
 -Ton-
 
 
 Ton Roosendaal  -  t...@blender.org   -   www.blender.org
 Chairman Blender Foundation - Producer Blender Institute
 Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
 
 
 
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Re: [Bf-committers] [LIBMV] Removal of unreachable code and unneeded files

2013-05-27 Thread Sergey Sharybin
This is a bit more complicated -- we need to make it so re-bundling libmv
from git branch will preserve such changes.

I'll look into it soon.


On Sun, May 26, 2013 at 11:30 PM, Jürgen Herrmann shadow...@me.com wrote:

 Hi there,



 as Keir Mierle wrote here:



  http://lists.blender.org/pipermail/bf-committers/2013-May/040223.html
 http://lists.blender.org/pipermail/bf-committers/2013-May/040223.html



 there are some unused trackers in extern libmv. So I had a look at this and
 found that there is unreachable code in esm_region_tracker.cc

 I #if 0 ‘ed it out. That fixed the first Internal compiler error ;)



 The lmicklt_region_tracker.cc couldn’t be fixed that simple but I found
 absolutely no reason not to remove it completely. It is not used anywhere
 inside Blender as far as I can tell.



 I would like to commit this patch, if ok:



 http://www.pasteall.org/42566



 Thanks,



 /Jürgen

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-- 
With best regards, Sergey Sharybin
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Re: [Bf-committers] Blender developer weekly meeting notes - May 26, 2013

2013-05-27 Thread Bartek Skorupa (priv)
… Of course I wanted to thank you IN ADVANCE, not in advice :-)


Bartek Skorupa

www.bartekskorupa.com

On 27 maj 2013, at 10:44, Bartek Skorupa (priv) 
bartekskor...@bartekskorupa.com wrote:

 - Campbell Barton made an initial list of fixes of he likes to see included 
 in an update:
 http://wiki.blender.org/index.php/User:Ideasman42/267b_bugfix
 
 Maybe now is the good moment to ask for including some of my commits to 
 addons?
 I made some changes to node_efficiency_tools.py and most of them fix bugs, so 
 maybe it would be good to have them included.
 
 Here's the list of commits:
 4514, 4515, 4534, 4537, 4538 and 4541
 
 Thank you in advice.
 
 Bartek Skorupa
 
 www.bartekskorupa.com
 
 On 26 maj 2013, at 17:39, Ton Roosendaal t...@blender.org wrote:
 
 Hi all,
 
 Here are the notes for the weekly developer meeting in irc.freenode.net 
 #blendercoders
 
 1) Blender 2.67a review
 
 - Right after the 2.67a a couple of bugs were reported and fixed... 
 especially features that worked in 2.66 before should be in a release.
 Proposal is to ask the release team to make a new build this week.
 
 - Campbell Barton made an initial list of fixes of he likes to see included 
 in an update:
 http://wiki.blender.org/index.php/User:Ideasman42/267b_bugfix
 
 - We'll review the list in irc and on this list. These will go in the svn 
 release branch, so we can update a bugfix-2.67 simply.
 
 - Tuesday an ahoy is expected for it.
 
 - Meeting spent some time on a review why this happened, it's mix of bad 
 luck, and too much maintenance work in BCon3/4 periods. In general, keeping 
 a 'stable' branch around and update as frequently as possible is never bad.
 
 2) 2.68 targets
 
 - Dalai Felinto makes great progress on stereoscopic rendering/compositing 
 and viewing. https://github.com/dfelinto/blender/tree/multiview
 It's unsure still if this will be ready for 2.68. Code review will start 
 a.s.a.p.
 
 - Bastien Montagne is almost done with Linux OpenEXR 2.0 install-deps script.
 
 - Release target list has been updated, We now move to BCon2:
 http://wiki.blender.org/index.php/Dev:Doc/Projects#2.6x_release_cycle
 
 3) Other projects
 
 - Campbell and Sergey Sharybin (and others) are testing converting svn 
 history to git. There's also tests going on with Phabricator.
 
 A more formal proposal for git migration is coming, a feasible target for 
 migration is October this year.
 
 - Sergey: The Tomato branch has a WIP feature, mask tracking!
 http://download.blender.org/ftp/incoming/mask_tracking_test.avi
 This is not a release target yet, get the tomato branch for testing.
 
 - Leap Motion device seed has started, we wait a bit for it to arrive 
 everywhere. There's a developer from Leap who already added support for the 
 BGE, he will be connecting with us soonish.
 
 4) Google Summer of Code
 
 - Tomorrow 19 UTC Google will announce the official results. Shortly after 
 the http://code.blender.org blog will introduce the students and their 
 projects.
 
 
 
 -Ton-
 
 
 Ton Roosendaal  -  t...@blender.org   -   www.blender.org
 Chairman Blender Foundation - Producer Blender Institute
 Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
 
 
 
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Re: [Bf-committers] Restoring 2.49 Feature: Groups in Add menu

2013-05-27 Thread Brecht Van Lommel
Probably the place would be
release/scripts/startup/bl_operators/object.py or a new group.py.

However there is already a Group Instance item in the Add menu? So I
guess this is about the feature of adding groups from other libraries
directly form the menu. This was part of a bigger change that also
added library linking functionality to the outliner. Probably that
could be implemented as a python addon, but for best integration
that's really a bigger feature that needs to be implemented in C.

On Mon, May 27, 2013 at 5:13 AM, W. Nelson indigitalsp...@yahoo.com wrote:
 Feedback is requested on restoring the 2.49 feature of Groups in the Add menu.

 It has been suggested that this feature can be implemented solely in bpy
 without altering the C code.  From a coding standpoint, does anyone have
  any suggestions or devs have a preference on where to add the bpy
 code?  There was not a clear place in the existing scripts folder to put
  this type of code.

 It seemed like all the items in the Add menu
 in scriptsstartupbl_uispace_info.py were referencing
 existing operators in the C code.  So are there any suggestions on where
  to add the code that will populate the menu from the groups and links
 operators?

 Thanks! JTa

 Thread link:
 http://www.blenderartists.org/forum/showthread.php?293583-Restoring-2-49-Feature-Groups-in-Add-menu
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57023] trunk/blender/source/blender/ editors/space_view3d/drawobject.c: Simple usability fix:

2013-05-27 Thread Campbell Barton
On Sun, May 26, 2013 at 8:11 PM, Campbell Barton ideasma...@gmail.com wrote:
 On Sun, May 26, 2013 at 7:01 PM, Ton Roosendaal t...@blender.org wrote:
 Hi,

 For me it shows in both in wire as in solid quite clear, just a bit subtle.

 The main thing is to have a clear difference between active+selection. Some 
 variations here are easily possible. The theme color currently is only used 
 for active + not selected.

 Here's what I see in default theme.

 Solid:
 http://www.pasteall.org/pic/52152

 Wire:
 http://www.pasteall.org/pic/52153

 The stippling is also a bit ugly, could be looked at ditching it in favour 
 of blending color like for other transparent selected overlay faces.

 -Ton-

 Thats strange, it looks like this for me (with factory settings)
 http://www.graphicall.org/ftp/ideasman42/theme_color_r57023.png

 The reason for using stippling is so when you're texturing, the colors
 of the object you texture are not confused with the color of the
 active face.
 You probably remember 2.3x used to have a colored outline for the actuve face.

 Maybe stipple could be used only in 'Texture' viewport shading.

Follow up mail, r57049, now it draws as before, but unselected-active
no longer draws stippled active overlay.

-- 
- Campbell
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Re: [Bf-committers] Python API breakage - squeaking wheels

2013-05-27 Thread Matt Ebb
I suspect I'm one of the people Ton is mentioning so I'll say a quick word
here. These days at least for me, trying to work on an addon is frustrating
and demotivating, and the number one cause of it is API instability.

Maybe this is just something personal to my situation because I don't have
a lot of time for this sort of thing these days but for the last several
months the pattern has been something like: ah I have some time on a
Sunday afternoon, why not do a few improvements and make some more progress
on the addon. So I update blender, and spend all the time I have available
testing and hunting through commit logs and googling just trying to make
the damn thing work again, without doing any creative/productive work of my
own. Next time around, it's the same pattern over and over again. So these
days there's little motivation to spend my free time finishing off the
remaining last round of fixes, let alone updating to fix the next. It seems
somehow acceptable now that scripts have to be updated every few months,
because as long as people change addons that are included in SVN then
there's no problem, right? Too bad if you don't want to work that way, or
have custom/proprietary tools.

To answer what kind of changes cause problems, *every* change is a
potential breakage and can make the difference in the eyes of a
user between an addon that works and an addon that doesn't. As I've
mentioned in the past, imo theres much too low a priority given to api
stability.

