Re: [Bf-committers] Cycles Progressive Refinement Checkbox Tooltip *somewhat* ambiguous

2014-11-13 Thread Sergey Sharybin
The issue here is that basically slowdown depends on particular hardware
configuration, tile settings and device used to render (GPU/CPU). Meaning,
on modern CPU i've noticed around 20% slowdown peak, which is not that bad
as 100%. So what i'm trying to say here, is that if we'll provide
information up to 100% slower it might just scary artists and they
wouldn't use the option at all, even though for their configuration
slowdown wouldn't be so bad.

What about more neutral (in my opinion): could lead to significant
slowdown?

On Thu, Nov 13, 2014 at 12:22 AM, Simon Repp simon@fdpl.foundation wrote:

 Dear Renderistas,

 I only recently found out that progressive refinement in Cycles
 rendering (which the corresponding checkbox's tooltip describes to be
 somewhat slower than bucket rendering) in fact can impose performance
 penalties of over 100% (aka the same amount of samples takes more than
 twice as long to render).

 Now I don't know if this is just a personal flawed interpretation of the
 english language on my part, but when reading somewhat slower I didn't
 realize what I was really in for, and in retrospect I'd rather not
 reconstruct how many days my poor laptop spent in excess to render some
 projects I did in the past.

 I'd hereby like to propose a change of this tooltip to something less
 ambiguous, lest anyone else falls into that same trap that I have - My
 proposal for this would be to include actual figures describing the
 possible speed penalty that progressive refinement can impose, that is,
 something along the lines of renders [a]% to [b]% slower depending on
 the scene, where figures [a] and [b] are ideally derived from real
 world data we gather (or already have?) about how much speed penalty
 progressive refinement can impose in different scenes. Alternatively,
 only stating up to [x]% slower would work as well I guess, as the main
 point is to make people aware that it _can_ possibly affect render times
 _significantly_.

 If the proposal to include figures is not agreeable for some reason, I
 would at least ask for a more indicative wording than somewhat slower,
 which even after consulting multiple dictionaries I'm not sure if there
 is an official interpretation for. (One dictionary suggests quite as a
 synoym, another slightly ...) I'd still prefer the figures though, no
 one looks up terms in the dictionary while using Blender and I am
 probably not the worst offender at massacring and misunderstanding the
 english language in the Blender community, and it doesn't get less
 ambiguous than numbers anyway, so I say we use them here? :)

 Best,
 Simon
 ___
 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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Bf-committers@blender.org
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Re: [Bf-committers] Cycles Progressive Refinement Checkbox Tooltip *somewhat* ambiguous

2014-11-13 Thread Greg Zaal
Just by the way, it's even more noticeable with GPU rendering - I've seen
it roughly 300% slower often.

could lead to significant slowdown sounds good to me.

On 13 November 2014 11:06, Sergey Sharybin sergey@gmail.com wrote:

 The issue here is that basically slowdown depends on particular hardware
 configuration, tile settings and device used to render (GPU/CPU). Meaning,
 on modern CPU i've noticed around 20% slowdown peak, which is not that bad
 as 100%. So what i'm trying to say here, is that if we'll provide
 information up to 100% slower it might just scary artists and they
 wouldn't use the option at all, even though for their configuration
 slowdown wouldn't be so bad.

 What about more neutral (in my opinion): could lead to significant
 slowdown?

 On Thu, Nov 13, 2014 at 12:22 AM, Simon Repp simon@fdpl.foundation
 wrote:

  Dear Renderistas,
 
  I only recently found out that progressive refinement in Cycles
  rendering (which the corresponding checkbox's tooltip describes to be
  somewhat slower than bucket rendering) in fact can impose performance
  penalties of over 100% (aka the same amount of samples takes more than
  twice as long to render).
 
  Now I don't know if this is just a personal flawed interpretation of the
  english language on my part, but when reading somewhat slower I didn't
  realize what I was really in for, and in retrospect I'd rather not
  reconstruct how many days my poor laptop spent in excess to render some
  projects I did in the past.
 
  I'd hereby like to propose a change of this tooltip to something less
  ambiguous, lest anyone else falls into that same trap that I have - My
  proposal for this would be to include actual figures describing the
  possible speed penalty that progressive refinement can impose, that is,
  something along the lines of renders [a]% to [b]% slower depending on
  the scene, where figures [a] and [b] are ideally derived from real
  world data we gather (or already have?) about how much speed penalty
  progressive refinement can impose in different scenes. Alternatively,
  only stating up to [x]% slower would work as well I guess, as the main
  point is to make people aware that it _can_ possibly affect render times
  _significantly_.
 
  If the proposal to include figures is not agreeable for some reason, I
  would at least ask for a more indicative wording than somewhat slower,
  which even after consulting multiple dictionaries I'm not sure if there
  is an official interpretation for. (One dictionary suggests quite as a
  synoym, another slightly ...) I'd still prefer the figures though, no
  one looks up terms in the dictionary while using Blender and I am
  probably not the worst offender at massacring and misunderstanding the
  english language in the Blender community, and it doesn't get less
  ambiguous than numbers anyway, so I say we use them here? :)
 
  Best,
  Simon
  ___
  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

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Bf-committers@blender.org
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Re: [Bf-committers] Cycles Progressive Refinement Checkbox Tooltip *somewhat* ambiguous

2014-11-13 Thread Brecht Van Lommel
If it is really 100% or 300% slower then that sounds like a fixable issue.

I'm not sure why it would be this slow, it would be good to find out why,
but one thing that would speed it up is to render more samples at a the
time and redraw less often as the current sample increases. Due to the way
Monte Carlo integration works, one sample barely makes any visible
difference in noise after a while anyway.

Maybe something like:
num_samples_at_once = sqrt(max(current_sample - 4, 1))
On Nov 13, 2014 10:13 AM, Greg Zaal gregzzm...@gmail.com wrote:

Just by the way, it's even more noticeable with GPU rendering - I've seen
it roughly 300% slower often.

could lead to significant slowdown sounds good to me.

On 13 November 2014 11:06, Sergey Sharybin sergey@gmail.com wrote:

 The issue here is that basically slowdown depends on particular hardware
 configuration, tile settings and device used to render (GPU/CPU). Meaning,
 on modern CPU i've noticed around 20% slowdown peak, which is not that bad
 as 100%. So what i'm trying to say here, is that if we'll provide
 information up to 100% slower it might just scary artists and they
 wouldn't use the option at all, even though for their configuration
 slowdown wouldn't be so bad.

 What about more neutral (in my opinion): could lead to significant
 slowdown?

 On Thu, Nov 13, 2014 at 12:22 AM, Simon Repp simon@fdpl.foundation
 wrote:

  Dear Renderistas,
 
  I only recently found out that progressive refinement in Cycles
  rendering (which the corresponding checkbox's tooltip describes to be
  somewhat slower than bucket rendering) in fact can impose performance
  penalties of over 100% (aka the same amount of samples takes more than
  twice as long to render).
 
  Now I don't know if this is just a personal flawed interpretation of the
  english language on my part, but when reading somewhat slower I didn't
  realize what I was really in for, and in retrospect I'd rather not
  reconstruct how many days my poor laptop spent in excess to render some
  projects I did in the past.
 
  I'd hereby like to propose a change of this tooltip to something less
  ambiguous, lest anyone else falls into that same trap that I have - My
  proposal for this would be to include actual figures describing the
  possible speed penalty that progressive refinement can impose, that is,
  something along the lines of renders [a]% to [b]% slower depending on
  the scene, where figures [a] and [b] are ideally derived from real
  world data we gather (or already have?) about how much speed penalty
  progressive refinement can impose in different scenes. Alternatively,
  only stating up to [x]% slower would work as well I guess, as the main
  point is to make people aware that it _can_ possibly affect render times
  _significantly_.
 
  If the proposal to include figures is not agreeable for some reason, I
  would at least ask for a more indicative wording than somewhat slower,
  which even after consulting multiple dictionaries I'm not sure if there
  is an official interpretation for. (One dictionary suggests quite as a
  synoym, another slightly ...) I'd still prefer the figures though, no
  one looks up terms in the dictionary while using Blender and I am
  probably not the worst offender at massacring and misunderstanding the
  english language in the Blender community, and it doesn't get less
  ambiguous than numbers anyway, so I say we use them here? :)
 
  Best,
  Simon
  ___
  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

___
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Bf-committers@blender.org
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Re: [Bf-committers] Cycles Progressive Refinement Checkbox Tooltip *somewhat* ambiguous

2014-11-13 Thread Sergey Sharybin
Brecht, it's multiple factors being involved here, starting from CPU cache
coherence issues (which we can't easily predict) ending with less efficient
buffers update (we might be saving all the passes after each of the samples
in case of progressive refine, which we can fix).

But yeah, should have asked for a demo file in the original file :) So do
you guys have a demo .blend file which demonstrates such a major slowdown?

Brecht, we can (and actually should) do several samples per tile, but i'd
prefer log(). not sqrt() perhaps. Other idea to improve cache coherence
would be to use left-to-right, bottom-to-top tile scheduling. That gives
few %% of speedup, and AFAIR we don't fallback to such a scheduling in
progressive refine.

And even after the tweaks, we should probably replace somewhat to
something more deterministic in the tooltip.

On Thu, Nov 13, 2014 at 10:58 AM, Brecht Van Lommel 
brechtvanlom...@pandora.be wrote:

 If it is really 100% or 300% slower then that sounds like a fixable issue.

 I'm not sure why it would be this slow, it would be good to find out why,
 but one thing that would speed it up is to render more samples at a the
 time and redraw less often as the current sample increases. Due to the way
 Monte Carlo integration works, one sample barely makes any visible
 difference in noise after a while anyway.

 Maybe something like:
 num_samples_at_once = sqrt(max(current_sample - 4, 1))
 On Nov 13, 2014 10:13 AM, Greg Zaal gregzzm...@gmail.com wrote:

 Just by the way, it's even more noticeable with GPU rendering - I've seen
 it roughly 300% slower often.

 could lead to significant slowdown sounds good to me.

 On 13 November 2014 11:06, Sergey Sharybin sergey@gmail.com wrote:

  The issue here is that basically slowdown depends on particular hardware
  configuration, tile settings and device used to render (GPU/CPU).
 Meaning,
  on modern CPU i've noticed around 20% slowdown peak, which is not that
 bad
  as 100%. So what i'm trying to say here, is that if we'll provide
  information up to 100% slower it might just scary artists and they
  wouldn't use the option at all, even though for their configuration
  slowdown wouldn't be so bad.
 
  What about more neutral (in my opinion): could lead to significant
  slowdown?
 
  On Thu, Nov 13, 2014 at 12:22 AM, Simon Repp simon@fdpl.foundation
  wrote:
 
   Dear Renderistas,
  
   I only recently found out that progressive refinement in Cycles
   rendering (which the corresponding checkbox's tooltip describes to be
   somewhat slower than bucket rendering) in fact can impose performance
   penalties of over 100% (aka the same amount of samples takes more than
   twice as long to render).
  
   Now I don't know if this is just a personal flawed interpretation of
 the
   english language on my part, but when reading somewhat slower I
 didn't
   realize what I was really in for, and in retrospect I'd rather not
   reconstruct how many days my poor laptop spent in excess to render some
   projects I did in the past.
  
   I'd hereby like to propose a change of this tooltip to something less
   ambiguous, lest anyone else falls into that same trap that I have - My
   proposal for this would be to include actual figures describing the
   possible speed penalty that progressive refinement can impose, that is,
   something along the lines of renders [a]% to [b]% slower depending on
   the scene, where figures [a] and [b] are ideally derived from real
   world data we gather (or already have?) about how much speed penalty
   progressive refinement can impose in different scenes. Alternatively,
   only stating up to [x]% slower would work as well I guess, as the
 main
   point is to make people aware that it _can_ possibly affect render
 times
   _significantly_.
  
   If the proposal to include figures is not agreeable for some reason, I
   would at least ask for a more indicative wording than somewhat
 slower,
   which even after consulting multiple dictionaries I'm not sure if there
   is an official interpretation for. (One dictionary suggests quite as
 a
   synoym, another slightly ...) I'd still prefer the figures though, no
   one looks up terms in the dictionary while using Blender and I am
   probably not the worst offender at massacring and misunderstanding the
   english language in the Blender community, and it doesn't get less
   ambiguous than numbers anyway, so I say we use them here? :)
  
   Best,
   Simon
   ___
   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
 
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 

Re: [Bf-committers] Multisample issue on Linux/X11/GLX

2014-11-13 Thread Campbell Barton
Hi Cédric, could you check if this patch resolves the problem?

https://developer.blender.org/D894

On Wed, Nov 12, 2014 at 9:45 PM, Sergey Sharybin sergey@gmail.com wrote:
 Thanks a good catch!

 And actually, seems Campbell saw this email before me and was trying to fix
 it.

 On Wed, Nov 12, 2014 at 6:06 PM, Cédric PAILLE cedricpai...@gmail.com
 wrote:

 Found !

 In GHOST_WindowX11.cpp, XCreateWindow(...) didn''t get the good XVisual
 (I've made one with glXChooseVisual(...), like in GHOST_ContextGLX.cpp) and
 it works.


 2014-11-12 17:16 GMT+01:00 Cédric PAILLE cedricpai...@gmail.com:

  Hi,
 
  I've no message in the terminal about multisample, but after some
  researches, it seems that it's broken since GHOST has been re-factored
  recently. I've an old version of Blender (2.69) that works correctly. I'm
  trying to fix it, but it doesn't seem obvious...
 
  Cheers
 
  2014-11-12 16:14 GMT+01:00 Sergey Sharybin sergey@gmail.com:
 
  This is a video driver feature, which might be disabled by nvidia on
 some
  platforms (assuming you're using nvidia driver).
 
  Also, are there any messages regarding multisample in the console?
 
  P.S. There was a demo application in qt, which might be the fastest way
 to
  figure out if the issue is in blender itself or in video driver/X11/etc.
 
  On Wed, Nov 12, 2014 at 12:02 PM, Cédric PAILLE cedricpai...@gmail.com
 
  wrote:
 
   Hi,
  
   I've spent a long time trying to resolve a problem with the 3D
  viewport's
   multisample. I just can't get it to work on a CentOS 6.5 from sources
  (It's
   working if I download the binaries from the Blender's website).
   I've tried compiling with the latest GLEW library, with the internal
  GLEW,
   with GHOST_SDL compilation flag, and it's always the same, multisample
  just
   doesn't work. If I ask openGL for samples (using *glGetIntegerv*
   (GL_SAMPLES,
   samples) ) it always returns 0.
  
   Does anyone have an idea on how to debug this problem ?
  
   System : CentOS 6.5, Nvidia Quadro K2000 with latest drivers.
  
   --
   Cédric PAILLE.
   ___
   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
 
 
 
 
  --
  Cédric PAILLE.
 



 --
 Cédric PAILLE.
 ___
 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



-- 
- Campbell
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[Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Campbell Barton
This is mainly for Linux/BSD developers (releases remain unchanged).

Its getting increasingly difficult to build Blender on Linux, (LLVM,
ffmpeg, OpenCollada...)  these issue's can't always be fixed on our
side.

With newer developers a failed build with a cryptic error message
(guys in #blendercoders can't even help with), is quite off putting..

Proposing a limited feature-set by default with CMake (again official
builds from blender.org are unchanged)

https://developer.blender.org/T42569

-- 
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Re: [Bf-committers] Multisample issue on Linux/X11/GLX

2014-11-13 Thread Cédric PAILLE
Hi Barton,

It works perfectly !

Thank you

2014-11-13 12:06 GMT+01:00 Campbell Barton ideasma...@gmail.com:

 Hi Cédric, could you check if this patch resolves the problem?

 https://developer.blender.org/D894

 On Wed, Nov 12, 2014 at 9:45 PM, Sergey Sharybin sergey@gmail.com
 wrote:
  Thanks a good catch!
 
  And actually, seems Campbell saw this email before me and was trying to
 fix
  it.
 
  On Wed, Nov 12, 2014 at 6:06 PM, Cédric PAILLE cedricpai...@gmail.com
  wrote:
 
  Found !
 
  In GHOST_WindowX11.cpp, XCreateWindow(...) didn''t get the good XVisual
  (I've made one with glXChooseVisual(...), like in GHOST_ContextGLX.cpp)
 and
  it works.
 
 
  2014-11-12 17:16 GMT+01:00 Cédric PAILLE cedricpai...@gmail.com:
 
   Hi,
  
   I've no message in the terminal about multisample, but after some
   researches, it seems that it's broken since GHOST has been re-factored
   recently. I've an old version of Blender (2.69) that works correctly.
 I'm
   trying to fix it, but it doesn't seem obvious...
  
   Cheers
  
   2014-11-12 16:14 GMT+01:00 Sergey Sharybin sergey@gmail.com:
  
   This is a video driver feature, which might be disabled by nvidia on
  some
   platforms (assuming you're using nvidia driver).
  
   Also, are there any messages regarding multisample in the console?
  
   P.S. There was a demo application in qt, which might be the fastest
 way
  to
   figure out if the issue is in blender itself or in video
 driver/X11/etc.
  
   On Wed, Nov 12, 2014 at 12:02 PM, Cédric PAILLE 
 cedricpai...@gmail.com
  
   wrote:
  
Hi,
   
I've spent a long time trying to resolve a problem with the 3D
   viewport's
multisample. I just can't get it to work on a CentOS 6.5 from
 sources
   (It's
working if I download the binaries from the Blender's website).
I've tried compiling with the latest GLEW library, with the
 internal
   GLEW,
with GHOST_SDL compilation flag, and it's always the same,
 multisample
   just
doesn't work. If I ask openGL for samples (using *glGetIntegerv*
(GL_SAMPLES,
samples) ) it always returns 0.
   
Does anyone have an idea on how to debug this problem ?
   
System : CentOS 6.5, Nvidia Quadro K2000 with latest drivers.
   
--
Cédric PAILLE.
___
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
  
  
  
  
   --
   Cédric PAILLE.
  
 
 
 
  --
  Cédric PAILLE.
  ___
  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



 --
 - Campbell
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers




-- 
Cédric PAILLE.
___
Bf-committers mailing list
Bf-committers@blender.org
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Re: [Bf-committers] Multisample issue on Linux/X11/GLX

2014-11-13 Thread Cédric PAILLE
Oh, just add :
#include X11/Xutil.h
in GHOST_WindowX11.h to avoid a compilation crash and it's OK.

Cheers.


2014-11-13 13:50 GMT+01:00 Cédric PAILLE cedricpai...@gmail.com:

 Hi Barton,

 It works perfectly !

 Thank you

 2014-11-13 12:06 GMT+01:00 Campbell Barton ideasma...@gmail.com:

 Hi Cédric, could you check if this patch resolves the problem?

 https://developer.blender.org/D894

 On Wed, Nov 12, 2014 at 9:45 PM, Sergey Sharybin sergey@gmail.com
 wrote:
  Thanks a good catch!
 
  And actually, seems Campbell saw this email before me and was trying to
 fix
  it.
 
  On Wed, Nov 12, 2014 at 6:06 PM, Cédric PAILLE cedricpai...@gmail.com
  wrote:
 
  Found !
 
  In GHOST_WindowX11.cpp, XCreateWindow(...) didn''t get the good XVisual
  (I've made one with glXChooseVisual(...), like in
 GHOST_ContextGLX.cpp) and
  it works.
 
 
  2014-11-12 17:16 GMT+01:00 Cédric PAILLE cedricpai...@gmail.com:
 
   Hi,
  
   I've no message in the terminal about multisample, but after some
   researches, it seems that it's broken since GHOST has been
 re-factored
   recently. I've an old version of Blender (2.69) that works
 correctly. I'm
   trying to fix it, but it doesn't seem obvious...
  
   Cheers
  
   2014-11-12 16:14 GMT+01:00 Sergey Sharybin sergey@gmail.com:
  
   This is a video driver feature, which might be disabled by nvidia on
  some
   platforms (assuming you're using nvidia driver).
  
   Also, are there any messages regarding multisample in the console?
  
   P.S. There was a demo application in qt, which might be the fastest
 way
  to
   figure out if the issue is in blender itself or in video
 driver/X11/etc.
  
   On Wed, Nov 12, 2014 at 12:02 PM, Cédric PAILLE 
 cedricpai...@gmail.com
  
   wrote:
  
Hi,
   
I've spent a long time trying to resolve a problem with the 3D
   viewport's
multisample. I just can't get it to work on a CentOS 6.5 from
 sources
   (It's
working if I download the binaries from the Blender's website).
I've tried compiling with the latest GLEW library, with the
 internal
   GLEW,
with GHOST_SDL compilation flag, and it's always the same,
 multisample
   just
doesn't work. If I ask openGL for samples (using *glGetIntegerv*
(GL_SAMPLES,
samples) ) it always returns 0.
   
Does anyone have an idea on how to debug this problem ?
   
System : CentOS 6.5, Nvidia Quadro K2000 with latest drivers.
   
--
Cédric PAILLE.
___
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
  
  
  
  
   --
   Cédric PAILLE.
  
 
 
 
  --
  Cédric PAILLE.
  ___
  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



 --
 - Campbell
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers




 --
 Cédric PAILLE.




-- 
Cédric PAILLE.
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread AIBlender
On 13/11/14 11:31, Campbell Barton wrote:
 This is mainly for Linux/BSD developers (releases remain unchanged).

 Its getting increasingly difficult to build Blender on Linux, (LLVM,
 ffmpeg, OpenCollada...)  these issue's can't always be fixed on our
 side.

 With newer developers a failed build with a cryptic error message
 (guys in #blendercoders can't even help with), is quite off putting..

 Proposing a limited feature-set by default with CMake (again official
 builds from blender.org are unchanged)

 https://developer.blender.org/T42569


Hi,

This is a bad idea, the whole point on dev builds is for us to spot 
problems, if you start turning off features just so things can compile 
that is sweeping issues under the carpet.  If it's getting hard to build 
that means you need to work on build instructions/build system.  And if 
its an upstream issue, communication needs to go upstream.  Being 
demotivated if not a reason to start turning off fundamental features.

After all ffmpeg and opencollada would not really be seen as option 
features (by a lot of people), and the same can be said of llvm, and 
they certainly are not optional when we need to spot bug/issues.  I mean 
what is next stop supporting Linux because its harder to build.  Well 
you could just as easily make that argument for the entire windows build 
system.  It's more often than not the one with problems, so we should 
obviously throw it in the canal yes? Obviously that would not be done.

*marches off all huffy like*

Terry Wallwork


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[Bf-committers] SDL library upgrade

2014-11-13 Thread Sergey Sharybin
Hi,

This is actually coming from a conversation with Martijn about switching to
SDL-2.0 on Windows, but we need to make everyone informed.

So basically the need of upgrade on Windows is caused by some issues
happening with SDL-1.2 (which is currently used for all platforms) on
Windows 8. So switching to SDL-2.0 would make more windows users happy with
blender.

But we need to keep libraries in sync for the release, which means OSX and
Linux maintainers would need to do modifications to the release environment
and libraries. It shouldn't be hard, because SDL-2.0 was out for quite some
time now and Blender itself is totally ready for it.

So the proposal would be:

- Martijn takes care of SDL-2.0 on Windows. If needed Sergey helps him.
- Jens would need to take care of OSX
- Sergey takes care of Linux builds, for this we'll need to finish the SDL
wrangler patch (which makes SDL libraries load on runtime and if library is
not found Blender still works, just doesn't allow to use SDL for sound and
joystick).

What does it mean for artists? Well, for OSX and Windows they wouldnt' see
any difference (apart from some some solved issues). Neither those who runs
existing builds, nor those who compiles blender themselves.

For Linux users it'll mean in order to use SDL (sound and joystick) SDL2 is
to be installed. If this library is not installed, blender WILL run, just
wouldn't let use SDL functionality. This doesn't seem difficult to install
if needed, even for current Debian stable (which tends to be quite old)
there's an official backport for SDL2.

-- 
With best regards, Sergey Sharybin
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Sergey Sharybin
The thing is, it's just a proposal to change default behavior, which would
be something inbetween of current feature-full make and `make light` (which
already exists and cuts everything possible).

For experienced developers it doesn't matter to use `make release` instead
of `make` (they're wrapping all this steps into a script most of the time
anyway). For new developers just be able to type `make` and have working
blender without need to struggle with weirdo dependencies is what's this
proposal is about.


On Thu, Nov 13, 2014 at 2:05 PM, AIBlender aiblen...@gmail.com wrote:

 On 13/11/14 11:31, Campbell Barton wrote:
  This is mainly for Linux/BSD developers (releases remain unchanged).
 
  Its getting increasingly difficult to build Blender on Linux, (LLVM,
  ffmpeg, OpenCollada...)  these issue's can't always be fixed on our
  side.
 
  With newer developers a failed build with a cryptic error message
  (guys in #blendercoders can't even help with), is quite off putting..
 
