[Bf-committers] Weekly developer meeting minutes - November 16, 2014
Hi all, Here are the notes from today's meeting in irc.freenode.net #blendercoders 1) Release targets for 2.73 - Planning and targets overview: http://wiki.blender.org/index.php/Dev:Doc/Projects - Compositor patch review will be done this week by Sergey Sharybin - Mesh transfer project goes ok, but Split Normals will move to the next release - it would be giving too many issues. - Dalai Felinto: note, officially Multiview has to migrate to master this week, has that been planned? - Bastien Montagne and Julian Eisel will check on the Chinese character patch. 2) Other projects - We are moving to SDL2 and make it a dynamic load target (so Blender runs without having it installed). Sergey Sharybin is handling it. - Work is being done to make CMake work for the buildbot, which opens up the question how long we keep supporting it. Too few people use it. Is this going to be maintained well next year? Discussion on future of scons can start now! - Linux CMake default changed a bit - omitting the complicated libraries for first time builders: http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux/cmake#Automatic_CMake_Setup - Cycles has own repository now, with an own member team, which makes it easier to add new people. https://developer.blender.org/project/view/26/ http://lists.blender.org/pipermail/bf-cycles/2014-November/002146.html Thanks! -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Weekly developer meeting minutes - November 16, 2014
Hi, A correction: - Work is being done to make CMake work for the buildbot, Buildbot uses scons now, that's why the question is getting raised :) -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands On 16 Nov, 2014, at 16:46, Ton Roosendaal wrote: Hi all, Here are the notes from today's meeting in irc.freenode.net #blendercoders 1) Release targets for 2.73 - Planning and targets overview: http://wiki.blender.org/index.php/Dev:Doc/Projects - Compositor patch review will be done this week by Sergey Sharybin - Mesh transfer project goes ok, but Split Normals will move to the next release - it would be giving too many issues. - Dalai Felinto: note, officially Multiview has to migrate to master this week, has that been planned? - Bastien Montagne and Julian Eisel will check on the Chinese character patch. 2) Other projects - We are moving to SDL2 and make it a dynamic load target (so Blender runs without having it installed). Sergey Sharybin is handling it. - Work is being done to make CMake work for the buildbot, which opens up the question how long we keep supporting it. Too few people use it. Is this going to be maintained well next year? Discussion on future of scons can start now! - Linux CMake default changed a bit - omitting the complicated libraries for first time builders: http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux/cmake#Automatic_CMake_Setup - Cycles has own repository now, with an own member team, which makes it easier to add new people. https://developer.blender.org/project/view/26/ http://lists.blender.org/pipermail/bf-cycles/2014-November/002146.html Thanks! -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] missing libjack_d.lib in lib/windows_vc12
It seems like it should be there. I saw a patch that added the _d.lib to the cmake files recently, maybe someone forgot to build and add the library to the windows_vc12 folder. Any advice? Trying to build blender with VS 2013 on Windows x86, CMake. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender building software
Hello, recently I began the process of setting up to build blender, much of the information had to be gathered from IRC and various sources, I still am having trouble, however I think someone needs to bring up this issue. Could we make a blender army knife ? a text editor, compiler and push/pull system? this way, someone could just get the client, pull down blender and start coding? (pardon my ignorance) JAcob Merrill ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender building software
On Sun, Nov 16, 2014 at 7:41 PM, Jacob Merrill blueprintrand...@gmail.com wrote: Hello, recently I began the process of setting up to build blender, much of the information had to be gathered from IRC and various sources, I still am having trouble, however I think someone needs to bring up this issue. Could we make a blender army knife ? a text editor, compiler and push/pull system? this way, someone could just get the client, pull down blender and start coding? (pardon my ignorance) JAcob Merrill Building Blender should be as straight-foward as possible, Did you follow the steps for your platform? http://wiki.blender.org/index.php/Dev:Doc/Building_Blender If there is information missing from these pages, let us know. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Developer Guidelines
Hi Anish, with the experience you claim, I would suggest you to get started with the addons repository, as it is python code and not C/C++. For a smoother adaptation :) Start by building Blender: http://wiki.blender.org/index.php/Dev:Doc/Building_Blender and get in touch with the developers' community and ask for help at freenode's #blendercoders InĂªs Almeida / brita_ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender building software
On Sun, Nov 16, 2014 at 10:41:13AM -0800, Jacob Merrill wrote: recently I began the process of setting up to build blender, much of the information had to be gathered from IRC and various sources, I still am having trouble, however I think someone needs to bring up this issue. Could we make a blender army knife ? a text editor, compiler and push/pull system? this way, someone could just get the client, pull down blender and start coding? disclaimer: I am not trying to be mean or to be discouraging. If one chimp can do it, so can another! However... I suspect your problems stem from a mismatch between your skill-set and that of a typical software developer. No one who writes code needs to be told to install a text editor or compiler. The push/pull system is either Git (which I agree is painful), or the package manager for your operating system, depending on what push/pull means. Yes, you need the Blender source and some specific libraries that are unlikely to be present on a typical workstation, but that is what the instructions are about. The install_deps.sh script is an attempt to make this easier, but it is platform-specific which means it is not a universal cure. -- Stephen Swaney sswa...@centurytel.net 231-313-2492skype: sswaney (GMT-4) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender building software
On Sun, Nov 16, 2014 at 10:07 PM, Stephen Swaney sswa...@centurytel.net wrote: On Sun, Nov 16, 2014 at 10:41:13AM -0800, Jacob Merrill wrote: recently I began the process of setting up to build blender, much of the information had to be gathered from IRC and various sources, I still am having trouble, however I think someone needs to bring up this issue. Could we make a blender army knife ? a text editor, compiler and push/pull system? this way, someone could just get the client, pull down blender and start coding? disclaimer: I am not trying to be mean or to be discouraging. If one chimp can do it, so can another! However... I suspect your problems stem from a mismatch between your skill-set and that of a typical software developer. No one who writes code needs to be told to install a text editor or compiler. The push/pull system is either Git (which I agree is painful), or the package manager for your operating system, depending on what push/pull means. Yes, you need the Blender source and some specific libraries that are unlikely to be present on a typical workstation, but that is what the instructions are about. The install_deps.sh script is an attempt to make this easier, but it is platform-specific which means it is not a universal cure. Even if this is from lack of experience, Id be curious to know specifics about which steps in the docs newer devs trip-up on, it may be the docs can be improved to avoid others running into similar errors. -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender building software
I see now, I needed over 4 gigs of memory as I was trying to build with cuda, and I have a 32 bit cpu and can't handle any more ram... ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender building software
it's way beyond my skill level, but I wanted to take a look at building with bullet 3 On Sun, Nov 16, 2014 at 1:46 PM, Jacob Merrill blueprintrand...@gmail.com wrote: I see now, I needed over 4 gigs of memory as I was trying to build with cuda, and I have a 32 bit cpu and can't handle any more ram... ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender building software
On Sun, Nov 16, 2014 at 10:49 PM, Jacob Merrill blueprintrand...@gmail.com wrote: it's way beyond my skill level, but I wanted to take a look at building with bullet 3 On Sun, Nov 16, 2014 at 1:46 PM, Jacob Merrill blueprintrand...@gmail.com wrote: I see now, I needed over 4 gigs of memory as I was trying to build with cuda, and I have a 32 bit cpu and can't handle any more ram... Not sure why you would need Cuda enabled to build with a new Bullet. Building Cuda binaries is disabled by default not needed for the game-engine or physics in Blender currently. -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender building software
and I found this - http://www.geeks3d.com/20081126/bullet-273-physics-engine-uses-cuda/ On Sun, Nov 16, 2014 at 1:58 PM, Jacob Merrill blueprintrand...@gmail.com wrote: Bullet 3 is on the GPU. On Sun, Nov 16, 2014 at 1:56 PM, Campbell Barton ideasma...@gmail.com wrote: On Sun, Nov 16, 2014 at 10:49 PM, Jacob Merrill blueprintrand...@gmail.com wrote: it's way beyond my skill level, but I wanted to take a look at building with bullet 3 On Sun, Nov 16, 2014 at 1:46 PM, Jacob Merrill blueprintrand...@gmail.com wrote: I see now, I needed over 4 gigs of memory as I was trying to build with cuda, and I have a 32 bit cpu and can't handle any more ram... Not sure why you would need Cuda enabled to build with a new Bullet. Building Cuda binaries is disabled by default not needed for the game-engine or physics in Blender currently. -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender building software
The thing is, to use Bullet3 CUDA you don't need to enable CUDA in Cycles (and compiling Cycles CUDA kernel takes huge amount of memory). Also, i bet Bullet3 would still work on CPU even with CUDA disabled. So i would try building Blender with Bullet3 but without CUDA, that would be much easier first step. On Mon, Nov 17, 2014 at 2:59 AM, Jacob Merrill blueprintrand...@gmail.com wrote: and I found this - http://www.geeks3d.com/20081126/bullet-273-physics-engine-uses-cuda/ On Sun, Nov 16, 2014 at 1:58 PM, Jacob Merrill blueprintrand...@gmail.com wrote: Bullet 3 is on the GPU. On Sun, Nov 16, 2014 at 1:56 PM, Campbell Barton ideasma...@gmail.com wrote: On Sun, Nov 16, 2014 at 10:49 PM, Jacob Merrill blueprintrand...@gmail.com wrote: it's way beyond my skill level, but I wanted to take a look at building with bullet 3 On Sun, Nov 16, 2014 at 1:46 PM, Jacob Merrill blueprintrand...@gmail.com wrote: I see now, I needed over 4 gigs of memory as I was trying to build with cuda, and I have a 32 bit cpu and can't handle any more ram... Not sure why you would need Cuda enabled to build with a new Bullet. Building Cuda binaries is disabled by default not needed for the game-engine or physics in Blender currently. -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender building software
Thanks, I guess I was confused about bullet 3 using openCL vs Cuda itself... I will try again tonight with just the default libs, then start trying to tie bullet 3 in On Sun, Nov 16, 2014 at 2:11 PM, Sergey Sharybin sergey@gmail.com wrote: The thing is, to use Bullet3 CUDA you don't need to enable CUDA in Cycles (and compiling Cycles CUDA kernel takes huge amount of memory). Also, i bet Bullet3 would still work on CPU even with CUDA disabled. So i would try building Blender with Bullet3 but without CUDA, that would be much easier first step. On Mon, Nov 17, 2014 at 2:59 AM, Jacob Merrill blueprintrand...@gmail.com wrote: and I found this - http://www.geeks3d.com/20081126/bullet-273-physics-engine-uses-cuda/ On Sun, Nov 16, 2014 at 1:58 PM, Jacob Merrill blueprintrand...@gmail.com wrote: Bullet 3 is on the GPU. On Sun, Nov 16, 2014 at 1:56 PM, Campbell Barton ideasma...@gmail.com wrote: On Sun, Nov 16, 2014 at 10:49 PM, Jacob Merrill blueprintrand...@gmail.com wrote: it's way beyond my skill level, but I wanted to take a look at building with bullet 3 On Sun, Nov 16, 2014 at 1:46 PM, Jacob Merrill blueprintrand...@gmail.com wrote: I see now, I needed over 4 gigs of memory as I was trying to build with cuda, and I have a 32 bit cpu and can't handle any more ram... Not sure why you would need Cuda enabled to build with a new Bullet. Building Cuda binaries is disabled by default not needed for the game-engine or physics in Blender currently. -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers