Re: [Bf-committers] Blender developers meeting notes - August 2, 2015

2015-08-02 Thread Campbell Barton
 - Reminder: anyone who wants to add something that affects users or other 
 developers (APIs):
 always make a nice doc! *Before the commit* Even when you think it's not 
 interesting (like optimizing).
 Blender work is interesting to share by default! :)

I don't want to quibble here but this statement makes it sound as if
it should be obvious when to document development,
to me this is way too vague/fuzzy.

Optimization and general improvements happen fairly often,
applying some common sense I assume the statement above means
optimizations which users are likely to notice. Not the ~3% speedup
on a good day variety :)

Even then, we've had improvements to low level code: hashing [0],
optimizing allocations for slop-space [1, 2], merge-sort for
linked-lists [3], misc BMesh improvements [4, 5]
(not a comprehensive list, just to pick some from memory).

Which ones of these would should be documented *before* committing, and where?

Significant speedups are worth mentioning in the release log, but further,
I'd prefer good high level explanations/comments in the code, and
detailed commit-log if its needed.
Instead of docs on the Wiki or developers own blogs which tend to get outdated.

[0]: https://developer.blender.org/rBcfdd27381c6730dc0d8d4bb51c132b29337b8af5
[1]: https://developer.blender.org/rBe220d3228f48d4cb3256b398b45b40bf6892e550
[2]: https://developer.blender.org/rB19b7bb5975afdc2340538cb48d85e445828e9d7f
[3]: https://developer.blender.org/rB867cd2048e0e8dd9f0552ac996bb1d352136b9a0
[4]: https://developer.blender.org/rB65a95926600027814ef01ce5beaf711d3f41be55
[5]: https://developer.blender.org/rB38eef8deee4261f0139d29eb81584131a862bf59
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[Bf-committers] Build error on OSX

2015-08-02 Thread Jasper van Nieuwenhuizen
Hi all,

I was very eager to try out the new node alignment feature by Julian Eisel.
But when I try to compile I get the following error:

blender-git/blender/source/blender/bmesh/operators/bmo_connect_pair.c:244:13:
error:
  implicit declaration of function 'state_link_find' is invalid in C99
[-Werror,-Wimplicit-function-declaration]
BLI_assert(state_link_find(state, ele) == false);

I'm on OSX 10.10 and using CMake. After this error I tried to set C_FLAGS
and CXX_FLAGS -Wno-error and -Wno-implicit-function-declaration, but
then I got an error at the linking stage (also complaining about
'state_link_find').

I guess it's rather easy to fix, but even after years of building Blender
myself, I have actually no idea how all this stuff works. :/
So if anybody could shed some light on what the problem is or has any links
to where I can read more (so I get a better understanding) I would be very
grateful.

Cheers,

Jasper van Nieuwenhuizen
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Re: [Bf-committers] Build error on OSX

2015-08-02 Thread Howard Trickey
Needs an #ifdef DEBUG / #endif around that BLI_assert statement.

On Sun, Aug 2, 2015 at 7:04 AM Jasper van Nieuwenhuizen 
jaspervannieuwenhui...@gmail.com wrote:

 Hi all,

 I was very eager to try out the new node alignment feature by Julian Eisel.
 But when I try to compile I get the following error:


 blender-git/blender/source/blender/bmesh/operators/bmo_connect_pair.c:244:13:
 error:
   implicit declaration of function 'state_link_find' is invalid in C99
 [-Werror,-Wimplicit-function-declaration]
 BLI_assert(state_link_find(state, ele) == false);

 I'm on OSX 10.10 and using CMake. After this error I tried to set C_FLAGS
 and CXX_FLAGS -Wno-error and -Wno-implicit-function-declaration, but
 then I got an error at the linking stage (also complaining about
 'state_link_find').

 I guess it's rather easy to fix, but even after years of building Blender
 myself, I have actually no idea how all this stuff works. :/
 So if anybody could shed some light on what the problem is or has any links
 to where I can read more (so I get a better understanding) I would be very
 grateful.

 Cheers,

 Jasper van Nieuwenhuizen
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Re: [Bf-committers] Blender developers meeting notes - August 2, 2015

2015-08-02 Thread joe
Who's doing the viewport optimization work?  I have some experience here.
The key thing is to limit OpenGL commands, and also the data sent per-frame
to the GPU.  It might also be a good idea to move the simpler deform
modifiers into vertex shaders (and make sure to use a node system--it's
actually easier to use a DAG system than to try and code all the edge cases
by hand).



On Sun, Aug 2, 2015 at 9:16 AM, Ton Roosendaal t...@blender.org wrote:

 Hi all,

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

 1) Upcoming 2.76 release

 - OpenSubdiv: an essential fix was made by the Pixar team, we we can move
 on. (3.0.1 will be out soon).
 Unfortunately 3.0 has no UV texture support yet, will be in 3.1 later this
 year.

 For that reason Sergey will add it as optional choice, mainly for
 animation editing and playback
 in viewport.

 - Still waiting for a short document outlining the viewport Mesh
 performance work.

 - Reminder: anyone who wants to add something that affects users or other
 developers (APIs):
 always make a nice doc! *Before the commit* Even when you think it's not
 interesting (like optimizing).
 Blender work is interesting to share by default! :)

 - Due to holidays (2+ weeks absence of several core devs) we also extend
 the 2.76 with two weeks.

 - Current projects and planning:
 http://wiki.blender.org/index.php/Dev:Doc/Projects

 - Splash: suggested is to do a public contest in BA forums again. Still
 need a proposal for
 who will do the judging... and would we do a theme again? Tradition is to
 have the previous
 team/panel who selected a splash appoint the next. I'll ask the artists
 here to propose something.

 - Kevin Dietrich: OpenVDB patch is still waiting for review. There are
 also two (small) Cycles
 features using OpenVDB ready. The platform maintainers have to check on
 inclusion of new libs though.

 Check this:
 http://wiki.blender.org/index.php/User:Kevindietrich/OpenVDBRendering
 And this:
 http://wiki.blender.org/index.php/User:Kevindietrich/OpenVDBSmokeExport

 Laters,

 -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] Blender developers meeting notes - August 2, 2015

2015-08-02 Thread Ton Roosendaal
Hi all,

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

1) Upcoming 2.76 release

- OpenSubdiv: an essential fix was made by the Pixar team, we we can move on. 
(3.0.1 will be out soon).
Unfortunately 3.0 has no UV texture support yet, will be in 3.1 later this year.

For that reason Sergey will add it as optional choice, mainly for animation 
editing and playback 
in viewport.

- Still waiting for a short document outlining the viewport Mesh performance 
work.

- Reminder: anyone who wants to add something that affects users or other 
developers (APIs): 
always make a nice doc! *Before the commit* Even when you think it's not 
interesting (like optimizing). 
Blender work is interesting to share by default! :)

- Due to holidays (2+ weeks absence of several core devs) we also extend the 
2.76 with two weeks. 

- Current projects and planning:
http://wiki.blender.org/index.php/Dev:Doc/Projects

- Splash: suggested is to do a public contest in BA forums again. Still need a 
proposal for
who will do the judging... and would we do a theme again? Tradition is to have 
the previous
team/panel who selected a splash appoint the next. I'll ask the artists here to 
propose something.

- Kevin Dietrich: OpenVDB patch is still waiting for review. There are also two 
(small) Cycles 
features using OpenVDB ready. The platform maintainers have to check on 
inclusion of new libs though.

Check this:
http://wiki.blender.org/index.php/User:Kevindietrich/OpenVDBRendering
And this:
http://wiki.blender.org/index.php/User:Kevindietrich/OpenVDBSmokeExport

Laters,

-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] Blender developers meeting notes - August 2, 2015

2015-08-02 Thread Antony Riakiotakis
What might work is detecting if the final derived mesh has any users
outside the draw code, and if it does not then it may be possible to
use some sort of shader and do the calculation there. If it does, then
we will be needing the full result anyway, so we can just upload that
and skip the vertex shader cost. Some modifiers, such as the array
modifier can also benefit from similar code (+ instancing) but they
also need a way to detect cornercases (such as the object used as a
duplicated mesh for instance).

I must say though, I am not sure if using vertex shaders is the best
way to go, because it makes material shaders depend on modifiers which
means more shader bind calls plus materials would need a more
elaborate shader storing scheme for every material/modifier
combination. Maybe the way OpenSubdiv handles this can be generalized,
but we'll see if that's possible when/if we have full support in the
future.

Probably the depsgraph might support these kinds of queries, though
Sergey, Lukas or Joshua would know best.
The DAG should also be used to detect what mesh data need to be
reuploaded to the GPU due to some underlying mesh change
as well. Currently though, I'm still porting all mesh code to use
vertex buffer objects properly and haven't checked the depsgraph at
all.

On 2 August 2015 at 19:07, joe joe...@gmail.com wrote:
 Who's doing the viewport optimization work?  I have some experience here.
 The key thing is to limit OpenGL commands, and also the data sent per-frame
 to the GPU.  It might also be a good idea to move the simpler deform
 modifiers into vertex shaders (and make sure to use a node system--it's
 actually easier to use a DAG system than to try and code all the edge cases
 by hand).



 On Sun, Aug 2, 2015 at 9:16 AM, Ton Roosendaal t...@blender.org wrote:

 Hi all,

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

 1) Upcoming 2.76 release

 - OpenSubdiv: an essential fix was made by the Pixar team, we we can move
 on. (3.0.1 will be out soon).
 Unfortunately 3.0 has no UV texture support yet, will be in 3.1 later this
 year.

 For that reason Sergey will add it as optional choice, mainly for
 animation editing and playback
 in viewport.

 - Still waiting for a short document outlining the viewport Mesh
 performance work.

 - Reminder: anyone who wants to add something that affects users or other
 developers (APIs):
 always make a nice doc! *Before the commit* Even when you think it's not
 interesting (like optimizing).
 Blender work is interesting to share by default! :)

 - Due to holidays (2+ weeks absence of several core devs) we also extend
 the 2.76 with two weeks.

 - Current projects and planning:
 http://wiki.blender.org/index.php/Dev:Doc/Projects

 - Splash: suggested is to do a public contest in BA forums again. Still
 need a proposal for
 who will do the judging... and would we do a theme again? Tradition is to
 have the previous
 team/panel who selected a splash appoint the next. I'll ask the artists
 here to propose something.

 - Kevin Dietrich: OpenVDB patch is still waiting for review. There are
 also two (small) Cycles
 features using OpenVDB ready. The platform maintainers have to check on
 inclusion of new libs though.

 Check this:
 http://wiki.blender.org/index.php/User:Kevindietrich/OpenVDBRendering
 And this:
 http://wiki.blender.org/index.php/User:Kevindietrich/OpenVDBSmokeExport

 Laters,

 -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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