Re: [Bf-committers] Towards C++11

2014-06-08 Thread Lukas Tönne
Have been doing an initial test (arch linux 64bit, GCC 4.9), and looks like
it's working alright with just a few minor tweaks needed.

This commit enables C++11 in the depsgraph_refactor branch and could be
ported cleanly to master:
https://developer.blender.org/rB93e4e1ce3434ea680c6ac69fab68303d09d0d11b

Note: some static type tests in BLI_utildefines have been disabled for C++
here, lengthy explanation in the commit comments.

Other compilers (clang, xcode, msvc) will need to be tested of course, and
some external libs need to be verified for compatibility, but generally it
looks quite promising.


On Sat, Jun 7, 2014 at 2:16 PM, Jens Verwiebe  wrote:

> Regarding OSX, it should plain work.
>
> I use c++11 based projects since a while without any issues recognized.
> Anyway apple clang is based on common clang svn, just with some specials
> addedas
> for example xcode integration etc. ..
>
> Jens
>
>
>
>
> Am 07.06.2014 um 12:04 schrieb Lukas Tönne :
>
> > It's great to see that C++11 has general support. It would be really
> > helpful in the depsgraph to deal with closures, among other places.
> Without
> > this we'd have to either tediously backport boost implementation (but why
> > reinvent the wheel?), or use lots of bloated cumbersome type definitions
> > and C style void* casting (error prone, hides logic). So i'm really happy
> > that there are no big showstoppers so far.
> >
> >
> > On Sat, Jun 7, 2014 at 11:38 AM, Martijn Berger <
> martijn.ber...@gmail.com>
> > wrote:
> >
> >> @Campbell I am pretty sure give how hard Apple is pushing out new
> releases
> >> and given how many people upgrade that we can just assume an llvm/clang
> >> 3.0+  feature set for c++11.
> >>
> >> I think we should also do this analysis for C99 support and C11 support.
> >> There are some other projects out there that use C++11 features (clang
> is
> >> one) and they have made comprehensive analysis of what features they can
> >> and do use.
> >>
> >> There are some things we can use anyway like noexcept provided we use it
> >> like the QT people use it so the code does not require a c++11 compiler
> but
> >> you do get some benefit from compiling with one (
> >> http://qt-project.org/doc/qt-5/qtglobal.html#Q_DECL_NOEXCEPT)
> >>
> >> I think getting a sort of caniuse.com  for c/c++ language features on
> the
> >> wiki would be good way forward.
> >>
> >>
> >>
> >>
> >>
> >>
> >> On Sat, Jun 7, 2014 at 11:11 AM, Campbell Barton 
> >> wrote:
> >>
> >>> General +1 to take advantage of C++11 where appropriate,
> >>> AFAICS OSX needs some investigation?, otherwise we're close to being
> >>> able to support it.
> >>>
> >>>
> >>> @Tom M: I'm not concerned with static checking tools, mainly because
> >>> using C++11 in a few places won't suddenly make static checkers fail
> >>> on the rest of our code, eventually they will get updated too.
> >>>
> >>> Coverity has support:
> >>> https://communities.coverity.com/docs/DOC-1571
> >>> clang-static-analyser didn't work well for me last I checked with C++,
> >>> but it might have improved in last year or so.
> >>>
> >>>
> >>> @Ichthyo: Not being able to build Blender on older Linux isnt such a
> >>> big deal since Blender can still run on them, if its important they
> >>> can get a new compiler (I did this on a CentOS server, compiling a
> >>> newer GCC/Clang isnt that big of a deal).
> >>>
> >>>
> >>> @Jeffrey H: C++11 doesn't raise hardware requirements.
> >>>
> >>> On Sat, Jun 7, 2014 at 3:18 PM, Jeffrey H  >
> >>> wrote:
>  What about older hardware? I don't know much about C++11, but I would
>  imagine it takes advantage of newer processor instruction sets and I
> >> know
>  new compilers do the same. Would Blender still run on, say, an old
> >>> Pentium
>  4? The reason I ask is simply because a large number of users use
> >> Blender
>  because it's able to run on the proverbial toaster, where Maya and
> >> other
>  programs cannot. Is this actually an issue or am I just making stuff
> >> up?
> 
> 
>  On Fri, Jun 6, 2014 at 11:39 AM, Ichthyostega 
> >>> wrote:
> 
> > Am 06.06.2014 17:54, schrieb Sergey Sharybin:
> >> Why it might be useful?
> >
> >> C++11 brings some neat syntax and STD library extensions.
> >
> > ..plus the benefit you can get from using functors / closures wisely.
> >
> >
> >
> > Downside is that we have to cut off some platforms / compilers.
> >
> > Basically we need GCC >= 4.7 and Clang >= 3.0
> >
> > And anything below that will not be supported anymore.
> > Like RedHat Enterprise Linux. :-P
> >
> >
> > Sounds like something for Blender 2.8.x
> >
> >--Ichthyo
> >
> >
> >
> >
> >
> > ___
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> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
> 
> 
> 
>  --
>  Je