Looking at those pages previously linked (better publicity for this would
probably help), there's all kinds of minor renaming that all will break a
script that is using it. Having consistent names for properties can be a
nice hint as an aid to API users but constantly renaming things erases all
minor benefits and just makes life difficult. I was also pretty astounded
previously to have to update all of the template list calls, an absolutely
fundamental ui function, which apparently could not have been implemented
as a separate function or optional arguments? These sorts of changes would
never happen in any other app I use with a scripting API.

In specific one thing that I now have to fix is a bizarre error that's
never happened before, has cropped up in the last couple of months and
doesn't seem to show up in other examples included in blender,
like ArmatureButtonsPanel. [1]

Anyway, I know this could sound quite self centred. It's really not meant
to be, just a description of what a constantly changing API means to
someone in my position. If more time and effort is necessary to effectively
use blender's python API then I'm probably just not able to devote in the
requisite amount of time and energy, and I can accept that, and probably
won't much more. It's disappointing though.

Hope that provided some of the background you were looking for.

cheers

Matt


[1] https://github.com/mattebb/3delightblender/blob/master/ui.py
bpy.utils.register_module(): failed to registering class class
'3delightblender.ui.InlineRibPanel'
Traceback (most recent call last):
  File bin/blender.app/Contents/MacOS/2.67/scripts/modules/bpy/utils.py,
line 578, in register_module
register_class(cls)
AttributeError: expected Panel, InlineRibPanel class to have an draw
attribute



On Mon, May 27, 2013 at 1:50 AM, Campbell Barton ideasma...@gmail.comwrote:

 Id like to hear what API changes cause problems.

 * if its one large change that causes problems for every one using the
 api (bmesh, pynodes)
 * if its misc changes in blender which propagate down into the api -
 (recent premul/alpha changes).
 * if its from being strict and adding limits like the restricted
 context, or disallowing data editing during drawing. (things that
 shouldn't be done anyway).
 * if its even intentional/known-about - Some end up being side effects
 of other changes in blender.

 On Sun, May 26, 2013 at 10:59 PM, Ton Roosendaal t...@blender.org wrote:
  Hi,
 
  Excellent, we do have a API change page :)
  http://wiki.blender.org/index.php/Extensions:2.6/Py/API_Changes
 
  Should get more prominent linking everywhere!
 
  -Ton-
 
  
  Ton Roosendaal  -  t...@blender.org   -   www.blender.org
  Chairman Blender Foundation - Producer Blender Institute
  Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
 
 
 
  On 26 May, 2013, at 13:23, Ton Roosendaal wrote:
 
  Hi all,
 
  This is probably just coincidentally, but just in past few days two
 quite visible py scripters moaned in public about API breakage, more or
 less mentioning to give up on it.
 
  Communication is really King here. That means for every release, a
 simple quick to find doc with API changes has to be available (or is there
 one?).
 
  We can also reconfirm the procedures for api changes, to go along our
 release cycle:
 
  - Announce in BCon1 or BCon2.
  - Add it in BCon2 latest.
  - Testing, feedback during BCon3 and BCon4.
 
  We also have a bf-python mailing 

Re: [Bf-committers] Restoring 2.49 Feature: Groups in Add menu

2013-05-27 Thread W. Nelson

Yes, AddGroup is in addition to the AddGroup Instance item at the bottom of 
the Add menu and is intended to help manage linked libraries from the Add menu 
as seen in the reference video.  So currently the new AddGroup menu item 
brings up the same Group Instance menu code in addition to a library custom 
group place holder.


Ideally as discussed with others, the library custom groups from this menu can 
be organized and nested in composition workflow groups so to say and as in the 
reference video.  These are different groups than actual ctrl-g grouping.  
These groups, or the presentation of these custom organized groups can 
therefore be added very quickly while in a scene composition workflow.  This is 
distinctly different than grouping for modeling purposes therefor different in 
usage than
 the Group Instance menu item.

Yes again, I am looking at the Outliner and how an addon for that would work 
with the Add menu.  Other work is being done on the Outliner so I figured a 
streamlined Add menu modification with a simple panel to manage the custom 
nesting would be a good start and then eventually working it to play nice with 
the other goals for the Outliner.

This workflow is especially useful in scenes with lots of repetitive object 
group composition work or large scale scenes such as a landscape or a city 
greeble.  This type of workflow is frequently in production studio type 
settings.

Thanks for the excellent input,
JTa







 From: Brecht Van Lommel brechtvanlom...@pandora.be
To: W. Nelson indigitalsp...@yahoo.com; bf-blender developers 
bf-committers@blender.org 
Sent: Monday, May 27, 2013 3:54 AM
Subject: Re: [Bf-committers] Restoring 2.49 Feature: Groups in Add menu
 

Probably the place would be
release/scripts/startup/bl_operators/object.py or a new group.py.

However there is already a Group Instance item in the Add menu? So I
guess this is about the feature of adding groups from other libraries
directly form the menu. This was part of a bigger change that also
added library linking functionality to the outliner. Probably that
could be implemented as a python addon, but for best
 integration
that's really a bigger feature that needs to be implemented in C.

On Mon, May 27, 2013 at 5:13 AM, W. Nelson indigitalsp...@yahoo.com wrote:
 Feedback is requested on restoring the 2.49 feature of Groups in the Add menu.

 It has been suggested that this feature can be implemented solely in bpy
 without altering the C code.  From a coding standpoint, does anyone have
  any suggestions or devs have a preference on where to add the bpy
 code?  There was not a clear place in the existing scripts folder to put
  this type of code.

 It seemed like all the items in the Add menu
 in scriptsstartupbl_uispace_info.py were referencing
 existing operators in the C code.  So are there any suggestions on where
  to add the
 code that will populate the menu from the groups and links
 operators?

 Thanks! JTa

 Thread link:
 http://www.blenderartists.org/forum/showthread.php?293583-Restoring-2-49-Feature-Groups-in-Add-menu
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Re: [Bf-committers] Python API breakage - squeaking wheels

2013-05-27 Thread Campbell Barton
On Mon, May 27, 2013 at 11:34 PM, Matt Ebb m...@mke3.net wrote:
 I suspect I'm one of the people Ton is mentioning so I'll say a quick word
 here. These days at least for me, trying to work on an addon is frustrating
 and demotivating, and the number one cause of it is API instability.

 Maybe this is just something personal to my situation because I don't have
 a lot of time for this sort of thing these days but for the last several
 months the pattern has been something like: ah I have some time on a
 Sunday afternoon, why not do a few improvements and make some more progress
 on the addon. So I update blender, and spend all the time I have available
 testing and hunting through commit logs and googling just trying to make
 the damn thing work again, without doing any creative/productive work of my
 own. Next time around, it's the same pattern over and over again. So these
 days there's little motivation to spend my free time finishing off the
 remaining last round of fixes, let alone updating to fix the next. It seems
 somehow acceptable now that scripts have to be updated every few months,
 because as long as people change addons that are included in SVN then
 there's no problem, right? Too bad if you don't want to work that way, or
 have custom/proprietary tools.

 To answer what kind of changes cause problems, *every* change is a
 potential breakage and can make the difference in the eyes of a
 user between an addon that works and an addon that doesn't. As I've
 mentioned in the past, imo theres much too low a priority given to api
 stability.

 Looking at those pages previously linked (better publicity for this would
 probably help), there's all kinds of minor renaming that all will break a
 script that is using it. Having consistent names for properties can be a
 nice hint as an aid to API users but constantly renaming things erases all
 minor benefits and just makes life difficult. I was also pretty astounded
 previously to have to update all of the template list calls, an absolutely
 fundamental ui function, which apparently could not have been implemented
 as a separate function or optional arguments? These sorts of changes would
 never happen in any other app I use with a scripting API.

 In specific one thing that I now have to fix is a bizarre error that's
 never happened before, has cropped up in the last couple of months and
 doesn't seem to show up in other examples included in blender,
 like ArmatureButtonsPanel. [1]

 Anyway, I know this could sound quite self centred. It's really not meant
 to be, just a description of what a constantly changing API means to
 someone in my position. If more time and effort is necessary to effectively
 use blender's python API then I'm probably just not able to devote in the
 requisite amount of time and energy, and I can accept that, and probably
 won't much more. It's disappointing though.

 Hope that provided some of the background you were looking for.

 cheers

 Matt


 [1] https://github.com/mattebb/3delightblender/blob/master/ui.py
 bpy.utils.register_module(): failed to registering class class
 '3delightblender.ui.InlineRibPanel'
 Traceback (most recent call last):
   File bin/blender.app/Contents/MacOS/2.67/scripts/modules/bpy/utils.py,
 line 578, in register_module
 register_class(cls)
 AttributeError: expected Panel, InlineRibPanel class to have an draw
 attribute

Quick reply about this python exception, the problem here is that you
have a mix-in class that gets registered.
InlineRibPanel, checked with 2.62 and it has the same behavior (quite
sure its been this way for over a year).