  Proposing a limited feature-set by default with CMake (again official
  builds from blender.org are unchanged)
 
  https://developer.blender.org/T42569
 

 Hi,

 This is a bad idea, the whole point on dev builds is for us to spot
 problems, if you start turning off features just so things can compile
 that is sweeping issues under the carpet.  If it's getting hard to build
 that means you need to work on build instructions/build system.  And if
 its an upstream issue, communication needs to go upstream.  Being
 demotivated if not a reason to start turning off fundamental features.

 After all ffmpeg and opencollada would not really be seen as option
 features (by a lot of people), and the same can be said of llvm, and
 they certainly are not optional when we need to spot bug/issues.  I mean
 what is next stop supporting Linux because its harder to build.  Well
 you could just as easily make that argument for the entire windows build
 system.  It's more often than not the one with problems, so we should
 obviously throw it in the canal yes? Obviously that would not be done.

 *marches off all huffy like*

 Terry Wallwork


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Re: [Bf-committers] SDL library upgrade

2014-11-13 Thread Martijn Berger
Hi,

In general I do not think we should be to dogmatic in terms of library
versions across platforms. Run-time loading is however a cool solution and
I guess it fits really well for SDL.
Blender has been ready for this for some time thanks to Campbell but I am
unsure if we are actively using the improvements SDL2 brings like joystick
hot-plugging etc.

Quick questions:
What is the state of the wrangler ?

Other then that it seems a very doable and worthwhile goal (for the next
release ?)


Martijn



On Thu, Nov 13, 2014 at 2:24 PM, Sergey Sharybin sergey@gmail.com
wrote:

 Hi,

 This is actually coming from a conversation with Martijn about switching to
 SDL-2.0 on Windows, but we need to make everyone informed.

 So basically the need of upgrade on Windows is caused by some issues
 happening with SDL-1.2 (which is currently used for all platforms) on
 Windows 8. So switching to SDL-2.0 would make more windows users happy with
 blender.

 But we need to keep libraries in sync for the release, which means OSX and
 Linux maintainers would need to do modifications to the release environment
 and libraries. It shouldn't be hard, because SDL-2.0 was out for quite some
 time now and Blender itself is totally ready for it.

 So the proposal would be:

 - Martijn takes care of SDL-2.0 on Windows. If needed Sergey helps him.
 - Jens would need to take care of OSX
 - Sergey takes care of Linux builds, for this we'll need to finish the SDL
 wrangler patch (which makes SDL libraries load on runtime and if library is
 not found Blender still works, just doesn't allow to use SDL for sound and
 joystick).

 What does it mean for artists? Well, for OSX and Windows they wouldnt' see
 any difference (apart from some some solved issues). Neither those who runs
 existing builds, nor those who compiles blender themselves.

 For Linux users it'll mean in order to use SDL (sound and joystick) SDL2 is
 to be installed. If this library is not installed, blender WILL run, just
 wouldn't let use SDL functionality. This doesn't seem difficult to install
 if needed, even for current Debian stable (which tends to be quite old)
 there's an official backport for SDL2.

 --
 With best regards, Sergey Sharybin
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Martijn Berger
Hi,

@Terry, I would like to point out that most developers I know already build
with a very very reduced feature set anyway.
Blender in general is ridiculously difficult to build if only as a result
of its large number of dependencies and things like boost/C++ ABI stuff
adding to that.

I think OpenEXR and Ilmbase libs should maybe not be disabled by default as
it is the highest fidelity output format and not *that* bad compared with
the rest of the list.

I would disable by default:

   - WITH_OPENCOLLADA
   - WITH_OPENCOLORIO
   - WITH_CYCLES_OSL
   - WITH_CODEC_FFMPEG
   - WITH_SDL
   - WITH_NDOF
   - WITH_BUILDINFO
   - WITH_GAMEENGINE
   - WITH_JACK
   - WITH_IMAGE_REDCODE
   - WITH_IMAGE_PSD

Maybe it would be good to also have the opposite WITH_FULL_RELEASE_BUILD
that just enables all this and is not cached ?

Martijn

On Thu, Nov 13, 2014 at 2:05 PM, AIBlender aiblen...@gmail.com wrote:

 On 13/11/14 11:31, Campbell Barton wrote:
  This is mainly for Linux/BSD developers (releases remain unchanged).
 
  Its getting increasingly difficult to build Blender on Linux, (LLVM,
  ffmpeg, OpenCollada...)  these issue's can't always be fixed on our
  side.
 
  With newer developers a failed build with a cryptic error message
  (guys in #blendercoders can't even help with), is quite off putting..
 
  Proposing a limited feature-set by default with CMake (again official
  builds from blender.org are unchanged)
 
  https://developer.blender.org/T42569
 

 Hi,

 This is a bad idea, the whole point on dev builds is for us to spot
 problems, if you start turning off features just so things can compile
 that is sweeping issues under the carpet.  If it's getting hard to build
 that means you need to work on build instructions/build system.  And if
 its an upstream issue, communication needs to go upstream.  Being
 demotivated if not a reason to start turning off fundamental features.

 After all ffmpeg and opencollada would not really be seen as option
 features (by a lot of people), and the same can be said of llvm, and
 they certainly are not optional when we need to spot bug/issues.  I mean
 what is next stop supporting Linux because its harder to build.  Well
 you could just as easily make that argument for the entire windows build
 system.  It's more often than not the one with problems, so we should
 obviously throw it in the canal yes? Obviously that would not be done.

 *marches off all huffy like*

 Terry Wallwork


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Re: [Bf-committers] SDL library upgrade

2014-11-13 Thread Sergey Sharybin
I would hate making SDL2 a mandatory package to be installed before you can
even start blender. That'd be just undiscussable stupid. Can even add
period here.

The status of the wrangler is so-called works for me (tm), the patch is
under review now https://developer.blender.org/D878

Hereby, linux department reports ready to go SDL-2.0 ;)

On Thu, Nov 13, 2014 at 2:39 PM, Martijn Berger martijn.ber...@gmail.com
wrote:

 Hi,

 In general I do not think we should be to dogmatic in terms of library
 versions across platforms. Run-time loading is however a cool solution and
 I guess it fits really well for SDL.
 Blender has been ready for this for some time thanks to Campbell but I am
 unsure if we are actively using the improvements SDL2 brings like joystick
 hot-plugging etc.

 Quick questions:
 What is the state of the wrangler ?

 Other then that it seems a very doable and worthwhile goal (for the next
 release ?)


 Martijn



 On Thu, Nov 13, 2014 at 2:24 PM, Sergey Sharybin sergey@gmail.com
 wrote:

  Hi,
 
  This is actually coming from a conversation with Martijn about switching
 to
  SDL-2.0 on Windows, but we need to make everyone informed.
 
  So basically the need of upgrade on Windows is caused by some issues
  happening with SDL-1.2 (which is currently used for all platforms) on
  Windows 8. So switching to SDL-2.0 would make more windows users happy
 with
  blender.
 
  But we need to keep libraries in sync for the release, which means OSX
 and
  Linux maintainers would need to do modifications to the release
 environment
  and libraries. It shouldn't be hard, because SDL-2.0 was out for quite
 some
  time now and Blender itself is totally ready for it.
 
  So the proposal would be:
 
  - Martijn takes care of SDL-2.0 on Windows. If needed Sergey helps him.
  - Jens would need to take care of OSX
  - Sergey takes care of Linux builds, for this we'll need to finish the
 SDL
  wrangler patch (which makes SDL libraries load on runtime and if library
 is
  not found Blender still works, just doesn't allow to use SDL for sound
 and
  joystick).
 
  What does it mean for artists? Well, for OSX and Windows they wouldnt'
 see
  any difference (apart from some some solved issues). Neither those who
 runs
  existing builds, nor those who compiles blender themselves.
 
  For Linux users it'll mean in order to use SDL (sound and joystick) SDL2
 is
  to be installed. If this library is not installed, blender WILL run, just
  wouldn't let use SDL functionality. This doesn't seem difficult to
 install
  if needed, even for current Debian stable (which tends to be quite old)
  there's an official backport for SDL2.
 
  --
  With best regards, Sergey Sharybin
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Nkansah Rexford
I think I agree with Martijn except for making WITH_CODEC_FFMPEG default in
the list to enable.

Without WITH_CODEC_FFMPEG, only AVI jpeg and AVI (and frameserver format
(what is that?)) export options are available which result in relatively
huge file sizes.

Aside WITH_CODEC_FFMPEG i think the rest can be disabled by default

On Thursday, November 13, 2014, Martijn Berger martijn.ber...@gmail.com
wrote:

 Hi,

 @Terry, I would like to point out that most developers I know already build
 with a very very reduced feature set anyway.
 Blender in general is ridiculously difficult to build if only as a result
 of its large number of dependencies and things like boost/C++ ABI stuff
 adding to that.

 I think OpenEXR and Ilmbase libs should maybe not be disabled by default as
 it is the highest fidelity output format and not *that* bad compared with
 the rest of the list.

 I would disable by default:

- WITH_OPENCOLLADA
- WITH_OPENCOLORIO
- WITH_CYCLES_OSL
- WITH_CODEC_FFMPEG
- WITH_SDL
- WITH_NDOF
- WITH_BUILDINFO
- WITH_GAMEENGINE
- WITH_JACK
- WITH_IMAGE_REDCODE
- WITH_IMAGE_PSD

 Maybe it would be good to also have the opposite WITH_FULL_RELEASE_BUILD
 that just enables all this and is not cached ?

 Martijn

 On Thu, Nov 13, 2014 at 2:05 PM, AIBlender aiblen...@gmail.com
 javascript:; wrote:

  On 13/11/14 11:31, Campbell Barton wrote:
   This is mainly for Linux/BSD developers (releases remain unchanged).
  
   Its getting increasingly difficult to build Blender on Linux, (LLVM,
   ffmpeg, OpenCollada...)  these issue's can't always be fixed on our
   side.
  
   With newer developers a failed build with a cryptic error message
   (guys in #blendercoders can't even help with), is quite off putting..
  
   Proposing a limited feature-set by default with CMake (again official
   builds from blender.org are unchanged)
  
   https://developer.blender.org/T42569
  
 
  Hi,
 
  This is a bad idea, the whole point on dev builds is for us to spot
  problems, if you start turning off features just so things can compile
  that is sweeping issues under the carpet.  If it's getting hard to build
  that means you need to work on build instructions/build system.  And if
  its an upstream issue, communication needs to go upstream.  Being
  demotivated if not a reason to start turning off fundamental features.
 
  After all ffmpeg and opencollada would not really be seen as option
  features (by a lot of people), and the same can be said of llvm, and
  they certainly are not optional when we need to spot bug/issues.  I mean
  what is next stop supporting Linux because its harder to build.  Well
  you could just as easily make that argument for the entire windows build
  system.  It's more often than not the one with problems, so we should
  obviously throw it in the canal yes? Obviously that would not be done.
 
  *marches off all huffy like*
 
  Terry Wallwork
 
 
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http://africacenter.net | WiR
https://outreach.wikimedia.org/wiki/Wikipedian_in_Residence | WikiAfrica
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread AIBlender
On 13/11/14 13:39, Sergey Sharybin wrote:
 The thing is, it's just a proposal to change default behavior, which would
 be something inbetween of current feature-full make and `make light` (which
 already exists and cuts everything possible).

 For experienced developers it doesn't matter to use `make release` instead
 of `make` (they're wrapping all this steps into a script most of the time
 anyway). For new developers just be able to type `make` and have working
 blender without need to struggle with weirdo dependencies is what's this
 proposal is about.


 On Thu, Nov 13, 2014 at 2:05 PM, AIBlender aiblen...@gmail.com wrote:

 On 13/11/14 11:31, Campbell Barton wrote:
 This is mainly for Linux/BSD developers (releases remain unchanged).

 Its getting increasingly difficult to build Blender on Linux, (LLVM,
 ffmpeg, OpenCollada...)  these issue's can't always be fixed on our
 side.

 With newer developers a failed build with a cryptic error message
 (guys in #blendercoders can't even help with), is quite off putting..

 Proposing a limited feature-set by default with CMake (again official
 builds from blender.org are unchanged)

 https://developer.blender.org/T42569

 Hi,

 This is a bad idea, the whole point on dev builds is for us to spot
 problems, if you start turning off features just so things can compile
 that is sweeping issues under the carpet.  If it's getting hard to build
 that means you need to work on build instructions/build system.  And if
 its an upstream issue, communication needs to go upstream.  Being
 demotivated if not a reason to start turning off fundamental features.