[Bf-committers] replacement for DXF-importer script

2014-06-08 Thread Remigiusz Fiedler
hi,
a new DXF-importer based on "dxfgrabber" library is under development
by Lukas Treyer:
https://bitbucket.org/treyerl/io_import_scene_dxf/overview

He has been working on it since December and with minimal support from
me he was able to complete it quite well. I am going with him over
bugfix iterations and can confirm it very good level of completeness
and stability.
Lukas is going to continue the development and support bugfixing in
the future too. This is great!
I can recommend his version as replacement for the official (very
limited) importer for the next Blender release (2.71) and I will
upload it to main repository if you agree :)
DXF importer manual page on blender wiki will be updated shortly.

thanks

migius
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Re: [Bf-committers] replacement for DXF-importer script

2014-06-08 Thread Bastien Montagne
Hi,

Yes, he posted a patch report about it 
(https://developer.blender.org/T40487), I yet have to have a look at it. 
But in any case, I would not replace it before 2.71 - better to get an 
old, well tested version, even if it has many known issues, than a brand 
new code put in master one week before a release. We should rather make 
the switch just after 2.71, this way we have two months of testing  at 
least. :)

Cheers,
Bastien
Le 08/06/2014 13:33, Remigiusz Fiedler a écrit :
> hi,
> a new DXF-importer based on "dxfgrabber" library is under development
> by Lukas Treyer:
> https://bitbucket.org/treyerl/io_import_scene_dxf/overview
>
> He has been working on it since December and with minimal support from
> me he was able to complete it quite well. I am going with him over
> bugfix iterations and can confirm it very good level of completeness
> and stability.
> Lukas is going to continue the development and support bugfixing in
> the future too. This is great!
> I can recommend his version as replacement for the official (very
> limited) importer for the next Blender release (2.71) and I will
> upload it to main repository if you agree :)
> DXF importer manual page on blender wiki will be updated shortly.
>
> thanks
>
> migius
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[Bf-committers] Blender developer meeting minutes, June 8, 2014

2014-06-08 Thread Ton Roosendaal
Hi all,

Here are the notes from today's 1600 CEST meeting in irc.freenode.net 
#blendercoders.

1) Blender 2.71 release

- Planning: we're now going to BCon4, release of a first Release Candidate is 
imminent, but might take 3-4 days or even longer.

- Sergey Sharybin: two regressions were assigned to him, he will look into 
that. One is related to the switch from MSVC 2008 to 2013 (where OpenMP 
threading differs). This makes Blender factors slower for Windows users... 

- Bug tracker: open issues is down to 150. Not too bad.

- Dalai Felinto: Cage Baking now has a better implementation:
https://developer.blender.org/D547 
Meeting agreed this should go to 'master' as soon as possible, but it also 
would require thorough testing. Any baking fans out there who can help? Connect 
with Dalai!

- Campbell Barton will be working on a visual 'auto test' page on blender.org, 
which will display a grid of images which each represent a .blend file 
(renders, opengl views). If files crash it will show, but also a way to inspect 
stats, and see if it differs from the disired outcome.

- Splash Committee - Dalai Felinto, Bastien Montagne, Mitchell Stokes - picked 
an awesome splash! Nobody will see this until it gets committed, as usual the 
last commit for a release.

2) Google Summer of Code

- Jonathan deWerd made a Nurbs Tesselator overview:
http://wiki.blender.org/index.php/User:Jjoonathan/NURBS_Tessellation_Survey
We have to make decisions on design a.s.a.p. - help reviewing his work!

- Jason Wilkins is getting momentum, and will present his final plan soon. It's 
a huge project, and he doesn't want to promise what can't be delivered. 
Everyone agrees it's too important to fail that way. Proposal for Midterm/Final 
deliverables will be presented soon.

- All students were required to be in IRC since last week, at least some hours 
of every day they they work. This to improve interaction and get more people 
involved with them.


3) Other projects

- Antonis Ryakiotakis is almost done with the C code for pie menus. Patch will 
be readay for 'master' as soon as the release has been out.

- Ongoing iscussion: when will Blender support c++11?
http://lists.blender.org/pipermail/bf-committers/2014-June/043691.html

- Gooseberry Pilot development plans: a report was posted on the 
http://gooseberry.blender.org blog.

Thanks!

-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] Track weight animation

2014-06-08 Thread Ichthyostega
Update for sake of completeness:

- YES, you can currently *not* edit automation related to the MovieClipEditor
  in the usual action editors. But you can add and delete keyframes in the
  usual way in the GUI input fields.

- NO, 2d-stabilisation related automation is indeed *properly played back* in
  VideoSequenceEditor and Compositor. Other issues had led me to wrong
  conclusions here.

--Ichthyo





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Re: [Bf-committers] Improving the 2D stabilization tool

2014-06-08 Thread Ichthyostega
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Update for sake of completeness
- - patch will be reviewed by Sergej
- - further discussion on VFX-List

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[Bf-committers] "Spaceframes"

2014-06-08 Thread Jacob Merrill
Ok, I have a new system that animates in the game engine, based on objects.

So we have a value (time) assigned to each object, and a order,

Then we use distance/time to move the animated object.

So no matter where the space frame is, the object moves the distance.

This could be usefully in a number of instances,
Most of them involve dynamic animation.

Example "reloading" 3 frames are in air(pull clip position and angle) and
one spaceframe is parented to clip location on belt. Hand will reach clip
no matter the rest of the players animated position.

How would we go about making this user friendly and practical,  as my
current example only works in the game engine.

I was also thinking you could do rotationDiff/time and scale/time
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[Bf-committers] Luminance Coefficients

2014-06-08 Thread Troy Sobotka
While looking through Blender's code, I noticed that there were legacy hard
coded values for luminance.

These are hard coded values based on the sRGB and 709 primaries, as opposed
to the particular color spaces a given OCIO configuration may have. This
would lead to incorrect derivation of luminance if the reference space is
not sRGB / 709.

I decided to patch Blender to use the reference space coefficients listed
in the OCIO configuration file, which is relatively straightforward.

The coefficients are summoned per pixel, which would mean having a global
structure useful to reference them, but I don't see a relevant place to
store them.

It would seem logical to store them on configuration loading, reloading,
and potentially if a set coefficients call is made.

Where and how does it make sense to store these values in Blender's
architecture?

With respect,
TJS
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Re: [Bf-committers] Luminance Coefficients

2014-06-08 Thread Kévin Dietrich
 

Hi, 

it depends on how you did the job. Perhaps this can be appended to my
patch: developer.blender.org/D517 ? 

I also intended to do something in this area ;) 

Le 2014-06-09 02:37, Troy Sobotka a écrit : 

> While looking through Blender's code, I noticed that there were legacy hard
> coded values for luminance.
> 
> These are hard coded values based on the sRGB and 709 primaries, as opposed
> to the particular color spaces a given OCIO configuration may have. This
> would lead to incorrect derivation of luminance if the reference space is
> not sRGB / 709.
> 
> I decided to patch Blender to use the reference space coefficients listed
> in the OCIO configuration file, which is relatively straightforward.
> 
> The coefficients are summoned per pixel, which would mean having a global
> structure useful to reference them, but I don't see a relevant place to
> store them.
> 
> It would seem logical to store them on configuration loading, reloading,
> and potentially if a set coefficients call is made.
> 
> Where and how does it make sense to store these values in Blender's
> architecture?
> 
> With respect,
> TJS
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