Re: [Bf-committers] Commit overload
Keir, that were direct commits, not arc ones by the all looks of them. Requiring everyone to use arc is a bit too much at this stage ;) On Sat, Jan 4, 2014 at 5:58 AM, Keir Mierle mie...@gmail.com wrote: Shouldn't arc land take care of squashing the patches? Or is this outside phabricator? On Fri, Jan 3, 2014 at 3:54 PM, Campbell Barton ideasma...@gmail.com wrote: Many small commits are fine IMHO if each one is doing some change which stands on its own, If they include edits on previous commits from the same patch-set, this ends up being noise in our history and I'd rather see them squashed. eg: 53ef7a9932e974ee3efb5e63b3757051c14f6635 but there were only 1-2 of these. On Sat, Jan 4, 2014 at 9:26 AM, Jonathan Williamson jonat...@cgcookie.comwrote: Ah great tip with --squash Dalai. Thanks! I was just learning about rebase -i, which is also very useful. Jonathan Williamson http://cgcookie.com On Fri, Jan 3, 2014 at 4:22 PM, Dalai Felinto dfeli...@gmail.com wrote: You can do git merge --squash next time, that will make one commit out of all the individual ones. Or git rebase -i HEAD~3 (or 10, ...) to group commits together) It's really a matter of deciding how relevant the individual logs are for our git history. -- blendernetwork.org/dalai-felinto www.dalaifelinto.com 2014/1/3 Jonathan Williamson jonat...@cgcookie.com: Sorry about the commit overload just now. Will apply patches directly to master instead of merging in the branch next time :) Jonathan Williamson http://cgcookie.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Commit overload
Le 05/01/2014 13:13, Sergey Sharybin a écrit : Keir, that were direct commits, not arc ones by the all looks of them. Requiring everyone to use arc is a bit too much at this stage ;) On Sat, Jan 4, 2014 at 5:58 AM, Keir Mierle mie...@gmail.com wrote: Shouldn't arc land take care of squashing the patches? Or is this outside phabricator? For what it's worth, I don't think that arc's policy of squashing patch series is good. It encourages bad commit workflow with humongous commits. You'll curse it when a git bisect tells you the bug has been introduced by the 1000-lines commit, instead of getting a nice 5-line change to blame... And I must again insist on the benefits of integrating patch series into trunk with a merge commit (as long as the series have more than 2 commits). The merge commit gets a message about the intent of the series, kind of the message you give in a pull request or the cover letter of a patch sent by mail. Individual commits then only describe why the specific change is done without necessarily explaining over and over again the big picture. You get better log messages, easier reverting of a whole patch set, and clearer distinction between commits belonging to different series. And probably more benefits that I forget. Understand me well: patch sets still should be rebased to current trunk before integration, but the integration should be done by git merge --no-ff. Maybe that's too soon for that workflow, but waiting isn't going to make devs anymore ready IMHO, and I see more and more cases of this feature has been developped in a branch, but instead of using rebase -i to extract a clean path set with small individual commits out of it, lets commit a huge clump of code à la SVN. I think that's detrimental to the code quality in the end. With SVN it was hard to do otherwise, but the whole point of changing tools was to enable healthier version control habits, right ? This lets avoid merges at all costs policy eludes me. Cheers, and happy new year. Julien _FrnchFrgg_ Rivaud ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender developers meeting minutes - January 5, 2014
Hi all, Here's the notes from today's meeting in irc.freenode.net #blendercoders 1) Projects for upcoming 2.70 release - The last week of 'BCon 2', next week we should have all new code projects in Master. http://wiki.blender.org/index.php/Dev:Doc/Projects - Sergey Sharybin wrote doc for his work on threaded Object updating: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.70/Threaded_Dependency_Graph He still looks for cool example files. More user docs, tutorial vids, etc welcome too. - Jonathan Williams made proposal for UI target work, roadmap: http://wiki.blender.org/index.php/Dev:Doc/Projects/UI/ui-targets Meeting proposes Jonathan to separately meet with Brecht van Lommel, William Reynish and Sebastian Koenig on this to evaluate and confirm. - Release target Custom normals - is this going to be moved to 2.71? Bastien Montagne knows, please let us know! - Brecht added a special category to list showstopper bugs for the upcoming release: https://developer.blender.org/project/view/35/ That's it, have a good new year still :) -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] help with tessface, CustomData and MTFace