So fix is to change:
class InlineRibPanel(CollectionPanel, bpy.types.Panel):
to...
class InlineRibPanel(CollectionPanel):
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Re: [Bf-committers] Python API breakage - squeaking wheels

2013-05-27 Thread Campbell Barton
 [1] https://github.com/mattebb/3delightblender/blob/master/ui.py
 bpy.utils.register_module(): failed to registering class class
 '3delightblender.ui.InlineRibPanel'
 Traceback (most recent call last):
   File bin/blender.app/Contents/MacOS/2.67/scripts/modules/bpy/utils.py,
 line 578, in register_module
 register_class(cls)
 AttributeError: expected Panel, InlineRibPanel class to have an draw
 attribute

 Quick reply about this python exception, the problem here is that you
 have a mix-in class that gets registered.
 InlineRibPanel, checked with 2.62 and it has the same behavior (quite
 sure its been this way for over a year).

 So fix is to change:
 class InlineRibPanel(CollectionPanel, bpy.types.Panel):
 to...
 class InlineRibPanel(CollectionPanel):


Got the 3delight addon loading up ok.
patch available here:
https://github.com/mattebb/3delightblender/pull/5

From the looks of it pynodes and ui-list updates in blender were the
only significant api change that broke this.
(both intentional changes/breakages to the API).

-- 
- Campbell
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[Bf-committers] How to build official binaries for Blender

2013-05-27 Thread Jürgen Herrmann
Hi there, 

 

I got cuda 5.0 to work with VS 2012 today.

I would like to provide official builds for 2.68.

 

What do I have to do then?

Is there any special build config I have to do?

How do I provide an installer?

 

/Jürgen

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Re: [Bf-committers] How to build official binaries for Blender

2013-05-27 Thread Yousef Hurfoush
hi

can you show me how to use cuda 5 with vs 2012? i want to use compile with 
mingw64, and the old abandon vs2008.

i think concentrating on getting mingw64 use openmp is better than supporting 
any msvc compiler!
i mean the huge difference in render time alone makes mingw64 a killer compiler!

but it still useful in coding and debugging, thanks for porting to it.

Regards
Yousef Harfoush
ba...@msn.com



 From: shadow...@me.com
 To: bf-committers@blender.org
 Date: Mon, 27 May 2013 17:56:19 +0200
 Subject: [Bf-committers] How to build official binaries for Blender
 
 Hi there, 
 
  
 
 I got cuda 5.0 to work with VS 2012 today.
 
 I would like to provide official builds for 2.68.
 
  
 
 What do I have to do then?
 
 Is there any special build config I have to do?
 
 How do I provide an installer?
 
  
 
 /Jürgen
 
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57058] trunk/blender: Fix #35505: cycles object space normal mapping did not match blender internal.

2013-05-27 Thread Thomas Dinges
Hi Brecht,
do you think this is a good idea? If BI did something fishy, we should 
not port that to Cycles. Consistency is not an argument here imho.

Am 27.05.2013 19:48, schrieb Brecht Van Lommel:
 Revision: 57058

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=57058
 Author:   blendix
 Date: 2013-05-27 17:48:02 + (Mon, 27 May 2013)
 Log Message:
 ---
 Fix #35505: cycles object space normal mapping did not match blender internal.
 Now it uses the same (strange) YZ flipping convention.

-- 
Thomas Dinges
Blender Developer, Artist and Musician

www.dingto.org

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Re: [Bf-committers] How to build official binaries for Blender

2013-05-27 Thread Brecht Van Lommel
On Mon, May 27, 2013 at 5:56 PM, Jürgen Herrmann shadow...@me.com wrote:
 I got cuda 5.0 to work with VS 2012 today.

 I would like to provide official builds for 2.68.

 What do I have to do then?

At the moment not much, maybe it would be good to have this officially
confirmed but I guess the Window maintainer (Thomas) is ok with it.
When we get near the end of the 2.68 release cycles there will be a
test build that will be announced on the mailing list here, and then
you can make the build and uploaded it somewhere, and then someone
will copy it to download.blender.org/release/Blender2.68

 Is there any special build config I have to do?

The buildbot builds are the default scons configuration + CUDA
binaries, not sure if there are any other options enabled or if
redistributable files need to be copied somewhere. Thomas does the
official builds so he would know about this.

 How do I provide an installer?

Install the NSIS Installer software, and then run python
scons/scons.py nsis to create the installer.

Brecht.
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57058] trunk/blender: Fix #35505: cycles object space normal mapping did not match blender internal.

2013-05-27 Thread Brecht Van Lommel
It's indeed not ideal, but nearly all normal maps used in Cycles will
be baked with Blender Internal, so it's useful to match that. Tangent
space normal maps are also nearly always the preferred solution.

On Mon, May 27, 2013 at 8:00 PM, Thomas Dinges blen...@dingto.org wrote:
 Hi Brecht,
 do you think this is a good idea? If BI did something fishy, we should
 not port that to Cycles. Consistency is not an argument here imho.

 Am 27.05.2013 19:48, schrieb Brecht Van Lommel:
 Revision: 57058

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=57058
 Author:   blendix
 Date: 2013-05-27 17:48:02 + (Mon, 27 May 2013)
 Log Message:
 ---
 Fix #35505: cycles object space normal mapping did not match blender 
 internal.
 Now it uses the same (strange) YZ flipping convention.

 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

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Re: [Bf-committers] How to build official binaries for Blender

2013-05-27 Thread Thomas Dinges
Hi,
For Blender 2.68, I'd like to stick with vc2008. vc2012 builds can be 
provided as well, and also advertised on the dl page but marked as 
experimental.
This way we can get good feedback first.

For the official build, yes it's the default scons config.
I set those 2 things inside my user-config.py though, to enable CUDA and 
point to the correct toolkit:

WITH_BF_CYCLES_CUDA_BINARIES = 1
BF_CYCLES_CUDA_NVCC = C:/Program Files/NVIDIA GPU Computing 
Toolkit/CUDA/v4.2/bin/nvcc.exe

For the Installer you need the NSIS installer, as Brecht said + the 
MoreInfo plugin: http://nsis.sourceforge.net/MoreInfo_plug-in

We also bundle the vc runtime files with our binaries (msvcr90.dll 
etc...), for people who do not have the Visual C++ runtime installed.

Best regards,
Thomas

Am 27.05.2013 20:02, schrieb Brecht Van Lommel:
 On Mon, May 27, 2013 at 5:56 PM, Jürgen Herrmann shadow...@me.com wrote:
 I got cuda 5.0 to work with VS 2012 today.

 I would like to provide official builds for 2.68.

 What do I have to do then?
 At the moment not much, maybe it would be good to have this officially
 confirmed but I guess the Window maintainer (Thomas) is ok with it.
 When we get near the end of the 2.68 release cycles there will be a
 test build that will be announced on the mailing list here, and then
 you can make the build and uploaded it somewhere, and then someone
 will copy it to download.blender.org/release/Blender2.68

 Is there any special build config I have to do?
 The buildbot builds are the default scons configuration + CUDA
 binaries, not sure if there are any other options enabled or if
 redistributable files need to be copied somewhere. Thomas does the
 official builds so he would know about this.

 How do I provide an installer?
 Install the NSIS Installer software, and then run python
 scons/scons.py nsis to create the installer.

 Brecht.
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-- 
Thomas Dinges
Blender Developer, Artist and Musician

www.dingto.org

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Re: [Bf-committers] How to build official binaries for Blender

2013-05-27 Thread Jürgen Herrmann
Hi Yousef,

I am currently working on documentation for that. But NVidia will release Cuda 
5.5 RC soon so it might be unnecessary.

I think we should stick with MSVC on Windows and work on cycles optimization 
for MSVC. Because MSVC builds are faster in BI, physics and other parts of 
Blender.

/Jürgen

Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com:

 hi
 
 can you show me how to use cuda 5 with vs 2012? i want to use compile with 
 mingw64, and the old abandon vs2008.
 
 i think concentrating on getting mingw64 use openmp is better than supporting 
 any msvc compiler!
 i mean the huge difference in render time alone makes mingw64 a killer 
 compiler!
 
 but it still useful in coding and debugging, thanks for porting to it.
 
 Regards
 Yousef Harfoush
 ba...@msn.com
 
 
 
 From: shadow...@me.com
 To: bf-committers@blender.org
 Date: Mon, 27 May 2013 17:56:19 +0200
 Subject: [Bf-committers] How to build official binaries for Blender
 
 Hi there, 
 
 
 
 I got cuda 5.0 to work with VS 2012 today.
 
 I would like to provide official builds for 2.68.
 
 
 
 What do I have to do then?
 
 Is there any special build config I have to do?
 
 How do I provide an installer?
 
 
 
 /Jürgen
 
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 Bf-committers@blender.org
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 Bf-committers@blender.org
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Re: [Bf-committers] How to build official binaries for Blender

2013-05-27 Thread Sergey Sharybin
Would also be good to have msvc2012 buildslave. But this is tricky =\

Any volunteers to donate msvc2012 license to BF or maybe someone wants to
sacrifice his computer's cpu power to run msvc2012 slave? :)


On Tue, May 28, 2013 at 12:25 AM, Jürgen Herrmann shadow...@me.com wrote:

 Hi Yousef,

 I am currently working on documentation for that. But NVidia will release
 Cuda 5.5 RC soon so it might be unnecessary.

 I think we should stick with MSVC on Windows and work on cycles
 optimization for MSVC. Because MSVC builds are faster in BI, physics and
 other parts of Blender.

 /Jürgen

 Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com:

  hi
 
  can you show me how to use cuda 5 with vs 2012? i want to use compile
 with mingw64, and the old abandon vs2008.
 
  i think concentrating on getting mingw64 use openmp is better than
 supporting any msvc compiler!
  i mean the huge difference in render time alone makes mingw64 a killer
 compiler!
 
  but it still useful in coding and debugging, thanks for porting to it.
 
  Regards
  Yousef Harfoush
  ba...@msn.com
 
 
 
  From: shadow...@me.com
  To: bf-committers@blender.org
  Date: Mon, 27 May 2013 17:56:19 +0200
  Subject: [Bf-committers] How to build official binaries for Blender
 
  Hi there,
 
 
 
  I got cuda 5.0 to work with VS 2012 today.
 
  I would like to provide official builds for 2.68.
 
 
 
  What do I have to do then?
 
  Is there any special build config I have to do?
 
  How do I provide an installer?
 
 
 
  /Jürgen
 
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With best regards, Sergey Sharybin
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Re: [Bf-committers] How to build official binaries for Blender

2013-05-27 Thread Yousef Hurfoush

 Any volunteers to donate msvc2012 license to BF or maybe someone wants to
 sacrifice his computer's cpu power to run msvc2012 slave? :)
 
there is no need for a license the express edition compiles x86, x86_64 by 
default, so it's just the matte of downloading one from ms site, you'll get a 
free serial to activate.
  I think we should stick with MSVC on Windows and work on cycles
  optimization for MSVC. Because MSVC builds are faster in BI, physics and
  other parts of Blender.
 

well that's because of the openmp issue, if it is resolved then i'm sure it 
will be faster than the msvc one.

Regards
Yousef Harfoush
ba...@msn.com



 Date: Tue, 28 May 2013 00:52:08 +0600
 From: sergey@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] How to build official binaries for Blender
 
 Would also be good to have msvc2012 buildslave. But this is tricky =\
 
 Any volunteers to donate msvc2012 license to BF or maybe someone wants to
 sacrifice his computer's cpu power to run msvc2012 slave? :)
 
 
 On Tue, May 28, 2013 at 12:25 AM, Jürgen Herrmann shadow...@me.com wrote:
 
  Hi Yousef,
 
  I am currently working on documentation for that. But NVidia will release
  Cuda 5.5 RC soon so it might be unnecessary.
 
  I think we should stick with MSVC on Windows and work on cycles
  optimization for MSVC. Because MSVC builds are faster in BI, physics and
  other parts of Blender.
 
  /Jürgen
 
  Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com:
 
   hi
  
   can you show me how to use cuda 5 with vs 2012? i want to use compile
  with mingw64, and the old abandon vs2008.
  
   i think concentrating on getting mingw64 use openmp is better than
  supporting any msvc compiler!
   i mean the huge difference in render time alone makes mingw64 a killer
  compiler!
  
   but it still useful in coding and debugging, thanks for porting to it.
  
   Regards
   Yousef Harfoush
   ba...@msn.com
  
  
  
   From: shadow...@me.com
   To: bf-committers@blender.org
   Date: Mon, 27 May 2013 17:56:19 +0200
   Subject: [Bf-committers] How to build official binaries for Blender
  
   Hi there,
  
  
  
   I got cuda 5.0 to work with VS 2012 today.
  
   I would like to provide official builds for 2.68.
  
  
  
   What do I have to do then?
  
   Is there any special build config I have to do?
  
   How do I provide an installer?
  
  
  
   /Jürgen
  
   ___
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   http://lists.blender.org/mailman/listinfo/bf-committers
  
   ___
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 -- 
 With best regards, Sergey Sharybin
 ___
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Re: [Bf-committers] How to build official binaries for Blender

2013-05-27 Thread Jürgen Herrmann
Hi Sergey,

use an express license. It does support everything you need to build blender no 
need for a pro license.

/Jürgen

Am 27.05.2013 um 20:52 schrieb Sergey Sharybin sergey@gmail.com:

 Would also be good to have msvc2012 buildslave. But this is tricky =\
 
 Any volunteers to donate msvc2012 license to BF or maybe someone wants to
 sacrifice his computer's cpu power to run msvc2012 slave? :)
 
 
 On Tue, May 28, 2013 at 12:25 AM, Jürgen Herrmann shadow...@me.com wrote:
 
 Hi Yousef,
 
 I am currently working on documentation for that. But NVidia will release
 Cuda 5.5 RC soon so it might be unnecessary.
 
 I think we should stick with MSVC on Windows and work on cycles
 optimization for MSVC. Because MSVC builds are faster in BI, physics and
 other parts of Blender.
 
 /Jürgen
 
 Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com:
 
 hi
 
 can you show me how to use cuda 5 with vs 2012? i want to use compile
 with mingw64, and the old abandon vs2008.
 
 i think concentrating on getting mingw64 use openmp is better than
 supporting any msvc compiler!
 i mean the huge difference in render time alone makes mingw64 a killer
 compiler!
 
 but it still useful in coding and debugging, thanks for porting to it.
 
 Regards
 Yousef Harfoush
 ba...@msn.com
 
 
 
 From: shadow...@me.com
 To: bf-committers@blender.org
 Date: Mon, 27 May 2013 17:56:19 +0200
 Subject: [Bf-committers] How to build official binaries for Blender
 
 Hi there,
 
 
 
 I got cuda 5.0 to work with VS 2012 today.
 
 I would like to provide official builds for 2.68.
 
 
 
 What do I have to do then?
 
 Is there any special build config I have to do?
 
 How do I provide an installer?
 
 
 
 /Jürgen
 
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
 
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
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 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
 
 
 
 -- 
 With best regards, Sergey Sharybin
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Re: [Bf-committers] How to build official binaries for Blender

2013-05-27 Thread Jürgen Herrmann
You might be right, but imho it is much harder to make mingw support OpenMP on 
windows than to optimize blender for MSVC ;)

Am 27.05.2013 um 20:59 schrieb Yousef Hurfoush ba...@msn.com:

 
 Any volunteers to donate msvc2012 license to BF or maybe someone wants to
 sacrifice his computer's cpu power to run msvc2012 slave? :)
 there is no need for a license the express edition compiles x86, x86_64 by 
 default, so it's just the matte of downloading one from ms site, you'll get a 
 free serial to activate.
 I think we should stick with MSVC on Windows and work on cycles
 optimization for MSVC. Because MSVC builds are faster in BI, physics and
 other parts of Blender.
 
 well that's because of the openmp issue, if it is resolved then i'm sure it 
 will be faster than the msvc one.
 
 Regards
 Yousef Harfoush
 ba...@msn.com
 
 
 
 Date: Tue, 28 May 2013 00:52:08 +0600
 From: sergey@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] How to build official binaries for Blender
 
 Would also be good to have msvc2012 buildslave. But this is tricky =\
 
 Any volunteers to donate msvc2012 license to BF or maybe someone wants to
 sacrifice his computer's cpu power to run msvc2012 slave? :)
 
 
 On Tue, May 28, 2013 at 12:25 AM, Jürgen Herrmann shadow...@me.com wrote:
 
 Hi Yousef,
 
 I am currently working on documentation for that. But NVidia will release
 Cuda 5.5 RC soon so it might be unnecessary.
 
 I think we should stick with MSVC on Windows and work on cycles
 optimization for MSVC. Because MSVC builds are faster in BI, physics and
 other parts of Blender.
 
 /Jürgen
 
 Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com:
 
 hi
 
 can you show me how to use cuda 5 with vs 2012? i want to use compile
 with mingw64, and the old abandon vs2008.
 
 i think concentrating on getting mingw64 use openmp is better than
 supporting any msvc compiler!
 i mean the huge difference in render time alone makes mingw64 a killer
 compiler!
 
 but it still useful in coding and debugging, thanks for porting to it.
 