 After all ffmpeg and opencollada would not really be seen as option
 features (by a lot of people), and the same can be said of llvm, and
 they certainly are not optional when we need to spot bug/issues.  I mean
 what is next stop supporting Linux because its harder to build.  Well
 you could just as easily make that argument for the entire windows build
 system.  It's more often than not the one with problems, so we should
 obviously throw it in the canal yes? Obviously that would not be done.

 *marches off all huffy like*

 Terry Wallwork


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I understand the reasoning behind it Sergey, but if new people want to 
build Blender they should get something which is approaching a feature 
complete build, otherwise what is the point of using a Dev build.

The other reason this worries me is that assume you do make a simplified 
options build, and then a new user decides they need 
OSL/BLENDERPLAYER/FFMPEG/OCIO/LLVM (all of which are not unreasonable 
features to wants (especially ffmpeg and OSL), so what do they do, they 
turn the options back on.  Then they notice there is an error in 
compiling, but this error could have gone unnoticed for a longer time 
because by default the option that would shown these errors are 
disabled.  At this point they aren't just going to go oh well that 
options broken I will turn it off (and nor should they, it should 
reported and fixed).  No, what they are going to do and what I will 
definitely do is complain to you Devs to fix it.

We already have issues with entire features and options vanishing from 
Blender because someone made a code change and forget some important 
piece of UI code or missed  a tab in python or whatever. Yes the Blender 
Devs are quick to fix these issues because they get noticed (usually 
quickly).  I would not bet a lot of money on this being the case with 
feature that is disabled by default.

So in summary if you the turn the options off, the people who use the 
features will turn them back on and when they break they will just ask 
you to fix them.  At this point you are back where you started.  With 
the added disadvantage that now the error could be harder to fix.

Don't give Blender a lobotomy, it has the features it has for reason, 
working major features are important especially for dev builds.

Terry Wallwork


Terry Wallwork
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Campbell Barton
On Thu, Nov 13, 2014 at 2:05 PM, AIBlender aiblen...@gmail.com wrote:
 On 13/11/14 11:31, Campbell Barton wrote:
 This is mainly for Linux/BSD developers (releases remain unchanged).

 Its getting increasingly difficult to build Blender on Linux, (LLVM,
 ffmpeg, OpenCollada...)  these issue's can't always be fixed on our
 side.

 With newer developers a failed build with a cryptic error message
 (guys in #blendercoders can't even help with), is quite off putting..

 Proposing a limited feature-set by default with CMake (again official
 builds from blender.org are unchanged)

 https://developer.blender.org/T42569


 Hi,

 This is a bad idea, the whole point on dev builds is for us to spot
 problems,

it can also be for developers to start working on Blender.

  if you start turning off features just so things can compile
 that is sweeping issues under the carpet.

Buildbot's will continue to run with a complete feature set.

 If it's getting hard to build
 that means you need to work on build instructions/build system.  And if
 its an upstream issue, communication needs to go upstream.  Being
 demotivated if not a reason to start turning off fundamental features.

You assume this is some laziness and if we wanted we could spend time
to resolve issues like this.
We regularly get new devs in IRC who pastebin strange errors we never
saw before and its unlikely we can help them resolve.

 After all ffmpeg and opencollada would not really be seen as option
 features (by a lot of people), and the same can be said of llvm, and
 they certainly are not optional when we need to spot bug/issues.

This is just defaults, so builds are more likely to work out-of-the
box. if you know what OSL/FFMPEG/FFTW/LLVM... etc mean and need them,
you can of course enable them.

  I mean
 what is next stop supporting Linux because its harder to build.  Well
 you could just as easily make that argument for the entire windows build
 system.

Windows uses pre-compiled libs, While we do have problems reported its
not normally related to using some unknown library version.

  It's more often than not the one with problems, so we should
 obviously throw it in the canal yes? Obviously that would not be done.

 *marches off all huffy like*

 Terry Wallwork


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- Campbell
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Sergey Sharybin
Addressing this:  I understand the reasoning behind it Sergey, but if new
people want to build Blender they should get something which is approaching
a feature complete build, otherwise what is the point of using a Dev build.

Why would motion tracker developer want to deal with LLVM? Why new modifier
guy would want to deal with Boost? Why compositor or dependency graph guys
need to worry about any of external dependencies? This could be continued..

For sure at some point developer would need to be able to compile
feature-complete blender, but forcing him to solve all the dependencies
from the very beginning is really scary for new developers.

-- 
With best regards, Sergey Sharybin
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Howard Trickey
As one of the non-core developers, I'd just like to lend a supportive note
to this idea.
Who knows how many potential developers have been turned away because they
failed at the very first step and either didn't know where to turn for
help, or couldn't
be bothered because of the initial sour taste of not being able to build.

I started with the Windows development environment for Blender, and it all
went
smoothly.  I now use Linux (and some MacOS) for development. The first time
getting it to build on Linux was quite hard. Subsequent times have also
sometimes
been difficult, and it is only because I was more experienced in Blender
development
that I could tell what module had the problem and knew that there was an
easy way
to make progress - turn that module off, and if I really need that module,
come back
to figuring out the problem later.

As Campbell and Sergey said, my subsequent experience as a developer is that
a particular developer only needs a small part of Blender to work, and
there is not
much point including the rest of the modules while working. The only
problems that
are likely to show up would be caught by what should be a strong
recommendation
to 'make release' before committing code to the repository.

- Howard

On Thu, Nov 13, 2014 at 6:32 AM, Sergey Sharybin sergey@gmail.com
wrote:

 Addressing this:  I understand the reasoning behind it Sergey, but if new
 people want to build Blender they should get something which is approaching
 a feature complete build, otherwise what is the point of using a Dev build.

 Why would motion tracker developer want to deal with LLVM? Why new modifier
 guy would want to deal with Boost? Why compositor or dependency graph guys
 need to worry about any of external dependencies? This could be continued..

 For sure at some point developer would need to be able to compile
 feature-complete blender, but forcing him to solve all the dependencies
 from the very beginning is really scary for new developers.

 --
 With best regards, Sergey Sharybin
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread AIBlender
On 13/11/14 14:24, Campbell Barton wrote:
 On Thu, Nov 13, 2014 at 2:05 PM, AIBlender aiblen...@gmail.com wrote:
 On 13/11/14 11:31, Campbell Barton wrote:
 This is mainly for Linux/BSD developers (releases remain unchanged).

 Its getting increasingly difficult to build Blender on Linux, (LLVM,
 ffmpeg, OpenCollada...)  these issue's can't always be fixed on our
 side.

 With newer developers a failed build with a cryptic error message
 (guys in #blendercoders can't even help with), is quite off putting..

 Proposing a limited feature-set by default with CMake (again official
 builds from blender.org are unchanged)

 https://developer.blender.org/T42569

 Hi,

 This is a bad idea, the whole point on dev builds is for us to spot
 problems,
 it can also be for developers to start working on Blender.

   if you start turning off features just so things can compile
 that is sweeping issues under the carpet.
 Buildbot's will continue to run with a complete feature set.

 If it's getting hard to build
 that means you need to work on build instructions/build system.  And if
 its an upstream issue, communication needs to go upstream.  Being
 demotivated if not a reason to start turning off fundamental features.
 You assume this is some laziness and if we wanted we could spend time
 to resolve issues like this.
 We regularly get new devs in IRC who pastebin strange errors we never
 saw before and its unlikely we can help them resolve.

 After all ffmpeg and opencollada would not really be seen as option
 features (by a lot of people), and the same can be said of llvm, and
 they certainly are not optional when we need to spot bug/issues.
 This is just defaults, so builds are more likely to work out-of-the
 box. if you know what OSL/FFMPEG/FFTW/LLVM... etc mean and need them,
 you can of course enable them.

   I mean
 what is next stop supporting Linux because its harder to build.  Well
 you could just as easily make that argument for the entire windows build
 system.
 Windows uses pre-compiled libs, While we do have problems reported its
 not normally related to using some unknown library version.

   It's more often than not the one with problems, so we should
 obviously throw it in the canal yes? Obviously that would not be done.

 *marches off all huffy like*

 Terry Wallwork


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Hi Campbell,

 it can also be for developers to start working on Blender.

Devs who work with Blender should be able to build the complete Blender if they 
can't it's not a good sign.

Buildbot's will continue to run with a complete feature set.

Normal users care about Buildbot, people who build from source don't give a 
damn about buildbot.  I want builds from git source.  Which means its need to 
work with all features, I can't test if you lot decide to disable them and then 
complain when we turn them back on and can't get them to work because you don't 
understand how to fix an error.

You assume this is some laziness and if we wanted we could spend time
to resolve issues like this.
We regularly get new devs in IRC who pastebin strange errors we never
saw before and its unlikely we can help them resolve.

I don't assume laziness I assume that they are important features which need to 
be enabled and working for us to do our job of keeping Blender features working 
and being able to tell you devs a feature causes a seg fault or whatever other 
issues arise.

This is just defaults, so builds are more likely to work out-of-the
box. if you know what OSL/FFMPEG/FFTW/LLVM... etc mean and need them,
you can of course enable them.

Why turn off fudamental features, if you don't need them a Dev can turn them 
off.  It does not sit right that someone who is potentially going to be a 
developer for Blender needs to start disabling features to get their compiles 
to work.  In the end devs are going to have to get their code to work with 
fully activated versions of Blender.  OSL shouldn't even be optional for 
example and would never be optional in a release build and I assume this means 
LLVM would not be either.

Windows uses pre-compiled libs, While we do have problems reported its
not normally related to using some unknown library version.

Can't comment on this one I don't use windows.  I do know Linux can have many 
different versions of libraries installed, so maybe make install deps install 
specific local version on Linux.

In the end all features have to work for release, so it should have to work 
with Dev builds, otherwise why have Dev builds at all.

As Devs with the understanding and the bigger brains , you are stuck with 
fixing problems with compile/build systems because, we normal types can't do 
it.  But if you value normal people being able to report bugs quickly to you 
about Blender features, then we need Blender to compile with all important 
features enabled 

Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Thomas Dinges
I don't see the problem here.

As outlined, a full version can still be build easily and as the 
buildbot continues to build the full feature set, there is no risk that 
things fall apart. If there is a bug in, let's say OSL building, the 
buildbot will fail and we will notice it.

It should not matter if you have to type in make or make-light or 
make-full or whatever. Of course the default behavior (make) should 
be documented well in the wiki, so people see what to expect. Apart from 
that, this is really not a big deal.

Am 13.11.2014 um 16:03 schrieb AIBlender:
 Normal users care about Buildbot, people who build from source don't give a 
 damn about buildbot.  I want builds from git source.  Which means its need to 
 work with all features, I can't test if you lot decide to disable them and 
 then complain when we turn them back on and can't get them to work because 
 you don't understand how to fix an error.

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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread AIBlender
On 13/11/14 14:32, Sergey Sharybin wrote:
 Addressing this:  I understand the reasoning behind it Sergey, but if new
 people want to build Blender they should get something which is approaching
 a feature complete build, otherwise what is the point of using a Dev build.

 Why would motion tracker developer want to deal with LLVM? Why new modifier
 guy would want to deal with Boost? Why compositor or dependency graph guys
 need to worry about any of external dependencies? This could be continued..

 For sure at some point developer would need to be able to compile
 feature-complete blender, but forcing him to solve all the dependencies
 from the very beginning is really scary for new developers.


If for every new dev you started turning off features because they get 
confused you end up with a very limited version of Blender.

Any dev working on advanced features should be able to compile full 
versions of Blender, and that Ideally should be because a seasoned Dev 
has made Blender work with all feature enabled out of the box.

Errors when features are turned back on are going to get reported and 
need fixing anyways, so may as well keep it working from the very 
beginning with all features on.

Anyways my point is clear on this, sorry if it come across as aggressive 
but, turning off features is just hiding problems, and for people like 
me it will just mean I turn the features back on a complain a lot more 
forcefully if I get errors that run out of control because some feature 
was disabled because of some scared dev.

Terry Wallwork



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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Dalai Felinto
+1 to the proposed idea
on top of that it would be nice to have a 'make release' or similar
option to mimic the settings used in the release build.

It's worthy noting that the current CMake default settings are already
different than the release options (e.g., BlenderPlayer is not built
by default). The idea presented here only brings this a step further.

Regards,
Dalai
--
blendernetwork.org/dalai-felinto
www.dalaifelinto.com


2014-11-13 13:14 GMT-02:00 AIBlender aiblen...@gmail.com:
 On 13/11/14 14:32, Sergey Sharybin wrote:
 Addressing this:  I understand the reasoning behind it Sergey, but if new
 people want to build Blender they should get something which is approaching
 a feature complete build, otherwise what is the point of using a Dev build.

 Why would motion tracker developer want to deal with LLVM? Why new modifier
 guy would want to deal with Boost? Why compositor or dependency graph guys
 need to worry about any of external dependencies? This could be continued..

 For sure at some point developer would need to be able to compile
 feature-complete blender, but forcing him to solve all the dependencies
 from the very beginning is really scary for new developers.


 If for every new dev you started turning off features because they get
 confused you end up with a very limited version of Blender.

 Any dev working on advanced features should be able to compile full
 versions of Blender, and that Ideally should be because a seasoned Dev
 has made Blender work with all feature enabled out of the box.

 Errors when features are turned back on are going to get reported and
 need fixing anyways, so may as well keep it working from the very
 beginning with all features on.

 Anyways my point is clear on this, sorry if it come across as aggressive
 but, turning off features is just hiding problems, and for people like
 me it will just mean I turn the features back on a complain a lot more
 forcefully if I get errors that run out of control because some feature
 was disabled because of some scared dev.

 Terry Wallwork



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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Vicente Carro
As a non-devel user I'm against the idea for exactly the reasons Terry is
mentioning in his last email. It would be a hell for artists to set the
compilation options to have the last git version working.

Regards,
Vicente

On 13 November 2014 15:36, Dalai Felinto dfeli...@gmail.com wrote:

 +1 to the proposed idea
 on top of that it would be nice to have a 'make release' or similar
 option to mimic the settings used in the release build.

 It's worthy noting that the current CMake default settings are already
 different than the release options (e.g., BlenderPlayer is not built
 by default). The idea presented here only brings this a step further.

 Regards,
 Dalai
 --
 blendernetwork.org/dalai-felinto
 www.dalaifelinto.com


 2014-11-13 13:14 GMT-02:00 AIBlender aiblen...@gmail.com:
  On 13/11/14 14:32, Sergey Sharybin wrote:
  Addressing this:  I understand the reasoning behind it Sergey, but if
 new
  people want to build Blender they should get something which is
 approaching
  a feature complete build, otherwise what is the point of using a Dev
 build.
 
  Why would motion tracker developer want to deal with LLVM? Why new
 modifier
  guy would want to deal with Boost? Why compositor or dependency graph
 guys
  need to worry about any of external dependencies? This could be
 continued..
 
  For sure at some point developer would need to be able to compile
  feature-complete blender, but forcing him to solve all the dependencies
  from the very beginning is really scary for new developers.
 
 
  If for every new dev you started turning off features because they get
  confused you end up with a very limited version of Blender.
 
  Any dev working on advanced features should be able to compile full
  versions of Blender, and that Ideally should be because a seasoned Dev
  has made Blender work with all feature enabled out of the box.
 
  Errors when features are turned back on are going to get reported and
  need fixing anyways, so may as well keep it working from the very
  beginning with all features on.
 
  Anyways my point is clear on this, sorry if it come across as aggressive
  but, turning off features is just hiding problems, and for people like
  me it will just mean I turn the features back on a complain a lot more
  forcefully if I get errors that run out of control because some feature
  was disabled because of some scared dev.
 
  Terry Wallwork
 
 
 
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Re: [Bf-committers] Cycles Progressive Refinement Checkbox Tooltip *somewhat* ambiguous

2014-11-13 Thread Lukas Stockner
This reminds me of https://developer.blender.org/D301, with a appropriate 
choice of samples taken per update. As far as I remember, it reduced the 
slowdown when using progressive from 30% to 6% for me.

Am 13.11.2014 10:58 schrieb Brecht Van Lommel brechtvanlom...@pandora.be:

 If it is really 100% or 300% slower then that sounds like a

fixable issue.   I'm not sure why it would be this slow, it would be good to 
find out why,  but one thing that would speed it up is to render more samples 
at a the  time and redraw less often as the current sample increases. Due to 
the way  Monte Carlo integration works, one sample barely makes any visible  
difference in noise after a while anyway.   Maybe something like:  
num_samples_at_once = sqrt(max(current_sample - 4, 1))  On Nov 13, 2014 10:13 
AM, Greg Zaal wrote:   Just by the way, it's even more noticeable with GPU 
rendering - I've seen  it roughly 300% slower often.   could lead to 
significant slowdown sounds good to me.   On 13 November 2014 11:06, Sergey 
Sharybin wrote:The issue here is that basically slowdown depends on 
particular hardware   configuration, tile settings and device used to render 
(GPU/CPU). Meaning,   on modern CPU i've noticed around 20% slowdown peak, 
which is not that bad   as 100%. So what i'm trying to say her
 e, is that if we'll provide   information up to 100% slower it might just 
scary artists and they   wouldn't use the option at all, even though for 
their configuration   slowdown wouldn't be so bad. What about more 
neutral (in my opinion): could lead to significant   slowdown? On 
Thu, Nov 13, 2014 at 12:22 AM, Simon Repp   wrote:  Dear 
Renderistas,   I only recently found out that progressive refinement 
in Cyclesrendering (which the corresponding checkbox's tooltip describes 
to besomewhat slower than bucket rendering) in fact can impose 
performancepenalties of over 100% (aka the same amount of samples takes 
more thantwice as long to render).   Now I don't know if this 
is just a personal flawed interpretation of theenglish language on my 
part, but when reading somewhat slower I didn'trealize what I was 
really in for, and in retrospect I'd rather notreconstruct how ma
 ny days my poor laptop spent in excess to render someprojects I did in 
the past.   I'd hereby like to propose a change of this tooltip to 
something lessambiguous, lest anyone else falls into that same trap that 
I have - Myproposal for this would be to include actual figures 
describing thepossible speed penalty that progressive refinement can 
impose, that is,something along the lines of renders [a]% to [b]% 
slower depending onthe scene, where figures [a] and [b] are ideally 
derived from realworld data we gather (or already have?) about how much 
speed penaltyprogressive refinement can impose in different scenes. 
Alternatively,only stating up to [x]% slower would work as well I 
guess, as the mainpoint is to make people aware that it _can_ possibly 
affect render times_significantly_.   If the proposal to 
include figures is not agreeable for some reason, Iwould at least ask
  for a more indicative wording than somewhat slower,which even after 
consulting multiple dictionaries I'm not sure if thereis an official 
interpretation for. (One dictionary suggests quite as asynoym, another 
slightly ...) I'd still prefer the figures though, noone looks up 
terms in the dictionary while using Blender and I amprobably not the 
worst offender at massacring and misunderstanding theenglish language in 
the Blender community, and it doesn't get lessambiguous than numbers 
anyway, so I say we use them here? :)   Best,Simon
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Thomas Dinges
You'd simply have to type in another command, e.g. make-full instead 
of make.

Come on guys. ;)

Am 13.11.2014 um 16:58 schrieb Vicente Carro:
 As a non-devel user I'm against the idea for exactly the reasons Terry is
 mentioning in his last email. It would be a hell for artists to set the
 compilation options to have the last git version working.

 Regards,
 Vicente

 On 13 November 2014 15:36, Dalai Felinto dfeli...@gmail.com wrote:

 +1 to the proposed idea
 on top of that it would be nice to have a 'make release' or similar
 option to mimic the settings used in the release build.

 It's worthy noting that the current CMake default settings are already
 different than the release options (e.g., BlenderPlayer is not built
 by default). The idea presented here only brings this a step further.

 Regards,
 Dalai
 --
 blendernetwork.org/dalai-felinto
 www.dalaifelinto.com


 2014-11-13 13:14 GMT-02:00 AIBlender aiblen...@gmail.com:
 On 13/11/14 14:32, Sergey Sharybin wrote:
 Addressing this:  I understand the reasoning behind it Sergey, but if
 new
 people want to build Blender they should get something which is
 approaching
 a feature complete build, otherwise what is the point of using a Dev
 build.
 Why would motion tracker developer want to deal with LLVM? Why new
 modifier
 guy would want to deal with Boost? Why compositor or dependency graph
 guys
 need to worry about any of external dependencies? This could be
 continued..
 For sure at some point developer would need to be able to compile
 feature-complete blender, but forcing him to solve all the dependencies
 from the very beginning is really scary for new developers.

 If for every new dev you started turning off features because they get
 confused you end up with a very limited version of Blender.

 Any dev working on advanced features should be able to compile full
 versions of Blender, and that Ideally should be because a seasoned Dev
 has made Blender work with all feature enabled out of the box.

 Errors when features are turned back on are going to get reported and
 need fixing anyways, so may as well keep it working from the very
 beginning with all features on.

 Anyways my point is clear on this, sorry if it come across as aggressive
 but, turning off features is just hiding problems, and for people like
 me it will just mean I turn the features back on a complain a lot more
 forcefully if I get errors that run out of control because some feature
 was disabled because of some scared dev.

 Terry Wallwork



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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Campbell Barton
On Thu, Nov 13, 2014 at 5:20 PM, Thomas Dinges blen...@dingto.org wrote:
 You'd simply have to type in another command, e.g. make-full instead
 of make.

 Come on guys. ;)

Initial proposal suggests we have a `make release`
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Re: [Bf-committers] Cycles Progressive Refinement Checkbox Tooltip *somewhat* ambiguous

2014-11-13 Thread Greg Zaal
Here's a blend which renders (coincidentally) 2.7x slower when using
progressive refine: http://gregzaal.com/ss/progressive_refine_speed.blend
(44 MB)

Rendering on GPU - 2x gtx 570, win7 64 bit, blender 2.72.2 (5cce2e1)
Progressive refine off: 139 seconds
Progressive refine on: 377 seconds
Render res: 1200x1400 (tile size: 240x234, top to bottom)

Cheers,
Greg

On 13 November 2014 12:49, Sergey Sharybin sergey@gmail.com wrote:

 Brecht, it's multiple factors being involved here, starting from CPU cache
 coherence issues (which we can't easily predict) ending with less efficient
 buffers update (we might be saving all the passes after each of the samples
 in case of progressive refine, which we can fix).

 But yeah, should have asked for a demo file in the original file :) So do
 you guys have a demo .blend file which demonstrates such a major slowdown?

 Brecht, we can (and actually should) do several samples per tile, but i'd
 prefer log(). not sqrt() perhaps. Other idea to improve cache coherence
 would be to use left-to-right, bottom-to-top tile scheduling. That gives
 few %% of speedup, and AFAIR we don't fallback to such a scheduling in
 progressive refine.

 And even after the tweaks, we should probably replace somewhat to
 something more deterministic in the tooltip.

 On Thu, Nov 13, 2014 at 10:58 AM, Brecht Van Lommel 
 brechtvanlom...@pandora.be wrote:

  If it is really 100% or 300% slower then that sounds like a fixable
 issue.
 
  I'm not sure why it would be this slow, it would be good to find out why,
  but one thing that would speed it up is to render more samples at a the
  time and redraw less often as the current sample increases. Due to the
 way
  Monte Carlo integration works, one sample barely makes any visible
  difference in noise after a while anyway.
 
  Maybe something like:
  num_samples_at_once = sqrt(max(current_sample - 4, 1))
  On Nov 13, 2014 10:13 AM, Greg Zaal gregzzm...@gmail.com wrote:
 
  Just by the way, it's even more noticeable with GPU rendering - I've seen
  it roughly 300% slower often.
 
  could lead to significant slowdown sounds good to me.
 
  On 13 November 2014 11:06, Sergey Sharybin sergey@gmail.com wrote:
 
   The issue here is that basically slowdown depends on particular
 hardware
   configuration, tile settings and device used to render (GPU/CPU).
  Meaning,
   on modern CPU i've noticed around 20% slowdown peak, which is not that
  bad
   as 100%. So what i'm trying to say here, is that if we'll provide
   information up to 100% slower it might just scary artists and they
   wouldn't use the option at all, even though for their configuration
   slowdown wouldn't be so bad.
  
   What about more neutral (in my opinion): could lead to significant
   slowdown?
  
   On Thu, Nov 13, 2014 at 12:22 AM, Simon Repp simon@fdpl.foundation
   wrote:
  
Dear Renderistas,
   
I only recently found out that progressive refinement in Cycles
rendering (which the corresponding checkbox's tooltip describes to be
somewhat slower than bucket rendering) in fact can impose
 performance
penalties of over 100% (aka the same amount of samples takes more
 than
twice as long to render).
   
Now I don't know if this is just a personal flawed interpretation of
  the
english language on my part, but when reading somewhat slower I
  didn't
realize what I was really in for, and in retrospect I'd rather not
reconstruct how many days my poor laptop spent in excess to render
 some
projects I did in the past.
   
I'd hereby like to propose a change of this tooltip to something less
ambiguous, lest anyone else falls into that same trap that I have -
 My
proposal for this would be to include actual figures describing the
possible speed penalty that progressive refinement can impose, that
 is,
something along the lines of renders [a]% to [b]% slower depending
 on
the scene, where figures [a] and [b] are ideally derived from real
world data we gather (or already have?) about how much speed penalty
progressive refinement can impose in different scenes. Alternatively,
only stating up to [x]% slower would work as well I guess, as the
  main
point is to make people aware that it _can_ possibly affect render
  times
_significantly_.
   
If the proposal to include figures is not agreeable for some reason,
 I
would at least ask for a more indicative wording than somewhat
  slower,
which even after consulting multiple dictionaries I'm not sure if
 there
is an official interpretation for. (One dictionary suggests quite
 as
  a
synoym, another slightly ...) I'd still prefer the figures though,
 no
one looks up terms in the dictionary while using Blender and I am
probably not the worst offender at massacring and misunderstanding
 the
english language in the Blender community, and it doesn't get less
ambiguous than numbers anyway, so I say we use them here? :)
   

Re: [Bf-committers] Cycles Progressive Refinement Checkbox Tooltip *somewhat* ambiguous

2014-11-13 Thread Sergey Sharybin
Ah CUDA..

I'll have a look into it tomorrow.

On Thu, Nov 13, 2014 at 6:17 PM, Greg Zaal gregzzm...@gmail.com wrote:

 Here's a blend which renders (coincidentally) 2.7x slower when using
 progressive refine: http://gregzaal.com/ss/progressive_refine_speed.blend
 (44 MB)

 Rendering on GPU - 2x gtx 570, win7 64 bit, blender 2.72.2 (5cce2e1)
 Progressive refine off: 139 seconds
 Progressive refine on: 377 seconds
 Render res: 1200x1400 (tile size: 240x234, top to bottom)

 Cheers,
 Greg

 On 13 November 2014 12:49, Sergey Sharybin sergey@gmail.com wrote:

  Brecht, it's multiple factors being involved here, starting from CPU
 cache
  coherence issues (which we can't easily predict) ending with less
 efficient
  buffers update (we might be saving all the passes after each of the
 samples
  in case of progressive refine, which we can fix).
 
  But yeah, should have asked for a demo file in the original file :) So do
  you guys have a demo .blend file which demonstrates such a major
 slowdown?
 
  Brecht, we can (and actually should) do several samples per tile, but i'd
  prefer log(). not sqrt() perhaps. Other idea to improve cache coherence
  would be to use left-to-right, bottom-to-top tile scheduling. That gives
  few %% of speedup, and AFAIR we don't fallback to such a scheduling in
  progressive refine.
 
  And even after the tweaks, we should probably replace somewhat to
  something more deterministic in the tooltip.
 
  On Thu, Nov 13, 2014 at 10:58 AM, Brecht Van Lommel 
  brechtvanlom...@pandora.be wrote:
 
   If it is really 100% or 300% slower then that sounds like a fixable
  issue.
  
   I'm not sure why it would be this slow, it would be good to find out
 why,
   but one thing that would speed it up is to render more samples at a the
   time and redraw less often as the current sample increases. Due to the
  way
   Monte Carlo integration works, one sample barely makes any visible
   difference in noise after a while anyway.
  
   Maybe something like:
   num_samples_at_once = sqrt(max(current_sample - 4, 1))
   On Nov 13, 2014 10:13 AM, Greg Zaal gregzzm...@gmail.com wrote:
  
   Just by the way, it's even more noticeable with GPU rendering - I've
 seen
   it roughly 300% slower often.
  
   could lead to significant slowdown sounds good to me.
  
   On 13 November 2014 11:06, Sergey Sharybin sergey@gmail.com
 wrote:
  
The issue here is that basically slowdown depends on particular
  hardware
configuration, tile settings and device used to render (GPU/CPU).
   Meaning,
on modern CPU i've noticed around 20% slowdown peak, which is not
 that
   bad
as 100%. So what i'm trying to say here, is that if we'll provide
information up to 100% slower it might just scary artists and they
wouldn't use the option at all, even though for their configuration
slowdown wouldn't be so bad.
   
What about more neutral (in my opinion): could lead to significant
slowdown?
   
On Thu, Nov 13, 2014 at 12:22 AM, Simon Repp simon@fdpl.foundation
wrote:
   
 Dear Renderistas,

 I only recently found out that progressive refinement in Cycles
 rendering (which the corresponding checkbox's tooltip describes to
 be
 somewhat slower than bucket rendering) in fact can impose
  performance
 penalties of over 100% (aka the same amount of samples takes more
  than
 twice as long to render).

 Now I don't know if this is just a personal flawed interpretation
 of
   the
 english language on my part, but when reading somewhat slower I
   didn't
 realize what I was really in for, and in retrospect I'd rather not
 reconstruct how many days my poor laptop spent in excess to render
  some
 projects I did in the past.

 I'd hereby like to propose a change of this tooltip to something
 less
 ambiguous, lest anyone else falls into that same trap that I have -
  My
 proposal for this would be to include actual figures describing the
 possible speed penalty that progressive refinement can impose, that
  is,
 something along the lines of renders [a]% to [b]% slower depending
  on
 the scene, where figures [a] and [b] are ideally derived from real
 world data we gather (or already have?) about how much speed
 penalty
 progressive refinement can impose in different scenes.
 Alternatively,
 only stating up to [x]% slower would work as well I guess, as the
   main
 point is to make people aware that it _can_ possibly affect render
   times
 _significantly_.

 If the proposal to include figures is not agreeable for some
 reason,
  I
 would at least ask for a more indicative wording than somewhat
   slower,
 which even after consulting multiple dictionaries I'm not sure if
  there
 is an official interpretation for. (One dictionary suggests quite
  as
   a
 synoym, another slightly ...) I'd still prefer the figures
 though,
  no
 one looks up terms in the dictionary 

Re: [Bf-committers] Cycles Progressive Refinement Checkbox Tooltip *somewhat* ambiguous

2014-11-13 Thread blenderleo
The tooltip of the UV unwrapping method (when using u-unwrap) also 
says: ..., while being somewhat slower.
I always wondered about this.. maybe change it as well?
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Piotr Arlukowicz
Let me protest a bit about that idea. I love to compile full-blown blender
right off the bat, having all it's options enabled, with all deps and
plugins. This is something very desirable, to have FULL version of
everything (and not thinking maybe I missed something). So, I understand
the need of shortening compilation process by devs, as it is saving time.
But why not to reverse this proposal then?

Let's do this instead:
- lets define a new limited target for make, say 'make barebone' or
'make-light' or whatever. It is already doable by hand, by -D definitions
and, as Sergey said, most devs already scripted it. So what's the problem?
Let devs use this way of barebone compilation, not the end-users.

As as an end user (and as a wannabe-dev) I would love to have all features
enabled and accessible by default, without any hassle and without the need
of additional configuration steps. Even make-something is non-standard
and should be avoided for casual users. Devs can use all sort of
make-o-magick commands, leaving users undisturbed and letting them
compiling all things by default.

Just my two cents, peace!
regards
Pio


Piotr
Polski Kurs Blendera: http://polskikursblendera.pl,
YT: /user/piotao?feature=guide
FB: /polskikursblendera
TW: /piotao


2014-11-13 17:25 GMT+01:00 Campbell Barton ideasma...@gmail.com:

 On Thu, Nov 13, 2014 at 5:20 PM, Thomas Dinges blen...@dingto.org wrote:
  You'd simply have to type in another command, e.g. make-full instead
  of make.
 
  Come on guys. ;)

 Initial proposal suggests we have a `make release`
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Campbell Barton
On Thu, Nov 13, 2014 at 9:48 PM, Piotr Arlukowicz
pio...@polskikursblendera.pl wrote:
 Let me protest a bit about that idea. I love to compile full-blown blender
 right off the bat, having all it's options enabled, with all deps and
 plugins. This is something very desirable, to have FULL version of
 everything (and not thinking maybe I missed something). So, I understand
 the need of shortening compilation process by devs, as it is saving time.
 But why not to reverse this proposal then?

 Let's do this instead:
 - lets define a new limited target for make, say 'make barebone' or
 'make-light' or whatever. It is already doable by hand, by -D definitions
 and, as Sergey said, most devs already scripted it. So what's the problem?
 Let devs use this way of barebone compilation, not the end-users.

 As as an end user (and as a wannabe-dev) I would love to have all features
 enabled and accessible by default, without any hassle and without the need
 of additional configuration steps. Even make-something is non-standard
 and should be avoided for casual users. Devs can use all sort of
 make-o-magick commands, leaving users undisturbed and letting them
 compiling all things by default.

 Just my two cents, peace!
 regards
 Pio


 Piotr
 Polski Kurs Blendera: http://polskikursblendera.pl,
 YT: /user/piotao?feature=guide
 FB: /polskikursblendera
 TW: /piotao


 2014-11-13 17:25 GMT+01:00 Campbell Barton ideasma...@gmail.com:

 On Thu, Nov 13, 2014 at 5:20 PM, Thomas Dinges blen...@dingto.org wrote:
  You'd simply have to type in another command, e.g. make-full instead
  of make.
 
  Come on guys. ;)

 Initial proposal suggests we have a `make release`
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Simon Repp
When I switched from Ubuntu to Fedora it took me about 2 weeks on and
off to get a successful build again, afterwards I had a full working
build but I was 50% down on motivation and 100% out of free time for
that month to get into actual coding again. Who knows what would have
happened in those two weeks if I had actually coded? (and afterwards in
that altered timeline ...!?)

In that sense I really like the idea, though I would prefer the inverse
implementation: 'make' for the full build, 'make simple' (or so) as a
(prominently documented!!) simpler way for dev newcomers to have at hand
if the full build process is discouraging or blocking actual development.

I suggest the inverse implementation because sometimes building the full
thing actually works like a charm (it did for me on Ubuntu), so you'd
get the full thing for free in that case - and initially failing and
retrying can also lead to important discoveries, for instance my 2 week
odyssey to building Blender on Fedora actually revealed a major bug in
the dependency installer script, which I could fix together with
mont29's help then.

Either way it's implemented, thumbs up, I like it!!

On 11/13/2014 12:31 PM, Campbell Barton wrote:
 This is mainly for Linux/BSD developers (releases remain unchanged).
 
 Its getting increasingly difficult to build Blender on Linux, (LLVM,
 ffmpeg, OpenCollada...)  these issue's can't always be fixed on our
 side.
 
 With newer developers a failed build with a cryptic error message
 (guys in #blendercoders can't even help with), is quite off putting..
 
 Proposing a limited feature-set by default with CMake (again official
 builds from blender.org are unchanged)
 
 https://developer.blender.org/T42569
 
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Re: [Bf-committers] Cycles Progressive Refinement Checkbox Tooltip *somewhat* ambiguous

2014-11-13 Thread Simon Repp
Here's the scene I initially used to test this:

IMAGE 
http://fdpl.foundation/prog-vs-nonprog-suzanne-volumetric-dof-displacement.png
(10MB)

BLEND 
http://fdpl.foundation/prog-vs-nonprog-suzanne-volumetric-dof-displacement.blend
(1MB)

I rendered on CPU - i7-2920XM quad-core (2.50GHz, 8MB cache), fedora 20
64 bit, blender 2.72b official release

Non-Progressive: 61 seconds
Progressive: 165 seconds

Super coincidentally also 2.7x slower :D

Cheers,
Simon

On 11/13/2014 11:49 AM, Sergey Sharybin wrote:
 Brecht, it's multiple factors being involved here, starting from CPU cache
 coherence issues (which we can't easily predict) ending with less efficient
 buffers update (we might be saving all the passes after each of the samples
 in case of progressive refine, which we can fix).
 
 But yeah, should have asked for a demo file in the original file :) So do
 you guys have a demo .blend file which demonstrates such a major slowdown?
 
 Brecht, we can (and actually should) do several samples per tile, but i'd
 prefer log(). not sqrt() perhaps. Other idea to improve cache coherence
 would be to use left-to-right, bottom-to-top tile scheduling. That gives
 few %% of speedup, and AFAIR we don't fallback to such a scheduling in
 progressive refine.
 
 And even after the tweaks, we should probably replace somewhat to
 something more deterministic in the tooltip.
 
 On Thu, Nov 13, 2014 at 10:58 AM, Brecht Van Lommel 
 brechtvanlom...@pandora.be wrote:
 
 If it is really 100% or 300% slower then that sounds like a fixable issue.

 I'm not sure why it would be this slow, it would be good to find out why,
 but one thing that would speed it up is to render more samples at a the
 time and redraw less often as the current sample increases. Due to the way
 Monte Carlo integration works, one sample barely makes any visible
 difference in noise after a while anyway.

 Maybe something like:
 num_samples_at_once = sqrt(max(current_sample - 4, 1))
 On Nov 13, 2014 10:13 AM, Greg Zaal gregzzm...@gmail.com wrote:

 Just by the way, it's even more noticeable with GPU rendering - I've seen
 it roughly 300% slower often.

 could lead to significant slowdown sounds good to me.

 On 13 November 2014 11:06, Sergey Sharybin sergey@gmail.com wrote:

 The issue here is that basically slowdown depends on particular hardware
 configuration, tile settings and device used to render (GPU/CPU).
 Meaning,
 on modern CPU i've noticed around 20% slowdown peak, which is not that
 bad
 as 100%. So what i'm trying to say here, is that if we'll provide
 information up to 100% slower it might just scary artists and they
 wouldn't use the option at all, even though for their configuration
 slowdown wouldn't be so bad.

 What about more neutral (in my opinion): could lead to significant
 slowdown?

 On Thu, Nov 13, 2014 at 12:22 AM, Simon Repp simon@fdpl.foundation
 wrote:

 Dear Renderistas,

 I only recently found out that progressive refinement in Cycles
 rendering (which the corresponding checkbox's tooltip describes to be
 somewhat slower than bucket rendering) in fact can impose performance
 penalties of over 100% (aka the same amount of samples takes more than
 twice as long to render).

 Now I don't know if this is just a personal flawed interpretation of
 the
 english language on my part, but when reading somewhat slower I
 didn't
 realize what I was really in for, and in retrospect I'd rather not
 reconstruct how many days my poor laptop spent in excess to render some
 projects I did in the past.

 I'd hereby like to propose a change of this tooltip to something less
 ambiguous, lest anyone else falls into that same trap that I have - My
 proposal for this would be to include actual figures describing the
 possible speed penalty that progressive refinement can impose, that is,
 something along the lines of renders [a]% to [b]% slower depending on
 the scene, where figures [a] and [b] are ideally derived from real
 world data we gather (or already have?) about how much speed penalty
 progressive refinement can impose in different scenes. Alternatively,
 only stating up to [x]% slower would work as well I guess, as the
 main
 point is to make people aware that it _can_ possibly affect render
 times
 _significantly_.

 If the proposal to include figures is not agreeable for some reason, I
 would at least ask for a more indicative wording than somewhat
 slower,
 which even after consulting multiple dictionaries I'm not sure if there
 is an official interpretation for. (One dictionary suggests quite as
 a
 synoym, another slightly ...) I'd still prefer the figures though, no
 one looks up terms in the dictionary while using Blender and I am
 probably not the worst offender at massacring and misunderstanding the
 english language in the Blender community, and it doesn't get less
 ambiguous than numbers anyway, so I say we use them here? :)

 Best,
 Simon
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Re: [Bf-committers] Cycles Progressive Refinement Checkbox Tooltip *somewhat* ambiguous

2014-11-13 Thread PKB
It crashes my blender build like a charm, here's the small backtrace (sorry
but it's so short it won't hurt I think):

# Blender 2.72 (sub 2), Commit date: 2014-11-11 20:44, Hash c932edb
# backtrace
/home/piotao/bin/blender() [0x9b85ec]
/home/piotao/bin/blender() [0x9b8884]
/lib/x86_64-linux-gnu/libc.so.6(+0x36c30) [0x7fbbdc168c30]
/home/piotao/bin/blender() [0x160ebde]
/home/piotao/bin/blender(_ZN3ccl9CPUDevice13thread_shaderERNS_10DeviceTaskE+0x8f)
[0x146ad6f]
/home/piotao/bin/blender(_ZN3ccl13TaskScheduler10thread_runEi+0x28)
[0x151e928]
/home/piotao/bin/blender(_ZN3ccl6thread3runEPv+0x19) [0x151fd99]
/lib/x86_64-linux-gnu/libpthread.so.0(+0x8182) [0x7fbbdcb0a182]
/lib/x86_64-linux-gnu/libc.so.6(clone+0x6d) [0x7fbbdc22cfbd]


Rendering don't work either as F12 or as Shift-Z. Maybe somebody can find
this helpful.
cheers!
pio

Piotr Arłukowicz, BFCT
*Polski Kurs Blendera*: *http://polskikursblendera.pl
http://polskikursblendera.pl*,
YT: /user/piotao?feature=guide, FB: /polskikursblendera, TW: /piotao


2014-11-13 22:24 GMT+01:00 Simon Repp simon@fdpl.foundation:

 Here's the scene I initially used to test this:

 IMAGE 

 http://fdpl.foundation/prog-vs-nonprog-suzanne-volumetric-dof-displacement.png
 (10MB)

 BLEND 

 http://fdpl.foundation/prog-vs-nonprog-suzanne-volumetric-dof-displacement.blend
 (1MB)

 I rendered on CPU - i7-2920XM quad-core (2.50GHz, 8MB cache), fedora 20
 64 bit, blender 2.72b official release

 Non-Progressive: 61 seconds
 Progressive: 165 seconds

 Super coincidentally also 2.7x slower :D

 Cheers,
 Simon

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Re: [Bf-committers] Cycles Progressive Refinement Checkbox Tooltip *somewhat* ambiguous

2014-11-13 Thread Simon Repp
Might not be the reason for your crash, but please take note that in my
example scene I enabled the experimental featureset for rendering
(because: material based displacement). So in a way it could be ok
that it crashes, if such a thing can be said :D.

o/ Greets!!

On 11/13/2014 10:46 PM, PKB wrote:
 It crashes my blender build like a charm, here's the small backtrace (sorry
 but it's so short it won't hurt I think):
 
 # Blender 2.72 (sub 2), Commit date: 2014-11-11 20:44, Hash c932edb
 # backtrace
 /home/piotao/bin/blender() [0x9b85ec]
 /home/piotao/bin/blender() [0x9b8884]
 /lib/x86_64-linux-gnu/libc.so.6(+0x36c30) [0x7fbbdc168c30]
 /home/piotao/bin/blender() [0x160ebde]
 /home/piotao/bin/blender(_ZN3ccl9CPUDevice13thread_shaderERNS_10DeviceTaskE+0x8f)
 [0x146ad6f]
 /home/piotao/bin/blender(_ZN3ccl13TaskScheduler10thread_runEi+0x28)
 [0x151e928]
 /home/piotao/bin/blender(_ZN3ccl6thread3runEPv+0x19) [0x151fd99]
 /lib/x86_64-linux-gnu/libpthread.so.0(+0x8182) [0x7fbbdcb0a182]
 /lib/x86_64-linux-gnu/libc.so.6(clone+0x6d) [0x7fbbdc22cfbd]
 
 
 Rendering don't work either as F12 or as Shift-Z. Maybe somebody can find
 this helpful.
 cheers!
 pio
 
 Piotr Arłukowicz, BFCT
 *Polski Kurs Blendera*: *http://polskikursblendera.pl
 http://polskikursblendera.pl*,
 YT: /user/piotao?feature=guide, FB: /polskikursblendera, TW: /piotao
 
 
 2014-11-13 22:24 GMT+01:00 Simon Repp simon@fdpl.foundation:
 
 Here's the scene I initially used to test this:

 IMAGE 

 http://fdpl.foundation/prog-vs-nonprog-suzanne-volumetric-dof-displacement.png
 (10MB)

 BLEND 

 http://fdpl.foundation/prog-vs-nonprog-suzanne-volumetric-dof-displacement.blend
 (1MB)

 I rendered on CPU - i7-2920XM quad-core (2.50GHz, 8MB cache), fedora 20
 64 bit, blender 2.72b official release

 Non-Progressive: 61 seconds
 Progressive: 165 seconds

 Super coincidentally also 2.7x slower :D

 Cheers,
 Simon

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 Bf-committers mailing list
 Bf-committers@blender.org
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Re: [Bf-committers] Cycles Progressive Refinement Checkbox Tooltip *somewhat* ambiguous

2014-11-13 Thread Sergey Sharybin
Please don't do bug reports in the mailing list, and put it on the
developer.blender.org instead.

On Thu, Nov 13, 2014 at 10:53 PM, Simon Repp simon@fdpl.foundation wrote:

 Might not be the reason for your crash, but please take note that in my
 example scene I enabled the experimental featureset for rendering
 (because: material based displacement). So in a way it could be ok
 that it crashes, if such a thing can be said :D.

 o/ Greets!!

 On 11/13/2014 10:46 PM, PKB wrote:
  It crashes my blender build like a charm, here's the small backtrace
 (sorry
  but it's so short it won't hurt I think):
 
  # Blender 2.72 (sub 2), Commit date: 2014-11-11 20:44, Hash c932edb
  # backtrace
  /home/piotao/bin/blender() [0x9b85ec]
  /home/piotao/bin/blender() [0x9b8884]
  /lib/x86_64-linux-gnu/libc.so.6(+0x36c30) [0x7fbbdc168c30]
  /home/piotao/bin/blender() [0x160ebde]
 
 /home/piotao/bin/blender(_ZN3ccl9CPUDevice13thread_shaderERNS_10DeviceTaskE+0x8f)
  [0x146ad6f]
  /home/piotao/bin/blender(_ZN3ccl13TaskScheduler10thread_runEi+0x28)
  [0x151e928]
  /home/piotao/bin/blender(_ZN3ccl6thread3runEPv+0x19) [0x151fd99]
  /lib/x86_64-linux-gnu/libpthread.so.0(+0x8182) [0x7fbbdcb0a182]
  /lib/x86_64-linux-gnu/libc.so.6(clone+0x6d) [0x7fbbdc22cfbd]
 
 
  Rendering don't work either as F12 or as Shift-Z. Maybe somebody can find
  this helpful.
  cheers!
  pio
 
  Piotr Arłukowicz, BFCT
  *Polski Kurs Blendera*: *http://polskikursblendera.pl
  http://polskikursblendera.pl*,
  YT: /user/piotao?feature=guide, FB: /polskikursblendera, TW: /piotao
 
 
  2014-11-13 22:24 GMT+01:00 Simon Repp simon@fdpl.foundation:
 
  Here's the scene I initially used to test this:
 
  IMAGE 
 
 
 http://fdpl.foundation/prog-vs-nonprog-suzanne-volumetric-dof-displacement.png
  (10MB)
 
  BLEND 
 
 
 http://fdpl.foundation/prog-vs-nonprog-suzanne-volumetric-dof-displacement.blend
  (1MB)
 
  I rendered on CPU - i7-2920XM quad-core (2.50GHz, 8MB cache), fedora 20
  64 bit, blender 2.72b official release
 
  Non-Progressive: 61 seconds
  Progressive: 165 seconds
 
  Super coincidentally also 2.7x slower :D
 
  Cheers,
  Simon
 
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With best regards, Sergey Sharybin
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Campbell Barton
On Thu, Nov 13, 2014 at 10:00 PM, Simon Repp simon@fdpl.foundation wrote:
 When I switched from Ubuntu to Fedora it took me about 2 weeks on and
 off to get a successful build again, afterwards I had a full working
 build but I was 50% down on motivation and 100% out of free time for
 that month to get into actual coding again. Who knows what would have
 happened in those two weeks if I had actually coded? (and afterwards in
 that altered timeline ...!?)

 In that sense I really like the idea, though I would prefer the inverse
 implementation: 'make' for the full build, 'make simple' (or so) as a
 (prominently documented!!) simpler way for dev newcomers to have at hand
 if the full build process is discouraging or blocking actual development.

We have `make lite`, its referenced in the linux build docs and in `make help`.
http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux/Ubuntu/CMake#Automatic_CMake_Setup

Its probably worth mentioning that this can be used to get up and
running quickly.

 I suggest the inverse implementation because sometimes building the full
 thing actually works like a charm (it did for me on Ubuntu), so you'd
 get the full thing for free in that case - and initially failing and
 retrying can also lead to important discoveries, for instance my 2 week
 odyssey to building Blender on Fedora actually revealed a major bug in
 the dependency installer script, which I could fix together with
 mont29's help then.

 Either way it's implemented, thumbs up, I like it!!

 On 11/13/2014 12:31 PM, Campbell Barton wrote:
 This is mainly for Linux/BSD developers (releases remain unchanged).

 Its getting increasingly difficult to build Blender on Linux, (LLVM,
 ffmpeg, OpenCollada...)  these issue's can't always be fixed on our
 side.

 With newer developers a failed build with a cryptic error message
 (guys in #blendercoders can't even help with), is quite off putting..

 Proposing a limited feature-set by default with CMake (again official
 builds from blender.org are unchanged)

 https://developer.blender.org/T42569

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 Bf-committers@blender.org
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- Campbell
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Campbell Barton
Committed the changed defaults for CMake:
https://developer.blender.org/rBbf63e348a2c481fa523466a86dd52cedadc62bc8

Noted in build docs:
http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux/cmake#Automatic_CMake_Setup

Existing builds won't change their configurations, but we'll need to
make sure distro package maintainers use the options in:
https://developer.blender.org/diffusion/B/browse/master/build_files/cmake/config/blender_full.cmake


On Fri, Nov 14, 2014 at 12:23 AM, Campbell Barton ideasma...@gmail.com wrote:
 On Thu, Nov 13, 2014 at 10:00 PM, Simon Repp simon@fdpl.foundation wrote:
 When I switched from Ubuntu to Fedora it took me about 2 weeks on and
 off to get a successful build again, afterwards I had a full working
 build but I was 50% down on motivation and 100% out of free time for
 that month to get into actual coding again. Who knows what would have
 happened in those two weeks if I had actually coded? (and afterwards in
 that altered timeline ...!?)

 In that sense I really like the idea, though I would prefer the inverse
 implementation: 'make' for the full build, 'make simple' (or so) as a
 (prominently documented!!) simpler way for dev newcomers to have at hand
 if the full build process is discouraging or blocking actual development.

 We have `make lite`, its referenced in the linux build docs and in `make 
 help`.
 http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux/Ubuntu/CMake#Automatic_CMake_Setup

 Its probably worth mentioning that this can be used to get up and
 running quickly.

 I suggest the inverse implementation because sometimes building the full
 thing actually works like a charm (it did for me on Ubuntu), so you'd
 get the full thing for free in that case - and initially failing and
 retrying can also lead to important discoveries, for instance my 2 week
 odyssey to building Blender on Fedora actually revealed a major bug in
 the dependency installer script, which I could fix together with
 mont29's help then.

 Either way it's implemented, thumbs up, I like it!!

 On 11/13/2014 12:31 PM, Campbell Barton wrote:
 This is mainly for Linux/BSD developers (releases remain unchanged).

 Its getting increasingly difficult to build Blender on Linux, (LLVM,
 ffmpeg, OpenCollada...)  these issue's can't always be fixed on our
 side.

 With newer developers a failed build with a cryptic error message
 (guys in #blendercoders can't even help with), is quite off putting..

 Proposing a limited feature-set by default with CMake (again official
 builds from blender.org are unchanged)

 https://developer.blender.org/T42569

 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers



 --
 - Campbell



-- 
- Campbell
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Re: [Bf-committers] Revising the testbuild branch

2014-11-13 Thread Dalai Felinto
How to make a build now? After I click on 'Force Build' I land in a
page saying: Authorization Failed. You are not allowed to perform
this action.

And for the records, in the future it would help to have the outcome
of such an important discussion re-sent to the list as an email on its
own (instead of a reply in a 11-email long thread)  ... I just pushed
'testbuild' back to the servers :(  [and deleted it after, but
still, the notification commits will be all over everyone's email
boxes].

Dalai
--
blendernetwork.org/dalai-felinto
www.dalaifelinto.com


2014-10-16 8:16 GMT-03:00 Bastien Montagne montagn...@wanadoo.fr:
 Hi devs,

 So, we resurrected testbuild as 'experimental-build', getting rid of the
 issues that caused last week's shutdown of this tool (i.e. builds
 publicly available from builder.b.o., and confusing name with testbuilds
 done during release process).

 Note this tool implies commit access to our main git repository.

 Here are the steps to follow to make an experimental build:
 * Checkout the 'experimental-build' branch, merge master in,
 squash-apply your code to it, revert last commit, and push to origin
 (see below[1] for an concrete example);
 * Go to one of the buildbot's builders' page (e.g.
 https://builder.blender.org/builders/linux_glibc211_x86_64_scons) - note
 you'll need to do that for all platforms you want to build on.
 * Select 'experimental-build' instead of 'master' in the branch
 dropdown, copy-paste the exact hash of your squashed-commit of your
 patch into 'revision' field, and force the build.
 * Go to the experimental 'hidden' sub-folder of
 https://builder.blender.org/download/ and download your builds from
 there asap.
 * DO NOT SHARE ABOVE LINK PUBLICLY! It's your responsibility to
 distribute your builds (e.g. through graphicall, dropbox, whatever),
 'official' blender site should not be involved in this. Note that the
 next experimental build on the same builder will replace current one, so
 builder.b.o is not a reliable storage for such builds anyway!

 Quite obviously, let's try not to abuse the feature! :)

 Happy Blending,
 Bastien

 [1] Typical git commands to make an experimental build:
  $ git checkout experimental-build
  $ git merge origin/master
  $ git merge --squash mywippatch
  $ git commit
  $ git revert HEAD
  $ git push origin
  $ git checkout master


 Le 12/10/2014 10:39, Sergey Sharybin a écrit :
 Think we should agree on some better name then and deploy?

 On Sun, Oct 12, 2014 at 9:19 AM, Bastien Montagne montagn...@wanadoo.fr
 wrote:

 Good catch, this seems to work fine! :)

 Le 12/10/2014 08:26, Sergey Sharybin a écrit :
 Did you try using public_html/testbuilds instead? There's also a code in
 the template which lusts the dirs, could comment that out.
 On Oct 11, 2014 11:27 PM, Bastien Montagne montagn...@wanadoo.fr
 wrote:
 Following Sergey's suggestion (put testbuilds in a separate dir) I
 fought a bit with my local version of buildbot to get it running again.

 In the end, looks like a very simple change is enough, in
 master_unpack.py, something like:

 diff --git a/build_files/buildbot/master_unpack.py
 b/build_files/buildbot/master_unpack.py
 index ecacf3b..f5c8493 100644
 --- a/build_files/buildbot/master_unpack.py
 +++ b/build_files/buildbot/master_unpack.py
 @@ -116,7 +116,7 @@ if platform == '':
 sys.exit(1)

 # extract
 -directory = 'public_html/download'
 +directory = 'public_html/download' if branch == 'master' else
 'public_html/download/testbuilds'

 try:
 zf = z.open(package)

 public_html/download/testbuilds must be created beforehand of course.

 On my local web buildbot UI, that dir is automatically listed under the
 download page… Not sure whether we consider that as safe enough for
 users not to mess with it? Guess we can find a way to hide it,
 otherwise.
 As a side note, do not think listing those builds publically is needed
 at all, they are replaced by next one so dev has to 'backup' them
 anyway.
 And yes, probably renaming could be nice too… 'experimental' sounds good
 to me.

 Bastien

 Le 11/10/2014 20:26, Sergey Sharybin a écrit :
 It _had been_ discussed several times at least. Starting from
 discussion
 in
 #lbendercoders between me, Dan, Bastien and even Ton. Then once it was
 all
 set up (and i believe some discussion happened in the ML as well). Once
 all
 the changes to the infrastructure were done it was announced in the ML:
 http://lists.blender.org/pipermail/bf-committers/2014-July/043948.html
 In
 such a situation it's real weird to have a post-factum it should have
 never been done this way.

 As an addition to the previous suggestion:
 - We can as well just put a REAL HUGE BANNER on top of the experimental
 builds just to stress once again that they're experimental if it'll be
 considered useful to have those builds listed to public.
 - We can rename testbuild to something like  devbuild (as
 developer-build) or experimental to prevent 

Re: [Bf-committers] Revising the testbuild branch

2014-11-13 Thread Thomas Dinges
That's not the first time I have these 100+ e-mails from the testbuild 
branch in my inbox. Can't we do something about this? ...

Am 14.11.2014 um 04:47 schrieb Dalai Felinto:
 How to make a build now? After I click on 'Force Build' I land in a
 page saying: Authorization Failed. You are not allowed to perform
 this action.

 And for the records, in the future it would help to have the outcome
 of such an important discussion re-sent to the list as an email on its
 own (instead of a reply in a 11-email long thread)  ... I just pushed
 'testbuild' back to the servers :(  [and deleted it after, but
 still, the notification commits will be all over everyone's email
 boxes].

 Dalai
 --
 blendernetwork.org/dalai-felinto
 www.dalaifelinto.com


 2014-10-16 8:16 GMT-03:00 Bastien Montagne montagn...@wanadoo.fr:
 Hi devs,

 So, we resurrected testbuild as 'experimental-build', getting rid of the
 issues that caused last week's shutdown of this tool (i.e. builds
 publicly available from builder.b.o., and confusing name with testbuilds
 done during release process).

 Note this tool implies commit access to our main git repository.

 Here are the steps to follow to make an experimental build:
 * Checkout the 'experimental-build' branch, merge master in,
 squash-apply your code to it, revert last commit, and push to origin
 (see below[1] for an concrete example);
 * Go to one of the buildbot's builders' page (e.g.
 https://builder.blender.org/builders/linux_glibc211_x86_64_scons) - note
 you'll need to do that for all platforms you want to build on.
 * Select 'experimental-build' instead of 'master' in the branch
 dropdown, copy-paste the exact hash of your squashed-commit of your
 patch into 'revision' field, and force the build.
 * Go to the experimental 'hidden' sub-folder of
 https://builder.blender.org/download/ and download your builds from
 there asap.
 * DO NOT SHARE ABOVE LINK PUBLICLY! It's your responsibility to
 distribute your builds (e.g. through graphicall, dropbox, whatever),
 'official' blender site should not be involved in this. Note that the
 next experimental build on the same builder will replace current one, so
 builder.b.o is not a reliable storage for such builds anyway!

 Quite obviously, let's try not to abuse the feature! :)

 Happy Blending,
 Bastien

 [1] Typical git commands to make an experimental build:
   $ git checkout experimental-build
   $ git merge origin/master
   $ git merge --squash mywippatch
   $ git commit
   $ git revert HEAD
   $ git push origin
   $ git checkout master


 Le 12/10/2014 10:39, Sergey Sharybin a écrit :
 Think we should agree on some better name then and deploy?

 On Sun, Oct 12, 2014 at 9:19 AM, Bastien Montagne montagn...@wanadoo.fr
 wrote:

 Good catch, this seems to work fine! :)

 Le 12/10/2014 08:26, Sergey Sharybin a écrit :
 Did you try using public_html/testbuilds instead? There's also a code in
 the template which lusts the dirs, could comment that out.
 On Oct 11, 2014 11:27 PM, Bastien Montagne montagn...@wanadoo.fr
 wrote:
 Following Sergey's suggestion (put testbuilds in a separate dir) I
 fought a bit with my local version of buildbot to get it running again.

 In the end, looks like a very simple change is enough, in
 master_unpack.py, something like:

 diff --git a/build_files/buildbot/master_unpack.py
 b/build_files/buildbot/master_unpack.py
 index ecacf3b..f5c8493 100644
 --- a/build_files/buildbot/master_unpack.py
 +++ b/build_files/buildbot/master_unpack.py
 @@ -116,7 +116,7 @@ if platform == '':
  sys.exit(1)

  # extract
 -directory = 'public_html/download'
 +directory = 'public_html/download' if branch == 'master' else
 'public_html/download/testbuilds'

  try:
  zf = z.open(package)

 public_html/download/testbuilds must be created beforehand of course.

 On my local web buildbot UI, that dir is automatically listed under the
 download page… Not sure whether we consider that as safe enough for
 users not to mess with it? Guess we can find a way to hide it,
 otherwise.
 As a side note, do not think listing those builds publically is needed
 at all, they are replaced by next one so dev has to 'backup' them
 anyway.
 And yes, probably renaming could be nice too… 'experimental' sounds good
 to me.

 Bastien

 Le 11/10/2014 20:26, Sergey Sharybin a écrit :
 It _had been_ discussed several times at least. Starting from
 discussion
 in
 #lbendercoders between me, Dan, Bastien and even Ton. Then once it was
 all
 set up (and i believe some discussion happened in the ML as well). Once
 all
 the changes to the infrastructure were done it was announced in the ML:
 http://lists.blender.org/pipermail/bf-committers/2014-July/043948.html
 In
 such a situation it's real weird to have a post-factum it should have
 never been done this way.

 As an addition to the previous suggestion:
 - We can as well just put a REAL HUGE BANNER on top of the experimental
 builds just to stress once again