Hi there, Anyone familiar with CustomData and tessface here? I'm trying to figure out why this function is only working for the first face: https://github.com/dfelinto/blender-git/blob/bake-cycles/source/blender/render/intern/source/bake_new.c#L104 I'm getting bad data when trying to read the MTFace for any face that is not the first one: ((MTFace *)cdl[0])-uv {0.50238, 1}, {0, 0}, {1, 0}, {0, 0}} ((MTFace *)cdl[1])-uv {{0, 0}, {0.50238, 1}, {0, 0}, {0, 0}} ((MTFace *)cdl[2])-uv {{7.87199301e+31, 1.17082983e-19}, {2.17010503e-18, 2.61866902e+20}, {2.61048549e+20, 2.95921708e+21}, { 6.9779858e+22, 4.66808809e+24}} As you can see the 2nd face is bad (2 verts are at 0, 0) and the 3rd one is totally bogus. The mesh itself is very simple, if you want to check out (it's the one in 3-Tris): http://www.pasteall.org/blend/26092 While at there another question: Is there any way to get the number of verts of a MTFace? Thanks, Dalai -- blendernetwork.org/dalai-felinto www.dalaifelinto.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] help with tessface, CustomData and MTFace
This should fix it: (cdl[1]) Currently you are indexing into your reference! On 05/01/2014 5:28 PM, Dalai Felinto wrote: Hi there, Anyone familiar with CustomData and tessface here? I'm trying to figure out why this function is only working for the first face: https://github.com/dfelinto/blender-git/blob/bake-cycles/source/blender/render/intern/source/bake_new.c#L104 I'm getting bad data when trying to read the MTFace for any face that is not the first one: ((MTFace *)cdl[0])-uv {0.50238, 1}, {0, 0}, {1, 0}, {0, 0}} ((MTFace *)cdl[1])-uv {{0, 0}, {0.50238, 1}, {0, 0}, {0, 0}} ((MTFace *)cdl[2])-uv {{7.87199301e+31, 1.17082983e-19}, {2.17010503e-18, 2.61866902e+20}, {2.61048549e+20, 2.95921708e+21}, { 6.9779858e+22, 4.66808809e+24}} As you can see the 2nd face is bad (2 verts are at 0, 0) and the 3rd one is totally bogus. The mesh itself is very simple, if you want to check out (it's the one in 3-Tris): http://www.pasteall.org/blend/26092 While at there another question: Is there any way to get the number of verts of a MTFace? Thanks, Dalai -- blendernetwork.org/dalai-felinto www.dalaifelinto.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender on Android-still alive?
I have seen some attempts of bringing Blender on Android. This project is still alive? Does someone still working on it? The Android platform seems to have a lack of 3D modelling apps. A Blender port, with a nice touch-screen friendly interface would be great. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] help with tessface, CustomData and MTFace
Hi, This should fix it: (cdl[1]) Sorry, but where would that be? Because If I do: (1) MTFace *mtface = (MTFace *)cdl[i]; As it is now, or if I do: (2) MTFace *mtface = (MTFace *)(cdl[i]); They all produce the same result I just committed (bc3d601 in the branch) a temporary printf code to illustrate better how I'm getting the values: https://github.com/dfelinto/blender-git/blob/bake-cycles/source/blender/render/intern/source/bake_new.c#L142 It produces this output: face: 0 vec[0]: 0.50, 1.00 vec[1]: 0.00, 0.00 vec[2]: 1.00, 0.00 vec[3]: 0.00, 0.00 face: 1 vec[0]: 0.00, 0.00 vec[1]: 0.50, 1.00 vec[2]: 0.00, 0.00 vec[3]: 0.00, 0.00 face: 2 vec[0]: 78719930099698347488497473945600.00, 0.00 vec[1]: 0.00, 261866902067410370560.00 vec[2]: 261048548756996227072.00, 2959217080378280902656.00 vec[3]: 69779857993988661313536.00, 4668088091354259464912896.00 Thanks, Dalai ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender on Android-still alive?
hey, that sounds like an interesting project!!! that touch-screen UI is a real challenge, 3D modeling is already hard using mouse and keyboard. On 1/5/14, Crs Mrn mahri...@gmail.com wrote: I have seen some attempts of bringing Blender on Android. This project is still alive? Does someone still working on it? The Android platform seems to have a lack of 3D modelling apps. A Blender port, with a nice touch-screen friendly interface would be great. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender on Android-still alive?
On Sun, Jan 05, 2014 at 07:56:16PM +0200, Crs Mrn wrote: ...The Android platform seems to have a lack of 3D modelling apps. Probably because, as a general rule, mobile processors lack the horsepower to do anything interesting. And then there is the touch-screen UI, as already noted. S. -- Stephen Swaney sswa...@centurytel.net 231-313-2492skype: sswaney (GMT-4) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender on Android-still alive?
On 01/05/2014 08:08 PM, Stephen Swaney wrote: On Sun, Jan 05, 2014 at 07:56:16PM +0200, Crs Mrn wrote: ...The Android platform seems to have a lack of 3D modelling apps. Probably because, as a general rule, mobile processors lack the horsepower to do anything interesting. And then there is the touch-screen UI, as already noted. S. Is there still anything on the BGE port to android? It was there quite a while ago but haven't heard of it since... Rg, Arnaud -- w: http://www.sphaero.org t: http://twitter.com/sphaero g: http://github.com/sphaero i: freenode: sphaero_z25 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] help with tessface, CustomData and MTFace
Built your patch and realised that cdl isn't MTFace**, which is what the fix I suggested is for. This is what you actually need: MTFace *mtface = ((MTFace *) cdl)[i]; The original code was creating a ref to CustomDataLayer*, indexing into it, and only casting to MTFace* as the last step. The structs are different sizes so things ended up out of alignment. I had to fix a heap corruption bug to get that far BTW...full patch at http://pastebin.com/RR4GPQJN. :-) On 05/01/2014 6:25 PM, Dalai Felinto wrote: Hi, This should fix it: (cdl[1]) Sorry, but where would that be? Because If I do: (1) MTFace *mtface = (MTFace *)cdl[i]; As it is now, or if I do: (2) MTFace *mtface = (MTFace *)(cdl[i]); They all produce the same result I just committed (bc3d601 in the branch) a temporary printf code to illustrate better how I'm getting the values: https://github.com/dfelinto/blender-git/blob/bake-cycles/source/blender/render/intern/source/bake_new.c#L142 It produces this output: face: 0 vec[0]: 0.50, 1.00 vec[1]: 0.00, 0.00 vec[2]: 1.00, 0.00 vec[3]: 0.00, 0.00 face: 1 vec[0]: 0.00, 0.00 vec[1]: 0.50, 1.00 vec[2]: 0.00, 0.00 vec[3]: 0.00, 0.00 face: 2 vec[0]: 78719930099698347488497473945600.00, 0.00 vec[1]: 0.00, 261866902067410370560.00 vec[2]: 261048548756996227072.00, 2959217080378280902656.00 vec[3]: 69779857993988661313536.00, 4668088091354259464912896.00 Thanks, Dalai ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] help with tessface, CustomData and MTFace
The line proposed by Tom should work. However you shouldn't be storing this pointer in CustomDataLayer*, you should do something like this instead: MTFace *mtface = CustomData_get_layer(me-fdata, CD_MTFACE); MTFace *mtf = mtface[i]; On Sun, Jan 5, 2014 at 9:36 PM, Tom Edwards cont...@steamreview.org wrote: Built your patch and realised that cdl isn't MTFace**, which is what the fix I suggested is for. This is what you actually need: MTFace *mtface = ((MTFace *) cdl)[i]; The original code was creating a ref to CustomDataLayer*, indexing into it, and only casting to MTFace* as the last step. The structs are different sizes so things ended up out of alignment. I had to fix a heap corruption bug to get that far BTW...full patch at http://pastebin.com/RR4GPQJN. :-) On 05/01/2014 6:25 PM, Dalai Felinto wrote: Hi, This should fix it: (cdl[1]) Sorry, but where would that be? Because If I do: (1) MTFace *mtface = (MTFace *)cdl[i]; As it is now, or if I do: (2) MTFace *mtface = (MTFace *)(cdl[i]); They all produce the same result I just committed (bc3d601 in the branch) a temporary printf code to illustrate better how I'm getting the values: https://github.com/dfelinto/blender-git/blob/bake-cycles/source/blender/render/intern/source/bake_new.c#L142 It produces this output: face: 0 vec[0]: 0.50, 1.00 vec[1]: 0.00, 0.00 vec[2]: 1.00, 0.00 vec[3]: 0.00, 0.00 face: 1 vec[0]: 0.00, 0.00 vec[1]: 0.50, 1.00 vec[2]: 0.00, 0.00 vec[3]: 0.00, 0.00 face: 2 vec[0]: 78719930099698347488497473945600.00, 0.00 vec[1]: 0.00, 261866902067410370560.00 vec[2]: 261048548756996227072.00, 2959217080378280902656.00 vec[3]: 69779857993988661313536.00, 4668088091354259464912896.00 Thanks, Dalai ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender on Android-still alive?
people usually use smartphones consume information not to create it; something like a blender viewer(using the same blender engine) could be useful to showcase one's work. On 1/5/14, Arnaud Loonstra arn...@sphaero.org wrote: On 01/05/2014 08:08 PM, Stephen Swaney wrote: On Sun, Jan 05, 2014 at 07:56:16PM +0200, Crs Mrn wrote: ...The Android platform seems to have a lack of 3D modelling apps. Probably because, as a general rule, mobile processors lack the horsepower to do anything interesting. And then there is the touch-screen UI, as already noted. S. Is there still anything on the BGE port to android? It was there quite a while ago but haven't heard of it since... Rg, Arnaud -- w: http://www.sphaero.org t: http://twitter.com/sphaero g: http://github.com/sphaero i: freenode: sphaero_z25 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] help with tessface, CustomData and MTFace
However you shouldn't be storing this pointer in CustomDataLayer*, you should do something like this instead: (...) Ah, now I I understand the CustomData_get_* functions better. Way more clear thanks a lot Brecht. @Tom, many thanks, my system was crashing some times, but I haven't stop to pinpoint the MEM_callocN issue ;), and thanks for the other fix too. Apparently the function is fully working now :) The only missing bit is to get the number of verts of the MTFace to know when it's a quad and when it is a triangle. Kudos, Dalai -- blendernetwork.org/dalai-felinto www.dalaifelinto.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender on Android-still alive?
What I have found so far is this: There is a Blender player for games, but the links seem broken. http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/Android And with some struggle Blender itself could run on Android http://m.youtube.com/watch?v=RwmU1DqroR4desktop_uri=%2Fwatch%3Fv%3DRwmU1DqroR4 Things that could be redone are the interface and controll scheme. I am thinking of an interface with white and glowing blue, menu-dropping tabs . I am thinking at a new custom controll scheme, that could work really well, with joysticks. On the right, the joystick that mooves the camera horizontal, (like W A S D controlls) and on the right a up-down stick that moves the camera vertically. Making the camera to ''look at'' something could be done by holding and dragging any part of the canvas. Short press selects a component. În data de 05.01.2014 23:09, Yunier Perez yunier.s...@gmail.com a scris: people usually use smartphones consume information not to create it; something like a blender viewer(using the same blender engine) could be useful to showcase one's work. On 1/5/14, Arnaud Loonstra arn...@sphaero.org wrote: On 01/05/2014 08:08 PM, Stephen Swaney wrote: On Sun, Jan 05, 2014 at 07:56:16PM +0200, Crs Mrn wrote: ...The Android platform seems to have a lack of 3D modelling apps. Probably because, as a general rule, mobile processors lack the horsepower to do anything interesting. And then there is the touch-screen UI, as already noted. S. Is there still anything on the BGE port to android? It was there quite a while ago but haven't heard of it since... Rg, Arnaud -- w: http://www.sphaero.org t: http://twitter.com/sphaero g: http://github.com/sphaero i: freenode: sphaero_z25 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender on Android-still alive?