 Regards
 Yousef Harfoush
 ba...@msn.com
 
 
 
 From: shadow...@me.com
 To: bf-committers@blender.org
 Date: Mon, 27 May 2013 17:56:19 +0200
 Subject: [Bf-committers] How to build official binaries for Blender
 
 Hi there,
 
 
 
 I got cuda 5.0 to work with VS 2012 today.
 
 I would like to provide official builds for 2.68.
 
 
 
 What do I have to do then?
 
 Is there any special build config I have to do?
 
 How do I provide an installer?
 
 
 
 /Jürgen
 
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
 
 ___
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 Bf-committers@blender.org
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 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
 
 
 
 -- 
 With best regards, Sergey Sharybin
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Re: [Bf-committers] How to build official binaries for Blender

2013-05-27 Thread Sergey Sharybin
Aah, nice :)


On Tue, May 28, 2013 at 1:12 AM, Jürgen Herrmann shadow...@me.com wrote:

 Hi Sergey,

 use an express license. It does support everything you need to build
 blender no need for a pro license.

 /Jürgen

 Am 27.05.2013 um 20:52 schrieb Sergey Sharybin sergey@gmail.com:

  Would also be good to have msvc2012 buildslave. But this is tricky =\
 
  Any volunteers to donate msvc2012 license to BF or maybe someone wants to
  sacrifice his computer's cpu power to run msvc2012 slave? :)
 
 
  On Tue, May 28, 2013 at 12:25 AM, Jürgen Herrmann shadow...@me.com
 wrote:
 
  Hi Yousef,
 
  I am currently working on documentation for that. But NVidia will
 release
  Cuda 5.5 RC soon so it might be unnecessary.
 
  I think we should stick with MSVC on Windows and work on cycles
  optimization for MSVC. Because MSVC builds are faster in BI, physics and
  other parts of Blender.
 
  /Jürgen
 
  Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com:
 
  hi
 
  can you show me how to use cuda 5 with vs 2012? i want to use compile
  with mingw64, and the old abandon vs2008.
 
  i think concentrating on getting mingw64 use openmp is better than
  supporting any msvc compiler!
  i mean the huge difference in render time alone makes mingw64 a killer
  compiler!
 
  but it still useful in coding and debugging, thanks for porting to it.
 
  Regards
  Yousef Harfoush
  ba...@msn.com
 
 
 
  From: shadow...@me.com
  To: bf-committers@blender.org
  Date: Mon, 27 May 2013 17:56:19 +0200
  Subject: [Bf-committers] How to build official binaries for Blender
 
  Hi there,
 
 
 
  I got cuda 5.0 to work with VS 2012 today.
 
  I would like to provide official builds for 2.68.
 
 
 
  What do I have to do then?
 
  Is there any special build config I have to do?
 
  How do I provide an installer?
 
 
 
  /Jürgen
 
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  --
  With best regards, Sergey Sharybin
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[Bf-committers] crash starting after opencl fixes commit

2013-05-27 Thread Yousef Hurfoush
hi

after adding the last opencl fixes, i'm able to build with:
mingw64 and scons
cuda 4.2, with msvcsp1 2008
on windows 8 x64
svn rev 57058

But the build crashes instantly, i did a fresh build.

Regards
Yousef Harfoush
ba...@msn.com

  
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Re: [Bf-committers] How to build official binaries for Blender

2013-05-27 Thread Yousef Hurfoush
i don't know how much code cycles needs to work with msvc compiler as good as 
the mingw, and also would like to get away from closed/property  compilers, as 
OSS mingw is the better choice.

but thanks man, the vs2012 ide is very good to work with for devlopment.
Regards
Yousef Harfoush
ba...@msn.com



 From: shadow...@me.com
 Date: Mon, 27 May 2013 21:14:59 +0200
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] How to build official binaries for Blender
 
 You might be right, but imho it is much harder to make mingw support OpenMP 
 on windows than to optimize blender for MSVC ;)
 
 Am 27.05.2013 um 20:59 schrieb Yousef Hurfoush ba...@msn.com:
 
  
  Any volunteers to donate msvc2012 license to BF or maybe someone wants to
  sacrifice his computer's cpu power to run msvc2012 slave? :)
  there is no need for a license the express edition compiles x86, x86_64 by 
  default, so it's just the matte of downloading one from ms site, you'll get 
  a free serial to activate.
  I think we should stick with MSVC on Windows and work on cycles
  optimization for MSVC. Because MSVC builds are faster in BI, physics and
  other parts of Blender.
  
  well that's because of the openmp issue, if it is resolved then i'm sure it 
  will be faster than the msvc one.
  
  Regards
  Yousef Harfoush
  ba...@msn.com
  
  
  
  Date: Tue, 28 May 2013 00:52:08 +0600
  From: sergey@gmail.com
  To: bf-committers@blender.org
  Subject: Re: [Bf-committers] How to build official binaries for Blender
  
  Would also be good to have msvc2012 buildslave. But this is tricky =\
  
  Any volunteers to donate msvc2012 license to BF or maybe someone wants to
  sacrifice his computer's cpu power to run msvc2012 slave? :)
  
  
  On Tue, May 28, 2013 at 12:25 AM, Jürgen Herrmann shadow...@me.com wrote:
  
  Hi Yousef,
  
  I am currently working on documentation for that. But NVidia will release
  Cuda 5.5 RC soon so it might be unnecessary.
  
  I think we should stick with MSVC on Windows and work on cycles
  optimization for MSVC. Because MSVC builds are faster in BI, physics and
  other parts of Blender.
  
  /Jürgen
  
  Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com:
  
  hi
  
  can you show me how to use cuda 5 with vs 2012? i want to use compile
  with mingw64, and the old abandon vs2008.
  
  i think concentrating on getting mingw64 use openmp is better than
  supporting any msvc compiler!
  i mean the huge difference in render time alone makes mingw64 a killer
  compiler!
  
  but it still useful in coding and debugging, thanks for porting to it.
  
  Regards
  Yousef Harfoush
  ba...@msn.com
  
  
  
  From: shadow...@me.com
  To: bf-committers@blender.org
  Date: Mon, 27 May 2013 17:56:19 +0200
  Subject: [Bf-committers] How to build official binaries for Blender
  
  Hi there,
  
  
  
  I got cuda 5.0 to work with VS 2012 today.
  
  I would like to provide official builds for 2.68.
  
  
  
  What do I have to do then?
  
  Is there any special build config I have to do?
  
  How do I provide an installer?
  
  
  
  /Jürgen
  
  ___
  Bf-committers mailing list
  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers
  
  ___
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  ___
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  -- 
  With best regards, Sergey Sharybin
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[Bf-committers] Google Summer of Code 2013

2013-05-27 Thread Ton Roosendaal
Hi all,

I warmly welcome 15 students who will help making Blender more awesome this 
summer!
http://code.blender.org/index.php/2013/05/google-summer-of-code-2013/

More updates will follow soon!

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] How to build official binaries for Blender

2013-05-27 Thread Jürgen Herrmann
Hi yousef,

I am just trying to help because i really like blender. 
As for optimization, this would be a subject for a deep inspection of blenders 
code base. I think every compiler hat it pros and cons. In the end they all do 
the same.
MinGW/GCC is faster than msvc with floating point operations.
Therefore MSVC is faster on integer ops.
The ms compilers have much better support for the win api, that's why we have 
problems with OpenMP and mingw.
I would love to give Intels compiler a try with blender, but it's so expensive 
:(
In the end it is all philosophy.

As you said the IDE is top notch and the debugger is great.
VC 2012 express even has a code analysis feature that seems to be quite good.

/Jürgen


Am 27.05.2013 um 21:23 schrieb Yousef Hurfoush ba...@msn.com:

 i don't know how much code cycles needs to work with msvc compiler as good as 
 the mingw, and also would like to get away from closed/property  compilers, 
 as OSS mingw is the better choice.
 
 but thanks man, the vs2012 ide is very good to work with for devlopment.
 Regards
 Yousef Harfoush
 ba...@msn.com
 
 
 
 From: shadow...@me.com
 Date: Mon, 27 May 2013 21:14:59 +0200
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] How to build official binaries for Blender
 
 You might be right, but imho it is much harder to make mingw support OpenMP 
 on windows than to optimize blender for MSVC ;)
 
 Am 27.05.2013 um 20:59 schrieb Yousef Hurfoush ba...@msn.com:
 
 
 Any volunteers to donate msvc2012 license to BF or maybe someone wants to
 sacrifice his computer's cpu power to run msvc2012 slave? :)
 there is no need for a license the express edition compiles x86, x86_64 by 
 default, so it's just the matte of downloading one from ms site, you'll get 
 a free serial to activate.
 I think we should stick with MSVC on Windows and work on cycles
 optimization for MSVC. Because MSVC builds are faster in BI, physics and
 other parts of Blender.
 
 well that's because of the openmp issue, if it is resolved then i'm sure it 
 will be faster than the msvc one.
 
 Regards
 Yousef Harfoush
 ba...@msn.com
 
 
 
 Date: Tue, 28 May 2013 00:52:08 +0600
 From: sergey@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] How to build official binaries for Blender
 
 Would also be good to have msvc2012 buildslave. But this is tricky =\
 
 Any volunteers to donate msvc2012 license to BF or maybe someone wants to
 sacrifice his computer's cpu power to run msvc2012 slave? :)
 
 
 On Tue, May 28, 2013 at 12:25 AM, Jürgen Herrmann shadow...@me.com wrote:
 
 Hi Yousef,
 
 I am currently working on documentation for that. But NVidia will release
 Cuda 5.5 RC soon so it might be unnecessary.
 
 I think we should stick with MSVC on Windows and work on cycles
 optimization for MSVC. Because MSVC builds are faster in BI, physics and
 other parts of Blender.
 
 /Jürgen
 
 Am 27.05.2013 um 19:57 schrieb Yousef Hurfoush ba...@msn.com:
 
 hi
 
 can you show me how to use cuda 5 with vs 2012? i want to use compile
 with mingw64, and the old abandon vs2008.
 
 i think concentrating on getting mingw64 use openmp is better than
 supporting any msvc compiler!
 i mean the huge difference in render time alone makes mingw64 a killer
 compiler!
 
 but it still useful in coding and debugging, thanks for porting to it.
 
 Regards
 Yousef Harfoush
 ba...@msn.com
 
 
 
 From: shadow...@me.com
 To: bf-committers@blender.org
 Date: Mon, 27 May 2013 17:56:19 +0200
 Subject: [Bf-committers] How to build official binaries for Blender
 
 Hi there,
 
 
 
 I got cuda 5.0 to work with VS 2012 today.
 
 I would like to provide official builds for 2.68.
 
 
 
 What do I have to do then?
 
 Is there any special build config I have to do?
 
 How do I provide an installer?
 
 
 
 /Jürgen
 
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 -- 
 With best regards, Sergey Sharybin
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[Bf-committers] [Idea] MinGW Cycles cpu kernel in MSVC builds

2013-05-27 Thread Jürgen Herrmann
While writing an answer to another thread I had an insane idea:

Maybe if we had a possibility to compile the cycles CPU kernel lib with mingw 
and link it into a version of blender built with MSVC we would get a blender 
build with insane speed improvements on windows while getting a good OpenMP 
performance on the rest of blender.

What do you guys think? Linking to mingw libs in MSVC 2012 is possible and 
harmless as long as we don't use win api calls inside the lib.
This should work great for cycles' CPU kernel lib.
The only question is how can we do this without having to manually replace the 
lib file?

/Jürgen
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Re: [Bf-committers] How to build official binaries for Blender

2013-05-27 Thread Campbell Barton
On Tue, May 28, 2013 at 6:54 AM, Jürgen Herrmann shadow...@me.com wrote:
 Hi yousef,

 I am just trying to help because i really like blender.
 As for optimization, this would be a subject for a deep inspection of 
 blenders code base. I think every compiler hat it pros and cons. In the end 
 they all do the same.
 MinGW/GCC is faster than msvc with floating point operations.
 Therefore MSVC is faster on integer ops.

Not sure why MSVC would be faster at integer ops because its slower at
floats? is there any performance tests showing this?

IIRC - Brecht said it wasn't floating point operations being faster on
MinGW, it was GCC's library of floating point math functions (assume
sin/cos/sqrt/pow... etc).
Though he also said this needing further investigation.

If this is really the case it may be possible to replace MSVC's math
functions though Im not sure if this would give hard-to-fix linking
issues if dependencies are still using MSVC's math functions.

 The ms compilers have much better support for the win api, that's why we have 
 problems with OpenMP and mingw.
 I would love to give Intels compiler a try with blender, but it's so 
 expensive :(
 In the end it is all philosophy.

 As you said the IDE is top notch and the debugger is great.
 VC 2012 express even has a code analysis feature that seems to be quite good.

 /Jürgen
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[Bf-committers] Bevel

2013-05-27 Thread Knapp
Bevel has been changed from relative spacing to absolute. I have found
this to be really bad is some cases but good in others. Try doing this
tut at 1:49 and you will see what I mean.
http://www.youtube.com/watch?v=GU6fYiujrlI
Plus note that of ten posted comments almost all of them are saying
that Blender now has an error.

I think it would be good to have both options!

The change is also not documented as best as I can tell.

Thanks.
-- 
Douglas E Knapp

Creative Commons Film Group, Helping people make open source movies
with open source software!
http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

Massage in Gelsenkirchen-Buer:
http://douglas.bespin.org/tcm/ztab1.htm
Please link to me and trade links with me!

Open Source Sci-Fi mmoRPG Game project.
http://sf-journey-creations.wikispot.org/Front_Page
http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] crash starting after opencl fixes commit

2013-05-27 Thread Yousef Hurfoush
this is the crash report by blender:

# Blender 2.67 (sub 1), Revision: 57063M


Regards
Yousef Harfoush
ba...@msn.com



From: ba...@msn.com
To: bf-committers@blender.org
Subject: crash starting after opencl fixes commit
Date: Mon, 27 May 2013 19:16:48 +




hi

after adding the last opencl fixes, i'm able to build with:
mingw64 and scons
cuda 4.2, with msvcsp1 2008
on windows 8 x64
svn rev 57058

But the build crashes instantly, i did a fresh build.

Regards
Yousef Harfoush
ba...@msn.com


  
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Re: [Bf-committers] How to build official binaries for Blender

2013-05-27 Thread Brecht Van Lommel
On Mon, May 27, 2013 at 11:25 PM, Campbell Barton ideasma...@gmail.com wrote:
 On Tue, May 28, 2013 at 6:54 AM, Jürgen Herrmann shadow...@me.com wrote:
 I am just trying to help because i really like blender.
 As for optimization, this would be a subject for a deep inspection of 
 blenders code base. I think every compiler hat it pros and cons. In the end 
 they all do the same.
 MinGW/GCC is faster than msvc with floating point operations.
 Therefore MSVC is faster on integer ops.

 Not sure why MSVC would be faster at integer ops because its slower at
 floats? is there any performance tests showing this?

There's no reason to think that would be the case, there's no tradeoff
to make between integer and float performance on the same processor.

 IIRC - Brecht said it wasn't floating point operations being faster on
 MinGW, it was GCC's library of floating point math functions (assume
 sin/cos/sqrt/pow... etc).
 Though he also said this needing further investigation.

 If this is really the case it may be possible to replace MSVC's math
 functions though Im not sure if this would give hard-to-fix linking
 issues if dependencies are still using MSVC's math functions.

I don't know the cause of the performance difference, some else
suggested it's the floating point math functions but I don't know if
that's the case. I'll make some time to do performance profiling on
Windows, no point speculating about this when we no one has even run a
basic profiler and checked if any unexpected slow functions show up.

Brecht.
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Re: [Bf-committers] [Idea] MinGW Cycles cpu kernel in MSVC builds

2013-05-27 Thread Brecht Van Lommel
I don't think this will work well with Open Shading Language support,
this has some windows API calls. Before we do complex setups like this
the first thing to do is really to just run a basic profiler on the
code and see if anything strange jumps out. No one has even attempted
to optimize this code for MSVC.

On Mon, May 27, 2013 at 11:01 PM, Jürgen Herrmann shadow...@me.com wrote:
 While writing an answer to another thread I had an insane idea:

 Maybe if we had a possibility to compile the cycles CPU kernel lib with mingw 
 and link it into a version of blender built with MSVC we would get a blender 
 build with insane speed improvements on windows while getting a good OpenMP 
 performance on the rest of blender.

 What do you guys think? Linking to mingw libs in MSVC 2012 is possible and 
 harmless as long as we don't use win api calls inside the lib.
 This should work great for cycles' CPU kernel lib.
 The only question is how can we do this without having to manually replace 
 the lib file?

 /Jürgen
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Re: [Bf-committers] crash starting after opencl fixes commit

2013-05-27 Thread Brecht Van Lommel
Are you sure it's the OpenCL changes that are causing the problem?
Normally these changes should have no effect unless you have defined
the CYCLES_OPENCL_TEST environment variable for testing. As far as I
can tell no code was changed that runs by default.

On Mon, May 27, 2013 at 9:16 PM, Yousef Hurfoush ba...@msn.com wrote:
 hi

 after adding the last opencl fixes, i'm able to build with:
 mingw64 and scons
 cuda 4.2, with msvcsp1 2008
 on windows 8 x64
 svn rev 57058

 But the build crashes instantly, i did a fresh build.

 Regards
 Yousef Harfoush
 ba...@msn.com


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Re: [Bf-committers] crash starting after opencl fixes commit

2013-05-27 Thread Antony Riakiotakis
I see here lots of missing operators on console with scons build before the
crash. Not sure what is causing this but I don't think it is the OpenCL
fixes either since I've built and run successfully with cmake
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Re: [Bf-committers] [Idea] MinGW Cycles cpu kernel in MSVC builds

2013-05-27 Thread Antony Riakiotakis
OSL is still unstable on both MinGWs (crash on rendering). I have long
managed to compile and link those locally and can provide the patches if
someone wishes to investigate. Apart from that, linking C++ code from
different compilers is a nono.
Also, openmp support is missing due to the horrible pthread implementation
of MinGW64 which I am looking at right now. It's not surprising at all that
this code deadlocks and crashes so much. I so want to fix that error but
simple good practices such as comments, identation and variable naming are
things that the people who wrote the library scarcely heard about.
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Re: [Bf-committers] crash starting after opencl fixes commit

2013-05-27 Thread Yousef Hurfoush
i tried the opencl fixes 3rd patch just before you commit it into svn and gave 
the same crash!

i will look into this and report back.


Regards
Yousef Harfoush
ba...@msn.com



 From: brechtvanlom...@pandora.be
 Date: Mon, 27 May 2013 23:52:59 +0200
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] crash starting after opencl fixes commit
 
 Are you sure it's the OpenCL changes that are causing the problem?
 Normally these changes should have no effect unless you have defined
 the CYCLES_OPENCL_TEST environment variable for testing. As far as I
 can tell no code was changed that runs by default.
 
 On Mon, May 27, 2013 at 9:16 PM, Yousef Hurfoush ba...@msn.com wrote:
  hi
 
  after adding the last opencl fixes, i'm able to build with:
  mingw64 and scons
  cuda 4.2, with msvcsp1 2008
  on windows 8 x64
  svn rev 57058
 
  But the build crashes instantly, i did a fresh build.
 
  Regards
  Yousef Harfoush
  ba...@msn.com
 
 
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Re: [Bf-committers] Bevel

2013-05-27 Thread Howard Trickey
The pre-2.65 bevel had a confusing mixture of options, and most users
complained that they couldn't get even-looking bevels when beveling
multiple edges. Bevel was completely rewritten in a way that made even
bevels much more likely.  This was documented in the 2.65 release notes:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Mesh_Modeling

I removed the percentage option for specifying bevel amounts because that
seemed a guarantee to get uneven bevels, usually.  I see from your cited
tutorial that there are times when artists want uneven bevels, so I don't
mind bringing back this option.

I have a stack of knife and bevel bugs backed up right now, so it might be
a while before I get to this.


On Mon, May 27, 2013 at 5:41 PM, Knapp magick.c...@gmail.com wrote:

 Bevel has been changed from relative spacing to absolute. I have found
 this to be really bad is some cases but good in others. Try doing this
 tut at 1:49 and you will see what I mean.
 http://www.youtube.com/watch?v=GU6fYiujrlI
 Plus note that of ten posted comments almost all of them are saying
 that Blender now has an error.

 I think it would be good to have both options!

 The change is also not documented as best as I can tell.

 Thanks.
 --
 Douglas E Knapp

 Creative Commons Film Group, Helping people make open source movies
 with open source software!
 http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

 Massage in Gelsenkirchen-Buer:
 http://douglas.bespin.org/tcm/ztab1.htm
 Please link to me and trade links with me!

 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] Bevel

2013-05-27 Thread Bassam Kurdali
Since we are on the topic of Bevel: It has gotten much love and
improvement recently , both the modifier and the tool, thanks!!!
One thing that would be amazing: If bevel could play nicer with at least
UV maps: right now it is pretty much a destructive tool, even if you use
the modifier, because the UVs will not be well behaved after the
bevelling. I've seen so much amazing work at preserving UVs on modeling
tools/ modifiers, that it would be fantastic if Bevel could do this
also.

On Mon, 2013-05-27 at 18:40 -0400, Howard Trickey wrote:
 The pre-2.65 bevel had a confusing mixture of options, and most users
 complained that they couldn't get even-looking bevels when beveling
 multiple edges. Bevel was completely rewritten in a way that made even
 bevels much more likely.  This was documented in the 2.65 release notes:
 http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Mesh_Modeling
 
 I removed the percentage option for specifying bevel amounts because that
 seemed a guarantee to get uneven bevels, usually.  I see from your cited
 tutorial that there are times when artists want uneven bevels, so I don't
 mind bringing back this option.
 
 I have a stack of knife and bevel bugs backed up right now, so it might be
 a while before I get to this.
 
 
 On Mon, May 27, 2013 at 5:41 PM, Knapp magick.c...@gmail.com wrote:
 
  Bevel has been changed from relative spacing to absolute. I have found
  this to be really bad is some cases but good in others. Try doing this
  tut at 1:49 and you will see what I mean.
  http://www.youtube.com/watch?v=GU6fYiujrlI
  Plus note that of ten posted comments almost all of them are saying
  that Blender now has an error.
 
  I think it would be good to have both options!
 
  The change is also not documented as best as I can tell.
 
  Thanks.
  --
  Douglas E Knapp
 
  Creative Commons Film Group, Helping people make open source movies
  with open source software!
  http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
 
  Massage in Gelsenkirchen-Buer:
  http://douglas.bespin.org/tcm/ztab1.htm
  Please link to me and trade links with me!
 
  Open Source Sci-Fi mmoRPG Game project.
  http://sf-journey-creations.wikispot.org/Front_Page
  http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] Bevel

2013-05-27 Thread Howard Trickey
Yes, that's on the stack of bugs I was referring to.
I have half-written code to fix it, but it is hard to finish and I put
it aside to work on what seemed to be simpler bugs.


On Mon, May 27, 2013 at 6:51 PM, Bassam Kurdali bas...@urchn.org wrote:

 Since we are on the topic of Bevel: It has gotten much love and
 improvement recently , both the modifier and the tool, thanks!!!
 One thing that would be amazing: If bevel could play nicer with at least
 UV maps: right now it is pretty much a destructive tool, even if you use
 the modifier, because the UVs will not be well behaved after the
 bevelling. I've seen so much amazing work at preserving UVs on modeling
 tools/ modifiers, that it would be fantastic if Bevel could do this
 also.

 On Mon, 2013-05-27 at 18:40 -0400, Howard Trickey wrote:
  The pre-2.65 bevel had a confusing mixture of options, and most users
  complained that they couldn't get even-looking bevels when beveling
  multiple edges. Bevel was completely rewritten in a way that made even
  bevels much more likely.  This was documented in the 2.65 release notes:
 
 http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Mesh_Modeling
 
  I removed the percentage option for specifying bevel amounts because that
  seemed a guarantee to get uneven bevels, usually.  I see from your cited
  tutorial that there are times when artists want uneven bevels, so I don't
  mind bringing back this option.
 
  I have a stack of knife and bevel bugs backed up right now, so it might
 be
  a while before I get to this.
 
 
  On Mon, May 27, 2013 at 5:41 PM, Knapp magick.c...@gmail.com wrote:
 
   Bevel has been changed from relative spacing to absolute. I have found
   this to be really bad is some cases but good in others. Try doing this
   tut at 1:49 and you will see what I mean.
   http://www.youtube.com/watch?v=GU6fYiujrlI
   Plus note that of ten posted comments almost all of them are saying
   that Blender now has an error.
  
   I think it would be good to have both options!
  
   The change is also not documented as best as I can tell.
  
   Thanks.
   --
   Douglas E Knapp
  
   Creative Commons Film Group, Helping people make open source movies
   with open source software!
   http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
  
   Massage in Gelsenkirchen-Buer:
   http://douglas.bespin.org/tcm/ztab1.htm
   Please link to me and trade links with me!
  
   Open Source Sci-Fi mmoRPG Game project.
   http://sf-journey-creations.wikispot.org/Front_Page
   http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] crash starting after opencl fixes commit

2013-05-27 Thread Yousef Hurfoush
hi

ok i found the culprit commit 57026before this everything compiles and no crash

Regards
Yousef Harfoush
ba...@msn.com

  
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57065] blender-autokey:

2013-05-27 Thread Campbell Barton
Please write commit messages

On Tue, May 28, 2013 at 8:27 AM, Nicholas Rishel rishel.n...@gmail.com wrote:
 Revision: 57065
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=57065
 Author:   nicholas_rishel
 Date: 2013-05-27 22:27:04 + (Mon, 27 May 2013)
 Log Message:
 ---


 Modified Paths:
 --
 blender-autokey/source/blender/editors/space_file/filesel.c
 blender-autokey/source/blender/editors/space_file/space_file.c
 blender-autokey/source/blender/editors/space_view3d/drawobject.c
 blender-autokey/source/blender/windowmanager/intern/wm_event_system.c

 Added Paths:
 ---
 blender-autokey/


 Property changes on: blender-autokey
 ___
 Added: svn:ignore
+ *.pdb
 .*
 TAGS
 cscope.out
 sgc.bat
 sgd.bat
 smc.bat
 ssenv.bat
 tags
 user-config.py
 CMakeFiles
 CMakeCache.txt
 blender.bin
 blender.kdev4
 .kdev4

 Added: svn:externals
+

 Added: svn:mergeinfo
+ 
 /branches/ge_harmony:42255,42279-42282,42286,42302,42338,42349,42616,42620,42698-42699,42739,42753,42773-42774,42832,44568,44597-44598,44793-44794
 /branches/soc-2011-cucumber:37517,38166-38167,38177,38179-38180,38187,38242,38384,38387,38403-38404,38407,38968,38970,38973,39045,40845,42997-42998,43439
 /branches/soc-2011-tomato:42376,42378-42379,42383,42385,42395,42397-42400,42407,42411,42418,42443-42444,42446,42467,42472,42486,42650-42652,42654-42655,42709-42710,42733-42734,42801,43872,44130,44141,44147-44149,44151-44152,44229-44230,45623-45625,46037,48089,48092,48551-48552,48679,48790,48792-48793,49076,49087,49292,49294,49466,49894,50052,50126,52854-52856,54573

 Modified: blender-autokey/source/blender/editors/space_file/filesel.c
 ===
 --- trunk/blender/source/blender/editors/space_file/filesel.c   2013-05-27 
 18:51:31 UTC (rev 57061)
 +++ blender-autokey/source/blender/editors/space_file/filesel.c 2013-05-27 
 22:27:04 UTC (rev 57065)
 @@ -254,6 +254,8 @@
 /* initialize the list with previous folders */
 if (!sfile-folders_prev)
 sfile-folders_prev = folderlist_new();
 +   if (!sfile-params-dir[0])
 +   BLI_cleanup_dir(G.main-name, sfile-params-dir);
 folderlist_pushdir(sfile-folders_prev, sfile-params-dir);

 /* switching thumbnails needs to recalc layout [#28809] */

 Modified: blender-autokey/source/blender/editors/space_file/space_file.c
 ===
 --- trunk/blender/source/blender/editors/space_file/space_file.c
 2013-05-27 18:51:31 UTC (rev 57061)
 +++ blender-autokey/source/blender/editors/space_file/space_file.c  
 2013-05-27 22:27:04 UTC (rev 57065)
 @@ -442,6 +442,10 @@
 RNA_boolean_set(kmi-ptr, fill, TRUE);
 RNA_boolean_set(kmi-ptr, open, FALSE);

 +   /* front and back mouse folder navigation */
 +   WM_keymap_add_item(keymap, FILE_OT_previous, BUTTON4MOUSE, 
 KM_CLICK, 0, 0);
 +   WM_keymap_add_item(keymap, FILE_OT_next, BUTTON5MOUSE, KM_CLICK, 0, 
 0);
 +
 WM_keymap_add_item(keymap, FILE_OT_select_all_toggle, AKEY, 
 KM_PRESS, 0, 0);
 WM_keymap_add_item(keymap, FILE_OT_refresh, PADPERIOD, KM_PRESS, 0, 
 0);
 WM_keymap_add_item(keymap, FILE_OT_select_border, BKEY, KM_PRESS, 
 0, 0);

 Modified: blender-autokey/source/blender/editors/space_view3d/drawobject.c
 ===
 --- trunk/blender/source/blender/editors/space_view3d/drawobject.c  
 2013-05-27 18:51:31 UTC (rev 57061)
 +++ blender-autokey/source/blender/editors/space_view3d/drawobject.c
 2013-05-27 22:27:04 UTC (rev 57065)
 @@ -6321,7 +6321,12 @@
 (G.moving  G_TRANSFORM_OBJ) 
 (base-flag  (SELECT + BA_WAS_SEL)))
 {
 -   theme_id = TH_TRANSFORM;
 +   if (scene-toolsettings-autokey_mode  AUTOKEY_ON) {
 +   theme_id = TH_EDGE_CREASE; /* XXX improper use of 
 theme colors to test autokey indication color */
 +   }
 +   else {
 +   theme_id = TH_TRANSFORM;
 +   }
 }
 else {
 /* Sets the 'colindex' */

 Modified: 
 blender-autokey/source/blender/windowmanager/intern/wm_event_system.c
 ===
 --- trunk/blender/source/blender/windowmanager/intern/wm_event_system.c 
 2013-05-27 18:51:31 UTC (rev 57061)
 +++ blender-autokey/source/blender/windowmanager/intern/wm_event_system.c 
   2013-05-27 22:27:04 UTC (rev 57065)
 @@ -1545,7 +1545,7 @@
 return WM_HANDLER_BREAK;
  }

 -/* fileselect handlers are only in the window queue, so it's save to switch 
 screens or area types */
 +/* fileselect handlers are only in the window queue, so it's safe to switch 
 screens or area types */
  

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57066] blender-autokey/: Eeek, did not branch the way I expected.

2013-05-27 Thread Campbell Barton
This script may help http://wiki.blender.org/index.php/User:Ideasman42#bfbranch

On Tue, May 28, 2013 at 8:30 AM, Nicholas Rishel rishel.n...@gmail.com wrote:
 Revision: 57066
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=57066
 Author:   nicholas_rishel
 Date: 2013-05-27 22:30:07 + (Mon, 27 May 2013)
 Log Message:
 ---
 Eeek, did not branch the way I expected.

 Removed Paths:
 -
 blender-autokey/

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-- 
- Campbell
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[Bf-committers] ver2.67 r57069 build error

2013-05-27 Thread PerfectionCat
Hi.

I show an error message that appears because I failed to build.

However, I have removed the display in Japanese.


LLVMJIT.lib(JITMemoryManager.obj) : error LNK2001:  public: virtual 
__thiscall llvm::RTDyldMemoryManager::~RTDyldMemoryManager(void) 
(??1RTDyldMemoryManager@llvm@@UAE@XZ) 

Environment:
Windows XP/SP3 32bits
SCONS+msvc9

Perfectioncat
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Re: [Bf-committers] ver2.67 r57069 build error

2013-05-27 Thread Jürgen Herrmann
Hi,

It compiles fine on my system, the LLVM libs have been replaced recently.
Did you try a clean rebuild?

Am 28.05.2013 um 05:18 schrieb PerfectionCat sindra1961reb...@yahoo.co.jp:

 Hi.
 
 I show an error message that appears because I failed to build.
 
 However, I have removed the display in Japanese.
 
 
 LLVMJIT.lib(JITMemoryManager.obj) : error LNK2001:  public: virtual 
 __thiscall llvm::RTDyldMemoryManager::~RTDyldMemoryManager(void) 
 (??1RTDyldMemoryManager@llvm@@UAE@XZ) 
 
 Environment:
 Windows XP/SP3 32bits
 SCONS+msvc9
 
 Perfectioncat
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Re: [Bf-committers] Bevel

2013-05-27 Thread Knapp
On Tue, May 28, 2013 at 12:40 AM, Howard Trickey
howard.tric...@gmail.com wrote:
 The pre-2.65 bevel had a confusing mixture of options, and most users
 complained that they couldn't get even-looking bevels when beveling
 multiple edges. Bevel was completely rewritten in a way that made even
 bevels much more likely.

Thanks for the work. I must say that this problem really hexed my
building of kitchen cabinets last year.

This was documented in the 2.65 release notes:
 http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Mesh_Modeling

Not saying this is your job but it needs to make it into the manual or
at least show up when you google Blender Bevel. As you can see by the
comments on the tut, all the users were really mixed up by this
change. Not a good thing. I do understand your logic for changing it.
I have had the opposite problem before. I think all this just needs to
be well explained in the manual and we would get much less complaining
on either side.


 I removed the percentage option for specifying bevel amounts because that
 seemed a guarantee to get uneven bevels, usually.  I see from your cited
 tutorial that there are times when artists want uneven bevels, so I don't
 mind bringing back this option.

Great. Let me know when it is done and I will help fix up the manual
to make all these option clear and hopefully keep the users happy with
it all!

 I have a stack of knife and bevel bugs backed up right now, so it might be
 a while before I get to this.

I hate waiting :-)
I want to make cool spaceships now!
-- 
Douglas E Knapp

Creative Commons Film Group, Helping people make open source movies
with open source software!
http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

Massage in Gelsenkirchen-Buer:
http://douglas.bespin.org/tcm/ztab1.htm
Please link to me and trade links with me!

Open Source Sci-Fi mmoRPG Game project.
http://sf-journey-creations.wikispot.org/Front_Page
http://code.google.com/p/perspectiveproject/
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