[Bf-committers] Weekly developer meeting minutes - November 16, 2014

2014-11-16 Thread Ton Roosendaal
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



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Re: [Bf-committers] Weekly developer meeting minutes - November 16, 2014

2014-11-16 Thread Ton Roosendaal
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
 
 
 
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[Bf-committers] missing libjack_d.lib in lib/windows_vc12

2014-11-16 Thread Andi Raicu
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.
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[Bf-committers] Blender building software

2014-11-16 Thread Jacob Merrill
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
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Re: [Bf-committers] Blender building software

2014-11-16 Thread Campbell Barton
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.
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Re: [Bf-committers] Developer Guidelines

2014-11-16 Thread brita
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_
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Re: [Bf-committers] Blender building software

2014-11-16 Thread Stephen Swaney
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)
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Re: [Bf-committers] Blender building software

2014-11-16 Thread Campbell Barton
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
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Re: [Bf-committers] Blender building software

2014-11-16 Thread Jacob Merrill
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...
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Re: [Bf-committers] Blender building software

2014-11-16 Thread Jacob Merrill
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...

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Re: [Bf-committers] Blender building software

2014-11-16 Thread Campbell Barton
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
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Re: [Bf-committers] Blender building software

2014-11-16 Thread Jacob Merrill
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
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Re: [Bf-committers] Blender building software

2014-11-16 Thread Sergey Sharybin
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
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-- 
With best regards, Sergey Sharybin
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Re: [Bf-committers] Blender building software

2014-11-16 Thread Jacob Merrill
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
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 --
 With best regards, Sergey Sharybin
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