On 01/05/2014 10:08 PM, Yunier Perez wrote: people usually use smartphones consume information not to create it; something like a blender viewer(using the same blender engine) could be useful to showcase one's work. A bit googling helped: http://www.blendernation.com/2012/06/26/blenderplayer-for-android/ http://wiki.blender.org/index.php/User:AlexK/Gsoc2012 Building: http://wiki.blender.org/index.php/User:AlexK/Gsoc2012/Building_Blender_for_Android Don't know what's the status though Rg, Arnaud -- w: http://www.sphaero.org t: http://twitter.com/sphaero g: http://github.com/sphaero i: freenode: sphaero_z25 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Import, research on speed improvements
Hi all, this is the first time writing to the list, I'd like to start learning a lot and hopefully help to improve blender in some areas. My main interest right now is Blender's import/export pipeline. Currently I'm making an addon to import a lot of different formats from different game engines and also rewriting/improving some existing ones like PSK/PSA and MD5. I'd like to research the best possible ways to import to blender; my first concern besides code style is speed in large or medium files, and I have a couple questions. I've been reading http://wiki.blender.org/index.php/User:Ideasman42/ImportExport_TODO , and the idea of using C/C++ modules is very interesting. Here are some observations and questions for importing, (expect some misconceptions): 1) Python file reading/parsing. *Seems fast enough to me in binary data, even with processing many GB's. I haven't tested XML/text data though (seems many users complain of the obj importer, but where are the main bottlenecks is unknown to me) Also best practices for reading seems to improve the speed (see 2)) Q: C + Ctypes doesn't seem very good since we don't want to rewrite the reading part in C if it's done in python, and compile dlls or OS with the addons, right? But if someone like me would do it, does it seem like the best option because we can still keep the mesh building or other data handling in more readable python? Q: Is it worth to investigate Cython/pypy for speed improvements here and was it used in past addons pre 2.5? I haven't done any tests so far and I'd like to know opinions first, haven't found more than a couple threads in the list that mention it, and a few in BA: e.g., http://blenderartists.org/forum/showthread.php?278213-TEST-Cython-performances-test 2) Python binary data unpack (struct module). * This seems to add a lot of overhead, specially in big files. Also best practices allow for some speedups (like the use of struct.Struct or list.extend). Besides the main document in the API for best practices with a few tips in string handling when importing, I couldn't fine much info. Q: Is it worth to start/modify a document for best practices, and also add benchmarks? Who could I ask to review it? * What if Blender could accept/interpret python bytes objects to build geometry, avoiding the unpacking in python? E.g., reading a face index buffer all at once, and just passing the count, type (short in most cases) and bytes object to Blender. In case of Vertex buffer seems more complicated, since many parameters need to be defined, such as stride, type of each element, ignore vertex normals if included, etc. Q: Would this be a reasonable option to investigate, or even possible to do? * Another bottleneck is when binary data uses half-floats (used extensively in game formats for UV data). The struct module doesn't have support for them (there is a patch though: http://bugs.python.org/issue11734), so a python function must be used instead. I'm using this one: http://davidejones.com/blog/1413-python-precision-floating-point/ which is pretty slow. Q: Is the python function optimal? I couldn't find better ones. Q: If not, is it feasible to do one of the following? : a) Implement the patch mentioned above in our blender python b) Create the function in C and expose it to the python API Q: If b) is the best option, do you think is an OK task for me, as a first approach to Blender's C code? (no much experience in C besides college first year) 3) Python data to blender data (converting lists to C arrays with mesh.vertices.add, mesh.polygons.add, etc): *I've been doing a lot of tests but not much digging into C code. I don't seem to understand the process very well. Using ctypes arrays, or array.array don't seem to have any performance improvement when used in reading the file (it's actually a little slower) nor building the mesh. Q: When using python data to import geometry, the python objects need to be converted to C arrays and that's the overhead right? Q: When using c-like objects in python like ctypes array or array.array, they still need to be converted to C arrays, so that's why performance is not improved? Q: What could be done to avoid the conversion without using C? Something like passing a pointer to a ctypes array instead? Thanks! Regards ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender on Android-still alive?
What about using a app to control blender at home, like pocketcloud but just for blender. On Jan 5, 2014 1:52 PM, Arnaud Loonstra arn...@sphaero.org wrote: On 01/05/2014 10:08 PM, Yunier Perez wrote: people usually use smartphones consume information not to create it; something like a blender viewer(using the same blender engine) could be useful to showcase one's work. A bit googling helped: http://www.blendernation.com/2012/06/26/blenderplayer-for-android/ http://wiki.blender.org/index.php/User:AlexK/Gsoc2012 Building: http://wiki.blender.org/index.php/User:AlexK/Gsoc2012/Building_Blender_for_Android Don't know what's the status though Rg, Arnaud -- w: http://www.sphaero.org t: http://twitter.com/sphaero g: http://github.com/sphaero i: freenode: sphaero_z25 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers