Re: [Bf-committers] Trying to build the PACKAGE.vcxproj using VS 2013

2014-11-17 Thread Dan Eicher
Hi,

The cmake rpm builder has worked for a while now and I do actively maintain
it -- except when one of the major dependencies of blender are out of sync
with the distro version *cough*python*couch* and I really don't feel like
borking my whole system...again.

Not that this has anything to do with the current discussion but thought
I'd mention it in case someone was looking for some code to trim while
making extensive changes to the cmake buildsystem.

Dan

On Sat, Nov 15, 2014 at 12:50 AM, Martijn Berger martijn.ber...@gmail.com
wrote:

 Hi Tom,

 I am having trouble reproducing this, I have made extensive changes to the
 cmake buildsystem over the last week and would recommend updating the
 blender source and regenerating the solution and retrying it.
 For me both the NSIS and the WIX packers work and so does building the
 PACKAGE target. The package target is not really needed to do blender
 development and did not work properly prior to my changes anyway.

 Martijn

 On Fri, Nov 14, 2014 at 9:10 PM, Tom Dominique 
 tom.domini...@gerbertechnology.com wrote:

  Hello Everyone,
 
 
 
  I am new to Blender and I am trying to build using VS2013. I am using
   Cmake 3.0.2, NSIS 3.0b and git. I am able to create a blender.sln and I
 am
  able to build almost all of the 135 projects that were created. The only
  project I can not build is the one I believe I need, and that is
  PACKAGE.vcxproj. I have attached my error message that I am receiving.
 Any
  help would greatly be appreciated.
 
 
 
  Thanks,
 
 
 
  Tom
 
 
 
  1-- Build started: Project: PACKAGE, Configuration: Release x64
 --
 
  1  CPack: Create package using NSIS
 
  1  CPack: Install projects
 
  1  CPack: - Install project: Blender
 
  1  CMake Error at
  c:/BlenderDEV/BuildPath/source/creator/cmake_install.cmake:41 (message):
 
  1ABSOLUTE path INSTALL DESTINATION forbidden (by caller):
 
  1c:/BlenderDEV/BuildPath/bin/Release/2.72/scripts
 
  1  Call Stack (most recent call first):
 
  1c:/BlenderDEV/BuildPath/cmake_install.cmake:35 (include)
 
  1
 
  1
 
  1EXEC : CPack error : Error when generating package: Blender
 
  1C:\Program Files
  (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(132,5):
  error MSB3073: The command setlocal
 
  1C:\Program Files
  (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(132,5):
  error MSB3073: cd c:\BlenderDEV\BuildPath
 
  1C:\Program Files
  (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(132,5):
  error MSB3073: if %errorlevel% neq 0 goto :cmEnd
 
  1C:\Program Files
  (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(132,5):
  error MSB3073: c:
 
  1C:\Program Files
  (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(132,5):
  error MSB3073: if %errorlevel% neq 0 goto :cmEnd
 
  1C:\Program Files
  (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(132,5):
  error MSB3073: C:\Program Files (x86)\CMake\bin\cpack.exe -C Release
  --config ./CPackConfig.cmake
 
  1C:\Program Files
  (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(132,5):
  error MSB3073: if %errorlevel% neq 0 goto :cmEnd
 
  1C:\Program Files
  (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(132,5):
  error MSB3073: :cmEnd
 
  1C:\Program Files
  (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(132,5):
  error MSB3073: endlocal  call :cmErrorLevel %errorlevel%  goto :cmDone
 
  1C:\Program Files
  (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(132,5):
  error MSB3073: :cmErrorLevel
 
  1C:\Program Files
  (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(132,5):
  error MSB3073: exit /b %1
 
  1C:\Program Files
  (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(132,5):
  error MSB3073: :cmDone
 
  1C:\Program Files
  (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(132,5):
  error MSB3073: if %errorlevel% neq 0 goto :VCEnd
 
  1C:\Program Files
  (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(132,5):
  error MSB3073: :VCEnd exited with code 1.
 
  == Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped
 ==
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Re: [Bf-committers] Trouble to build blender-2.72 on Fedora Rawhide

2014-09-30 Thread Dan Eicher
Looks like a missing include from pulling in the COLLADA's
COLLADAFWInstanceBindingBase.h.

Perhaps adding an #include vector to
source/blender/collada/ArmatureImporter.h will fix it, can't really
test right now but that's what I'd try first.


Dan


On Tue, Sep 30, 2014 at 9:19 AM, Jochen Schmitt joc...@herr-schmitt.de
wrote:

 Hello,

 I have tried to build the last official release of blender (blender-2.72)
 for Fedora Rawhide
 on the Fedora build system. Unfornately this build fails with several
 errors.

 Because I don't have an idea how to fix the issues I would like to ask for
 any
 hint to solve the issues.

 You can access the log for the builds on [1] [2]

 Best Regards:

 Jochen Schmitt

 [1] http://koji.fedoraproject.org/koji/taskinfo?taskID=7720882
 [2] http://koji.fedoraproject.org/koji/buildinfo?buildID=581566

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Re: [Bf-committers] Can hair particles be removed from particle edit mode?

2014-04-03 Thread Dan Eicher
Select the particle you want gone and press the 'x' key?


On Thu, Apr 3, 2014 at 12:38 AM, gandalf3 zzyx...@gmail.com wrote:

 Hair particles can be added in particle edit mode with the add brush,
 but I can't seem to find a way to remove them.
 Can they be removed?
 And if not, why not?


 I recently posted a question about this on stackexchange
 http://blender.stackexchange.com/q/8264/599 with more details about
 what I've tried so far.

 --
 -gandalf3

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Re: [Bf-committers] Revisions for the 2.70a release

2014-03-25 Thread Dan Eicher
On Tue, Mar 25, 2014 at 10:32 AM, Sergey Sharybin sergey@gmail.comwrote:

 You can create a branch based on the tag. And we never did testbuilds of
 'a' releases anyway.


Since we're talking about branches and tags...

I noticed that if you do make a branch (or just checkout the tag) and then
try to build with CMake git complains about the branch having no upstream
or somesuch and doesn't produce a commit hash.

Not that big a deal but it breaks CPack since the Release tag doesn't
properly parse.

Dan
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Re: [Bf-committers] Import, research on speed improvements

2014-03-09 Thread Dan Eicher
On Sun, Mar 9, 2014 at 12:21 PM, Fredrik hansson 
fredrikhansson_12...@yahoo.com wrote:


 hi,
 i
  have recently written a obj loader myself just for fun. now i did try
 to
 optimize it quite a bit by making it multithreaded and a few other
 things.

snip

 // Fredrik

 Kind of curious how multi-threaded parsing would keep the verts in order
since the order they're defined in the file is where the face indices come
from?

I'm pretty tempted to write a C++ .obj parser -- I've written a few python
ones in the last few years to test out parsing algorithms since the grammar
is simple and there's plenty of example files out there. The last one
(testing my py3k+metaclass conversion of spark.py, the earley parser from
the python source tree) was something like 100x slower than Campbell's
handwritten one but that's to be expected from a slowish algorithm that can
parse pretty much any grammar you throw at it.

Been wanting to play with Boost::Spirit so maybe I can knock out something
fairy quickly using my (mostly complete) grammar from spark.py.

Dan
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Re: [Bf-committers] Install deps script not working on Fedora 20

2013-12-30 Thread Dan Eicher
Probably the same issue blender was having where fedora 20 doesn't do the
-mt suffix on the boost libs anymore.

Dan


On Mon, Dec 30, 2013 at 7:52 PM, Daniel Salazar - patazstudio.com 
zan...@gmail.com wrote:

 This is another log he pasted on IRC which I think is more useful
 http://paste.fedoraproject.org/65050/55349138/

 This looks suspicious?

 CMake Error at /usr/share/cmake/Modules/FindBoost.cmake: (message):
 Unable to find the requested Boost libraries.



 Daniel Salazar
 patazstudio.com


 On Mon, Dec 30, 2013 at 8:39 PM, James Wrigley jwrigle...@gmail.com
 wrote:

  Hi there,
  When running the install_deps script on F20 (with all_static set to
  true, otherwise untouched), it fails at building OIIO. I've pasted the
  cmake logs here: http://www.pasteall.org/48373/bash.
  If I run the script with --skip-oiio it fails with the same error when
  building OSL.
 
  Any ideas?
 
  Thanks,
  JamesNZ
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Re: [Bf-committers] Fedora 20 linking broken in cmake on libboost_filesystem

2013-12-23 Thread Dan Eicher
Yep, that fixed it

Thanks,

Dan
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[Bf-committers] Fedora 20 linking broken in cmake on libboost_filesystem

2013-12-20 Thread Dan Eicher
Hi all,

The fine folks at redhat never fail to disappoint and broke the build
again with this update to the boost libs:

* Fri Jul 26 2013 Petr Machata pmach...@redhat.com - 1.53.0-12

  - There's no physical difference between single-threaded and
multi-threaded builds, except some libraries are only built in
multi-threaded mode.  So build everything in multi-threaded mode,
and ditch tagged layout, which we don't need anymore.
https://bugzilla.redhat.com/show_bug.cgi?id=971956


The fix is to set Boost_USE_MULTITHREADED to OFF -- suppose we need a
flag for that now instead of having it hardcoded to ON.

Dan
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Re: [Bf-committers] Git migration preview repo available

2013-11-02 Thread Dan Eicher
On Sat, Nov 2, 2013 at 5:08 AM, Campbell Barton ideasma...@gmail.comwrote:


 @dalai, probably its based on emails,
 the only info git has is from:

 https://gitorious.org/blender-git-migration/blender-git-migration/raw/authors.txt



Hello,

I abandoned my old domain so this should be (assuming it doesn't break
anything):

dna = Dan Eicher d...@eu.phorio.us

thanks

Dan
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Re: [Bf-committers] Inventing Pseudo House Printer Technology

2013-08-02 Thread Dan Eicher
Always wanted me a pseudo house...

Anyways, you'll probably get more interest starting a thread on
blenderartists.org since that's the main hangout for the artist types.

Dan

PS: I also live in downtown Phoenix and haven't seen any of your structures
in my travels so am guessing this is a new thing?
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Re: [Bf-committers] SIGGRAPH observations

2013-07-29 Thread Dan Eicher
snip

MULTITHREADED DEPENDENCY GRAPH

 Pixar right now uses basically one character per thread, then
 background caches frames for playback to keep cores occupied. It's
 kind of a workaround, but ensuring fast playback this way is quite
 nice for animators. They showed their Presto animation software, with
 fast playback, opensubdiv and hair deformation on the GPU, baked ptex
 applied to the mesh and lighting and shadows from the key light. All
 looked quite nice.

 They are looking into finer granularity too but don't have it yet.
 Dreamworks is very granular, graphs with 50k-150k nodes. Requires
 careful design of rigs, but they have very good scaling. Overhead from
 granularity is reduced by using TBB, and letting threads handle chains
 of nodes without going through the task system.

 Pixar uses a system where there is a very clear separation between
 output data and the depsgraph, for evaluating multiple frames at the
 same time and to reduce locking, this is something we want in Blender
 too. They also compile the depsgraph in advance, and Dreamworks caches
 networks for changing various values. It's unclear if this will help
 in Blender, maybe with quite complex rigs. I think it's best to leave
 this as an optimization to solve when it shows up as a performance
 problem.


This paper from the Technicolor folks is two clicks away from the SIGGRAPH
papers link so may (or may not) have been noticed already:

http://jmarvie.free.fr/Publis/2013_WEB3D/manyCoreEventEvaluation.pdf

Two level event scheduler for a multithreaded depsgraph they claim results
in near-linear speedups.

Dan
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Re: [Bf-committers] FCurve Python update patch

2013-07-18 Thread Dan Eicher
Hi,

I did a quick check and it does indeed look like a simple matter of missing
update calls.

It's an easy fix but it's too close to release to be messing around with
something like this so...

Dan


On Wed, Jul 17, 2013 at 10:57 AM, Tom Edwards cont...@steamreview.orgwrote:

 Here's a script:

 import bpy

 o = bpy.context.active_object
 if not o.animation_data: o.animation_data_create()

 a = o.animation_data.action = bpy.data.actions.new(Test Action)

 c = a.fcurves.new(data_path=location,index=2)

 c.keyframe_points.add(3)
 c.keyframe_points[0].co = [0, 0]
 c.keyframe_points[1].co = [4, 1.5]
 c.keyframe_points[2].co = [8, 0]

 This is what I see (note the orange handle line):
 http://img46.imageshack.us/img46/8609/aath.png

 Editing the curve or even starting an edit then cancelling it causes the
 handles to pop into the correct position.

 On 17/07/2013 5:46, Dan Eicher wrote:
  HI,
 
  Do you have some code that shows how this fails because it really should
  happen automagically, probably just a missing update event somewhere.
 
  Dan
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Re: [Bf-committers] FCurve Python update patch

2013-07-17 Thread Dan Eicher
HI,

Do you have some code that shows how this fails because it really should
happen automagically, probably just a missing update event somewhere.

Dan
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Re: [Bf-committers] Please turn off Auto Run Python Scripts by default

2013-06-04 Thread Dan Eicher
There's a compile time flag that does this if you're into that sort of
thing -- WITH_PYTHON_SECURITY I believe it is -- that the linux distros use
it for their packaged blender builds

Well, except fedora who uses WITH_PYTHON_SAFETY which still auto-runs
scripts and gives you much slower python scripts. Filed a bug report a
while back but they don't seem to care.

Dan
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Re: [Bf-committers] Blender developer weekly meeting notes - May 26, 2013; Leap Motion

2013-06-01 Thread Dan Eicher
On Fri, May 31, 2013 at 12:39 PM, Campbell Barton ideasma...@gmail.comwrote:

 Mine also arrived, I plugged in and the firmware update immediately
 ran (without asking) and failed to update with error, now the light
 wont turn on.

 Searching online and apparently theres some way to repair failed
 firmware update but I'll need access to a windows system.
 Possibly my own fault for extracting the deb package and running on an
 unsupported Linux disro (64bit Arch Linux).
 However all the applications run, just firmware update problem.


Sort of the same here on Fedora, fails with 'Unable to find firmware to
install' which I suppose is a little better than bricking it by trying to
install bad firmware.

The only thing I installed was the udev file since the Leap app wouldn't
connect to the device without proper permissions (I'm guessing) and all the
programs run fine like you said it just doesn't actually *do* anything.

Other than that it makes for a pretty paper weight at the very least.

Dan
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Re: [Bf-committers] Blender developers meeting minutes, April 21 2013

2013-04-21 Thread Dan Eicher
 do you plan to do a full python binding to voro++ ? (Every class,
 every function and so on ?


Yeah...mostly.

Some of the stuff doesn't really make sense to call from python (only used
internally by the lib) while other stuff isn't really nice from the python
side like voronoicell::face_vertices (which needs to be parsed to get the
actual vert indexes).

But when I'm done is should be a fairly reasonable approximation of the C++
api with some 'bonus' bits thrown in to make it easier to use from the
python side. Stuff like automagic python sub-classed wall classes callable
from C++ (like from wall_list and container classes) already works.

Dan
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Re: [Bf-committers] Edit mode - additional selection mode

2013-04-06 Thread Dan Eicher
Something like L key while hovering over a mesh?

Dan


On Sat, Apr 6, 2013 at 2:49 PM, Hadrien Brissaud hadris...@gmail.comwrote:

 Hello,

 I would like to suggest adding a selection mode to the existing vertex,
 edge and face : element. This would allow for selecting independant,
 unconnected groups of faces - mesh islands, if you wish. This option
 exists in 3dsmax and I have long missed it, first in Maya, then in Blender.
 I always find myself selecting a face and then growing selection
 (ctrl+plus) a number of times to dodge this situation.

 If this addition proved difficult to implement or for another reason was
 out of the question, I suggest adding element or mesh island to the
 Shift-G (select similar) menu.

 Thank you,

 Hadrien
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Re: [Bf-committers] Platform maintainers: update of collada libraries

2013-04-06 Thread Dan Eicher
Don't know if it's related but collada building is broken using fedora 18
repo libs due to DocumentImporter.cpp:128:72: error: cannot allocate an
object of abstract type 'ExtraHandler'

On the plus side it's finding the libs ok.

Dan
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Re: [Bf-committers] Looking for insight into a problem with setting up a modifier

2013-02-23 Thread Dan Eicher
Looks like you didn't add MOD_kkshapekeymodifier.c to the build system so
it doesn't get compiled.


Dan
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Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-29 Thread Dan Eicher
IDK, I think a lot of users get hand-me-downs and there seems to be a trend
of lower power (energy efficient) computer being made these days. Not to
mention if blender ever gets fully ported to tablet-like devices.

It might be better to target OS versions rather than hardware specs since
computers haven't really advanced that much over the last five years other
than throwing more cores at the problem. Something produced five years ago
can still do 99% of what the average user needs and this target audience is
probably a lot bigger than the amount of people that can plunk $1k down on
a upscale box.

As an aside, both of my working computers (a netbook  5+ year old laptop)
don't fall within these specs and aren't really good at *using* blender but
are still good for testing.

Dan
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Re: [Bf-committers] OSL Composite Node

2013-01-13 Thread Dan Eicher
Hi all,

Didn't get quite as much done as I'd hoped over the last week but have to
go back to work so won't be able to touch this for 2 - 3 weeks -- here's my
progress so far if someone else wants to mess with it:

www.pasteall.org/38787/diff

It doesn't actually work yet (but doesn't crash blender either which is
says something), only works with 'External' .oso files, the shader and
searchpath:shader are hard coded and to get the node to show the sockets
you need to do a node.update() from the py-console.

Isn't really a whole lot left to get it working but rent must be paid...

Dan
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Re: [Bf-committers] OSL Composite Node

2013-01-12 Thread Dan Eicher
Couple OSL questions...

From reading the code it looks like in order to set the individual
ShadingSystem::Parameters() one needs to clear/redo the shader for every
pixel shading operation. Seems like it's setup to shade a whole lot of
points using the same parameters and not really made to update them in the
middle of a shading pass.

What I'd like to do is load the shader and then update the parameter input
values on-the-fly, is this even possible?

Hmm... totally forgot what my other question was.

Dan
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[Bf-committers] OSL Composite Node

2013-01-08 Thread Dan Eicher
Hi all,

During the Developer Meeting Ton suggested that someone look into creating
a comp node based on OSL so I've been (semi-)diligently working on that the
last couple of days. So far I have done all the plumbing and am ready to
tackle the trick bits of hooking into OSL.

From what I can find on the interwebs the way to do it would be like in
OSL/testshade (
https://github.com/imageworks/OpenShadingLanguage/tree/master/src/testshade)
where you set up a 'fake' plane the size of the image (or tile I suppose)
and evaluate the x, y points on said plane after passing in the
input/output socket data as parameters.

While this is good and all for complex algorithms it does seem a bit
overkill for simple pixel filter functions (which the IRC discussion
proposed). Something like this would be super trivial using libjit (which
is the only other similar library I'm familiar with) so I'm hoping someone
knows a method to just call a function using OSL without having to setup a
shading context. Ton said he'd read on the OSL website that it is also
designed for stuff like this so I'm guessing that it must be possible
without too much trouble.

Anyhoo, off to plunge into the deep, dark depths of the OSL codebase.

Dan
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Re: [Bf-committers] OSL Composite Node

2013-01-08 Thread Dan Eicher
On Tue, Jan 8, 2013 at 4:32 PM, Brecht Van Lommel 
brechtvanlom...@pandora.be wrote:

 As I understand it, libjit doesn't actually come with any language
 compiler, it's just a way to generate instructions manually. So I'm
 not sure how using that would be trivial, LLVM gives you the same
 functionality as libjit, but the actual implementation of OSL on top
 of LLVM is still a lot of code?


Yeah, one would have write a parser to use libjit, not too terribly hard
but...

What I really meant was a way to call the compiled functions which it seems
is basically what OSL::ShadingContext is, a wrapper around the llvm
function calling mechanism with extra stuff tacked on for OSL globals and
whatnot.


 If you're going to allow only basic pixel processors, i.e. just
 reading and writing to pixels in the same location then it fits quite
 well already. You can have basic input/output parameters of shaders
 and it could run for each pixel.

 If you want to do things like blurring it gets more complicated
 because there is no concept of image buffers to read/write to, so some
 sort of mechanism for that would need to be implemented.


From the IRC discussion it was decided not to do any complex things like
blurs since there's no guarantee that the pixels you want to look up
actually exist due to the way the compositor works with multi-threading and
tiles. So just simple single pixel stuff like relighting a scene (Ton's
example), technicolor, film-grain (I guess would work?) etc.

Dan
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Re: [Bf-committers] Bug CompositorNodeDilateErode

2013-01-05 Thread Dan Eicher
On Sat, Jan 5, 2013 at 12:06 PM, Sergey Sharybin sergey@gmail.comwrote:

 Hrm, this is pretty nasty issue -- dilate node has got own type which
 overrided base node's type. This indeed need to be solved, but afraid it'll
 break some scripts.

 What's also interesting for me here -- is it more like a feature or
 makesrna should notify about such kind of conflicts?


That's just regular python isn't it? If you redefine a property in a
subclass then you'd have to use super().type to get at the base class
property.

The most obvious solution is to rename CompositorNodeDilateErode.type to
something that describes it like 'foo_type'.

Dan
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Re: [Bf-committers] [Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [4138] trunk/py/scripts/addons: Fix [ #33759] Can't use UV image export UV_layout error

2013-01-05 Thread Dan Eicher
This one breaks render_povray/render.py line 1784 (elif with no if)


On Fri, Jan 4, 2013 at 9:37 AM, Bastien Montagne montagn...@wanadoo.frwrote:

 Revision: 4138

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-extensionsrevision=4138
 Author:   mont29
 Date: 2013-01-04 16:37:47 + (Fri, 04 Jan 2013)
 Log Message:
 ---
 Fix [#33759] Can't use UV image export UV_layout error

 Another glitch from recent alpha work. Also modified povray's code. As
 usual, maintainders of these scripts, please double check changes are ok! :)

 Modified Paths:
 --
 trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_png.py
 trunk/py/scripts/addons/render_povray/render.py

 Modified: trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_png.py
 ===
 --- trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_png.py  2013-01-04
 07:57:26 UTC (rev 4137)
 +++ trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_png.py  2013-01-04
 16:37:47 UTC (rev 4138)
 @@ -113,7 +113,7 @@

  # scene render settings
  scene.render.use_raytrace = False
 -scene.render.alpha_mode = 'STRAIGHT'
 +scene.render.alpha_mode = 'TRANSPARENT'
  scene.render.image_settings.color_mode = 'RGBA'

  scene.render.resolution_x = image_width

 Modified: trunk/py/scripts/addons/render_povray/render.py
 ===
 --- trunk/py/scripts/addons/render_povray/render.py 2013-01-04
 07:57:26 UTC (rev 4137)
 +++ trunk/py/scripts/addons/render_povray/render.py 2013-01-04
 16:37:47 UTC (rev 4138)
 @@ -1697,15 +1697,16 @@
  if not world.use_sky_blend:
  # Non fully transparent background could premultiply
 alpha and avoid anti-aliasing
  # display issue:
 -if render.alpha_mode == 'PREMUL':
 +if render.alpha_mode == 'TRANSPARENT':
  tabWrite(background {rgbt%.3g, %.3g, %.3g,
 0.75}\n % \
   (world.horizon_color[:]))
  #Currently using no alpha with Sky option:
  elif render.alpha_mode == 'SKY':
  tabWrite(background {rgbt%.3g, %.3g, %.3g, 0}\n %
 (world.horizon_color[:]))
  #StraightAlpha:
 -else:
 -tabWrite(background {rgbt%.3g, %.3g, %.3g, 1}\n %
 (world.horizon_color[:]))
 +# XXX Does not exists anymore
 +#else:
 +#tabWrite(background {rgbt%.3g, %.3g, %.3g, 1}\n
 % (world.horizon_color[:]))

  worldTexCount = 0
  #For Background image textures
 @@ -1776,10 +1777,11 @@
  # for skysphere..5.5
  tabWrite(gradient y\n)
  tabWrite(color_map {\n)
 -if render.alpha_mode == 'STRAIGHT':
 -tabWrite([0.0 rgbt%.3g, %.3g, %.3g, 1]\n %
 (world.horizon_color[:]))
 -tabWrite([1.0 rgbt%.3g, %.3g, %.3g, 1]\n %
 (world.zenith_color[:]))
 -elif render.alpha_mode == 'PREMUL':
 +# XXX Does not exists anymore
 +#if render.alpha_mode == 'STRAIGHT':
 +#tabWrite([0.0 rgbt%.3g, %.3g, %.3g, 1]\n %
 (world.horizon_color[:]))
 +#tabWrite([1.0 rgbt%.3g, %.3g, %.3g, 1]\n %
 (world.zenith_color[:]))
 +elif render.alpha_mode == 'TRANSPARENT':
  tabWrite([0.0 rgbt%.3g, %.3g, %.3g, 0.99]\n %
 (world.horizon_color[:]))
  # aa premult not solved with transmit 1
  tabWrite([1.0 rgbt%.3g, %.3g, %.3g, 0.99]\n %
 (world.zenith_color[:]))

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Re: [Bf-committers] Linux package maintainers

2013-01-02 Thread Dan Eicher
The arch people do make a valid point, it really isn't that hard to produce
a tarball when doing the 'release ahoy' announcement.

I asked about this before (on the IRC maybe?), why not just do a svn export
and have everyone build from that instead of using specific svn
tags/versions? Everyone's happy and it occasionally finds issues like
building blender outside a svn checkout was producing wonky version numbers
on the splash screen for a while there.

For most software I need to update for whatever reason I take the official
.spec file, bump the version numbers and build/install the package(s) but
the few times I tried that with the blender.spec it didn't work out so
well. Since blender updates deps a lot faster than distros this happens
more often than you'd think.

So I'd like to propose that producing a source tarball become an official
part of the release process.

As an aside, it would probably help to 'spread the love' if packagers
*cough*fedora*cough* didn't complain when you file bug reports against
their packages.

Dan
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Re: [Bf-committers] Linux package maintainers

2013-01-02 Thread Dan Eicher
Looking through http://download.blender.org/release/ the most recent source
tarball was blender-2.58-source.tar.gz.

Unless they live somewhere else?

Dan
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Re: [Bf-committers] Linux package maintainers

2013-01-02 Thread Dan Eicher
On Wed, Jan 2, 2013 at 2:06 PM, Thomas Dinges blen...@dingto.org wrote:

 The sources are here: http://download.blender.org/source


Wait, so what's the issue again?

...though perhaps there should be a link from the 'Download Blender' page
because if you clink that link and it's not there then it must not exist.

The only other arch complaint I see is about the letter suffixes (which do
indeed wreck havoc on packaging systems) but that was discussed in depth
previously.

Dan
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [53515] trunk/blender: add option WITH_SYSTEM_BULLET to link against the bullet installation found on the system .

2013-01-02 Thread Dan Eicher
On Wed, Jan 2, 2013 at 5:23 PM, Campbell Barton ideasma...@gmail.comwrote:

 Revision: 53515

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=53515
 Author:   campbellbarton
 Date: 2013-01-03 00:23:52 + (Thu, 03 Jan 2013)
 Log Message:
 ---
 -- snip --
  if(WITH_PYTHON_MODULE)
 add_definitions(-DPy_ENABLE_SHARED)
 -endif()
 +endif().


  
 #-
  # Extra compile flags


 Looks like an extra '.' slipped in there, not sure if cmake cares or not
though.

Dan
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Re: [Bf-committers] Python Access to some properties of nodes

2012-12-22 Thread Dan Eicher
On Sat, Dec 22, 2012 at 12:21 AM, Lukas Tönne lukas.toe...@gmail.comwrote:

 IMHO storing the links in a separate list like we do now is one of the
 more well-designed code parts ;)

 It may be slightly inconvenient if you want to get a list of links for
 a specific socket, but it has several advantages over storing lists of
 links in each socket or node:

 * If each socket stores its own link list that means a lot more
 overhead for all those lists. Now we have exactly 1 list.
 * You only ever need a single loop. If each socket has a list of
 links, to walk over all links in a node tree (e.g. for drawing or the
 cut operator) you need to walk over all nodes and then all sockets and
 then all links ...
 * Storing a link in sockets is ambiguous, you could store the link
 either in the output or input socket. If you store it on one side only
 you have to loop over everything again to find links of the other
 side. If you store it in both you have to keep them in sync, which is
 error prone and leads to redundant data.
 * In terms of time complexity having to filter the list of all links
 vs. a reduced list of socket links does not make much difference, both
 are essentially O(N+M), where N is number of nodes, M is number of
 links. In general though the node DNA should not be judged by
 performance criteria too much, if you need to access the node
 structure millions of times (e.g. in rendering) you should create an
 optimized structure with arrays instead of linked lists and can store
 links in whatever way is needed for fast access. All modern node
 systems in Blender (cycles, compositor) do this.

 Bottom line: the single links list is the best all-round solution for
 the purpose of storing data in .blend files and user manipulation.


I was really only talking about how it's exposed to python, not rewriting
the way nodes work internally.

Script writers shouldn't need to know (or care) how things work inside
blender, they just need a quick and easy way to figure out which socket
links to which other socket(s) and having to iterate over a list of links
and compare with the socket they're trying to find isn't really 'quick and
easy'.

Basically all I'm saying is move the links from a property of the Node to
the NodeSocket where it should really be.

Dan
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Re: [Bf-committers] Python Access to some properties of nodes

2012-12-21 Thread Dan Eicher
On Fri, Dec 21, 2012 at 4:52 AM, Lukas Tönne lukas.toe...@gmail.com wrote:

 # List of connected (Node, NodeSocket) pairs for 'socket':
 input_sockets = [(link.from_node, link.from_socket) for link in
 socket.id_data.links if link.to_socket == socket]
 output_sockets = [(link.to_node, link.to_socket) for link in
 socket.id_data.links if link.from_socket == socket]


Somewhat off topic...

Looking at this code I'm starting to think that maybe it was a mistake to
expose Node.links instead of having it as a property on the sockets
themselves, it would make the code a lot clearer and it isn't like you can
really do anything with the links independent of the sockets they're
assigned to.

It may even be better to totally abstract away the NodeLinks too, maybe
socket.links just return a list of (Node, NodeSocket) tuples -- have to
think on this a bit more though since it would probably require
sub-classing NodeSocket into NodeInputSocket, NodeOutputSocket so you'd
know if the returned node/socket pair was an input or output for the node.

Would also clean up node.links.new(add?) a bunch.

Dan
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Re: [Bf-committers] Python Access to some properties of nodes

2012-12-19 Thread Dan Eicher
Assuming Campbell's OK with it it wouldn't be too terribly hard to add
something like Socket.link to push the iterating over the links into C
since IIRC that's how it works internally.

I personally won't have time to mess with it until after New Years but if
someone else wants to bang their head against makesrna and node tree
structs it might turn out to be as simple as wrapping an existing function
(though I do seem to recall that the node links were a little tricky to
wrap originally).

Dan
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Re: [Bf-committers] Issues to build blender-2.65 on Fedora 18

2012-12-12 Thread Dan Eicher
Try adding -DBOOST_ROOT=/usr to your cmake command line.

/me grumbles about inappropriate flags again...

Dan


On Wed, Dec 12, 2012 at 2:04 PM, Jochen Schmitt joc...@herr-schmitt.dewrote:

 On Wed, Dec 12, 2012 at 05:29:16PM +0100, Brecht Van Lommel wrote:
  On Wed, Dec 12, 2012 at 12:20 PM, Jochen Schmitt joc...@herr-schmitt.de
 wrote:
   On Wed, Dec 12, 2012 at 10:52:20AM +0100, Brecht Van Lommel wrote:
  
   Could you try editing line 656 in the top CMakeLists.txt:
   set(__boost_packages filesystem regex system thread date_time)
  
   To change the order of the packages, for example:
   set(__boost_packages filesystem regex thread date_time system)
  
   I have tried out the following patch without any success.
 
  Ok, this particular change won't work, because systema is not a
  valid package name. Maybe no order works and it's a different issue.
  Anyway it could help if you uploaded the CMakeCache.txt, and maybe
  also the output from make VERBOSE=1 so we can see the exact linker
  command that is used. It should be linking to
  /lib64/libboost_filesystem-mt.so.1.50.0, since the filesystem
  package is in the list, but somehow the error indicates that it isn't.

 OK, Here the output of the related error messages after a build with
 make VERBOSE=1:

 Best Regards:

 Jochen Schmitt

 /usr/lib64/ccache/c++-Wall -Wno-invalid-offsetof -Wno-sign-compare
 -Wlogical-op -Winit-self -Wmissing-include-dirs -Wno-div-by-zero
 -Wuninitialized -Wundef -Wmissing-declarations -O2 -g -pipe -Wall
 -Wp,-D_FORTIFY_SOURCE=2 -fexceptions -fstack-protector
 --param=ssp-buffer-size=4  -m64 -mtune=generic -fPIC -funsigned-char
 -fno-strict-aliasing  -fopenmp  -msse2  -msse -pipe -fPIC -funsigned-char
 -fno-strict-aliasing -O2 -DNDEBUG -pthread
 CMakeFiles/blender.dir/creator.c.o CMakeFiles/blender.dir/buildinfo.c.o  -o
 ../../bin/blender -rdynamic ../../lib/libbf_windowmanager.a
 ../../lib/libbf_editor_space_api.a ../../lib/libbf_editor_space_action.a
 ../../lib/libbf_editor_space_buttons.a
 ../../lib/libbf_editor_space_console.a ../../lib/libbf_editor_space_file.a
 ../../lib/libbf_editor_space_graph.a ../../lib/libbf_editor_space_image.a
 ../../lib/libbf_editor_space_info.a ../../lib/libbf_editor_space_logic.a
 ../../lib/libbf_editor_space_nla.a ../../lib/libbf_editor_space_node.a ..
  /../lib/libbf_editor_space_outliner.a
 ../../lib/libbf_editor_space_script.a
 ../../lib/libbf_editor_space_sequencer.a
 ../../lib/libbf_editor_space_time.a ../../lib/libbf_editor_space_userpref.a
 ../../lib/libbf_editor_space_view3d.a ../../lib/libbf_editor_space_clip.a
 ../../lib/libbf_editor_text.a ../../lib/libbf_editor_transform.a
 ../../lib/libbf_editor_util.a ../../lib/libbf_editor_uvedit.a
 ../../lib/libbf_editor_curve.a ../../lib/libbf_editor_armature.a
 ../../lib/libbf_editor_gpencil.a ../../lib/libbf_editor_interface.a
 ../../lib/libbf_editor_mesh.a ../../lib/libbf_editor_metaball.a
 ../../lib/libbf_editor_object.a ../../lib/libbf_editor_physics.a
 ../../lib/libbf_editor_render.a ../../lib/libbf_editor_screen.a
 ../../lib/libbf_editor_sculpt_paint.a ../../lib/libbf_editor_sound.a
 ../../lib/libbf_editor_animation.a ../../lib/libbf_editor_datafiles.a
 ../../lib/libbf_editor_mask.a ../../lib/libbf_editor_io.a
 ../../lib/libbf_render.a ../../lib/libbf_intern_opennl.a ../../lib/libbf
  _python.a ../../lib/libbf_python_ext.a ../../lib/libbf_python_mathutils.a
 ../../lib/libbf_python_bmesh.a ../../lib/libbf_ikplugin.a
 ../../lib/libbf_modifiers.a ../../lib/libbf_bmesh.a
 ../../lib/libbf_compositor.a ../../lib/libbf_opencl.a
 ../../lib/libbf_blenkernel.a ../../lib/libbf_nodes.a ../../lib/libbf_gpu.a
 ../../lib/libbf_blenloader.a ../../lib/libbf_imbuf.a
 ../../lib/libbf_blenlib.a ../../lib/libbf_intern_ghost.a
 ../../lib/libbf_intern_string.a ../../lib/libbf_avi.a
 ../../lib/libbf_imbuf_cineon.a ../../lib/libbf_imbuf_openexr.a
 ../../lib/libbf_imbuf_dds.a ../../lib/libbf_collada.a
 ../../lib/libbf_intern_bsp.a ../../lib/libbf_intern_elbeem.a
 ../../lib/libbf_intern_iksolver.a ../../lib/libbf_intern_memutil.a
 ../../lib/libbf_intern_guardedalloc.a ../../lib/libge_blen_routines.a
 ../../lib/libge_converter.a ../../lib/libge_phys_dummy.a
 ../../lib/libge_phys_bullet.a ../../lib/libbf_intern_smoke.a
 ../../lib/libextern_minilzo.a ../../lib/libextern_lzma.a
 ../../lib/libextern_co
  lamd.a ../../lib/libge_logic_ketsji.a
 ../../lib/libextern_recastnavigation.a ../../lib/libge_phys_common.a
 ../../lib/libge_logic.a ../../lib/libge_rasterizer.a
 ../../lib/libge_oglrasterizer.a ../../lib/libge_logic_expressions.a
 ../../lib/libge_scenegraph.a ../../lib/libge_logic_network.a
 ../../lib/libge_logic_ngnetwork.a ../../lib/libextern_bullet.a
 ../../lib/libge_logic_loopbacknetwork.a ../../lib/libbf_intern_moto.a
 ../../lib/libge_videotex.a ../../lib/libbf_rna.a ../../lib/libbf_dna.a
 ../../lib/libbf_blenfont.a ../../lib/libbf_intern_audaspace.a
 ../../lib/libbf_intern_mikktspace.a ../../lib/libbf_intern_dualcon.a
 

[Bf-committers] OSL rpm for Fedora

2012-12-08 Thread Dan Eicher
Packaged up OSL and threw it up on the Review Request tracker (
https://bugzilla.redhat.com/show_bug.cgi?id=885357).

Not really sure how the whole package review process works so I figured I'd
poke the list here where I'm a known entity since there seems to be a few
hoops to jump through.

Dan
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Re: [Bf-committers] Writing a Compositor node plugin?

2012-12-03 Thread Dan Eicher
Did you add your new files to cmake/scons so they get compiled  linked?

Dan
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Re: [Bf-committers] Load an external python file

2012-12-02 Thread Dan Eicher
The easiest way would be to put your scripts in a directory and add a
__init_.py then:

import sys
sys.path.append('/path/to/cycles/cycles_module')
from cycles_module import utils

Fedora, in their infinite wisdom, doesn't add
/usr/local/lib/python2.7/site-packages/ to they python path so I have
to do this quite often.

Dan
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Re: [Bf-committers] Can BGE be relicensed?

2012-12-02 Thread Dan Eicher
On Sun, Dec 2, 2012 at 11:55 AM, Tom M letter...@gmail.com wrote:
 A second issue is that code ownership isn't solely that of the BF and
 contributors - technically the original dual licensed code from when
 blender went open source - the NaN shareholders still have some sort
 of legal rights.  So any other licensing changes other the those
 transformations allowed under the GPLv2 or the original Blender
 license could be quite headache inducing.

 LetterRip

I'm guessing The Community didn't purchase the cppyright to the code
but merely paid to have it released as GPLv2 then?

If that's the case then all these talks on re-licensing are mostly
(totally) pointless...

Dan
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Re: [Bf-committers] Can BGE be relicensed?

2012-12-02 Thread Dan Eicher
On Sun, Dec 2, 2012 at 1:21 PM, Sinan Hassani sinan.hass...@gmail.com wrote:

 So one idea is to have the BF give people the ability to purchase a
 license for BGE(Blender) for say $99 US where they can license it under
 the MIT license. This would generate revenue for the BF, they can have
 extra money to pay GE developers, and it will attract more developers.
 This is how the Torque3D model now works, the engine is open source,
 they make money on services.


Once you license it to *one* person under a MIT license it's licensed
to *everyone* under a MIT license.

I'd just learn how to use (or write an exporter for) a MIT'd game
engine myself...

Dan
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51027] trunk/blender/source/blender/imbuf /intern/colormanagement.c: colormanage_colorspace_get_named() can (and does ) return NU

2012-10-04 Thread Dan Eicher
On Wed, Oct 3, 2012 at 11:21 PM, Sergey Sharybin sergey@gmail.com wrote:
 Function you mentioned should not return null and if if does -- some
 datablock's color space is configured wrong and that's what should be fixed.

 This probably prevents crash but currently i don't consider it's a correct
 fix and would want to have feedback about circumstances when crash happens
 here.

This prevents a crash if the colorspace data file can't be found --
blender just complains about the OCIO environmental variable instead
of segfaulting which IMHO is a little more user friendly. To reproduce
the crash just move the datafiles/colormanagment folder somewhere
blender can't find it.

This doesn't fix any color management issues or anything like that, it
just checks for a null pointer being returned from a function that
*can* return NULL...easy peasy.

Dan
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Re: [Bf-committers] Python 3.3?

2012-08-11 Thread Dan Eicher
While y'all are messing with the python configuration in the
blender.spec maybe you could fix my bug?

https://bugzilla.redhat.com/show_bug.cgi?id=821064

And so as to not be totally off-topic, you could get the version and
pipe it to cmake like:

%define pyver %(%{__python} -c import sys ; print(sys.version[:3]))
...
cmake .. -DPYTHON_VERSION:STRING=%{pyver}

Dan
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Re: [Bf-committers] DragDrop position

2012-08-07 Thread Dan Eicher
Pretty sure you have to do it manually, if you look at the code for
the outliner it calculates the 'dropzone' from figuring out what was
under the dropped item by looping over the outliner items and
comparing the x/y positions.

Dan
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Re: [Bf-committers] Images in Panels..

2012-08-02 Thread Dan Eicher
On Wed, Aug 1, 2012 at 1:45 AM, Campbell Barton ideasma...@gmail.com wrote:
 Could you report a bug in gl_load() crashing blender?, I tried to redo
 this but couldn't get blender to crash.

IIRC there's a bug in the mipmaps due to a somewhat recent change that
I was meaning to look into but haven't had the time. Don't think I
actually confirmed its existence just that someone on either BA.org or
the IRC was talking about it.

Dan
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Re: [Bf-committers] Temporary global storage

2012-06-21 Thread Dan Eicher
On Thu, Jun 21, 2012 at 3:00 PM, Jorge Rodriguez
jo...@lunarworkshop.com wrote:
 This would be perfect but I can't find a place to use it that's not part of
 an operator. There's no single operator responsible for handling these
 functions. I'm not able to find any way to attach a SKIP_SAVE property to,
 for example, wmWindowManager or wmWindow. I'd rather avoid resorting to a
 static variable in a function. Maybe there's some way to do it with rna
 that I'm not seeing?

If these variables aren't of interest to people in general it's
overkill to wrap them in rna and (automagically) expose them in the
py-api. Why would anyone care when the last time a tooltip was closed
or what the last highlighted button was when writing a script?

Dan
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Re: [Bf-committers] rigging [was: Re: The Future of Blender Projects WAS meeting notes]

2012-06-18 Thread Dan Eicher
The Big Buck Bunny rigs use the mesh deform modifier which I'd imagine
isn't supported by any exporters -- could be wrong though.

Basically rig--deform mesh--character mesh so you'd have to export
the def mesh to other program def mesh and have the armature drive
that.

I'm guessing that no game engine uses a harmonic-mesh whatever to
drive a fps animated character?

Dan
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Re: [Bf-committers] Blender File reader SDK (Dan Eicher)

2012-06-11 Thread Dan Eicher
On Mon, Jun 11, 2012 at 1:04 AM,  k...@polarlights.net wrote:
 Thanks a lot Dan,

 But what are you talking about ? Which C++ code ?
 Where can I found it or got some information about it ?

 Thanks

 Krys

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Makesrna generates a *huge* C++ wrapper file (RNA_blender_cpp.h) in
the build directory (source/blender/makesrna/intern on cmake, not sure
what scons does). It doesn't get installed anywhere (anymore) so you
either have to do complex include paths into the build dir or move it
(them, you need a couple other headers too) by hand.

If you make a custom python module and use the C++ api then everything
just works, haven't tried outside python so can't say how that works
-- blender doesn't have any other way to dynamically load libs so
python is pretty much it these days.

Just look in intern/cycles to see how the professionals do it...

Dan
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Re: [Bf-committers] Blender File reader SDK

2012-06-08 Thread Dan Eicher
You could also look into the C++ api generated by makesrna that cycles uses.

Dan
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46643] trunk/blender/source/blender/ makesrna/intern/rna_sequencer_api.c: SequenceElements.pop() -- added 'index ' argument inste

2012-06-06 Thread Dan Eicher
IIRC I just took the code from the copy operator and used that.

It'll be a few days before I can get around to this since I'm on the
road helping my sister move so not much time.

Dan
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Re: [Bf-committers] Add dragdrop box for python operator

2012-05-30 Thread Dan Eicher
A third way would be to add a poll() method to operators that, when
defined, registers a new dropzone type. Plus a bl_poll type to know
into which dropzone list to add it to.

Then would just need to have a generic wrapper function (per dropzone
region type) to call the py-function like; poll(cls, drug_ob,
target_ob) and another generic dropzone_copy() function that copied
the drug  target objects into op[object]  op[target] custom
props if poll() returns true...something like that, haven't quite
figured out all the details yet.

Wouldn't be too terribly hard to implement -- one of the main reasons
I've been poking around in the DD code the last couple days is to
figure out how to get at this stuff from python.

Dan
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Re: [Bf-committers] Meanless using of space in skin and simple deform modifiers

2012-05-26 Thread Dan Eicher
On Sat, May 26, 2012 at 1:16 PM, Knapp magick.c...@gmail.com wrote:
 Negative space is often the key to good design!

Indeed...

http://en.wikipedia.org/wiki/File:HKBuildingFengshui.jpg
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Re: [Bf-committers] Freestyle branch status report May 2012

2012-05-24 Thread Dan Eicher
On Wed, May 23, 2012 at 11:43 PM, Campbell Barton ideasma...@gmail.com wrote:
 @Tamito, I figured auto generation wasn't really an option here so
 didn't mention it - of course if it was practical it would be a nice
 time saver.

I wouldn't be too much trouble to come up with some pybindgen scripts
to auto-generate the py-api, from what I've seen in the current python
bindings there doesn't seem to be any gotchas.

The pros:
* automagic sub-classing support of C++ classes
* can convert C++ getter/setter methods to py-attributes
* easily rename C++ methods to make them more pythonic
* much simpler to do stuff like __call__ -- operator() mapping,
well...automatic really.

The cons:
* time -- mostly it's just a bunch of grunt work to cleanup the output
from the header file scanner tbh
* Yet Another Build Dependency
* py3k support isn't in the main repo, only in my branch
* need to remove python stuff from C++ classes (in the long run this
is probably a 'Pro')
* need to change base class methods to pure virtual for the python
sub-classing to work correctly (ie, not let you create an instance of
a pure virtual base class)
* tp_iter  tp_iternext support is lacking -- could probably be made
to work with a little hacking though

All in all time is the biggest issue, I can't guarantee to have this
done in a timely manner since I'll be taking off the middle of next
week for my sister's graduation and to help her move then when I get
back I have to bust-ass to make my rent.

I do think with a little careful planning it's possible to make a 100%
drop in replacement for the current hand-written bindings with some
'free' stuff thrown in like pythreads support and more robust
sub-classing plus all the benefits of auto-generation.

Dan
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Re: [Bf-committers] Freestyle branch status report May 2012

2012-05-24 Thread Dan Eicher
On Thu, May 24, 2012 at 7:01 PM, Tamito KAJIYAMA
rd6t-k...@asahi-net.or.jp wrote:
 Dan,

 Auto-generation of the Freestyle Python API would be great if that is
 feasible and practical.  There are about 150 Python wrappers of C++ classes,
 and maintaining them manually has been a kinda painful excercise.

 Just for your information, I send you a link to a blog post that summarizes
 problems and implemented solutions for improving the Freestyle Python API:
 http://freestyleintegration.wordpress.com/2009/08/04/recent-commits-on-the-freestyle-python-api/
 I forward this to you, since there were several subtle issues that needed to
 be addressed carefully.  Honestly speaking, for this reason I am a bit 
 reluctant
 to do a major revision of the present Python API implementation.

 As implicitly mentioned in the blog post, the C++ class system is quite static
 (i.e., user extensions of the present class hierarchy are very unlikely).  
 There
 are a limited number of C++ classes and their methods that are supposed to
 be subclassed/overriden by Python subclasses (see Section 3.4 of the blog
 article).  Exploiting these characteristics of the C++ class system might help
 you simplify the Python API auto-generation.

 Regards,

 --
 KAJIYAMA, Tamito rd6t-k...@asahi-net.or.jp


Looking over that blog post, freestyle code and pybindgen (which can
indeed do iterators, who knew?) the only thing that would really need
to change for it all to work would be adding methods like
Interface1D.getVertices() which could be wrapped in python as
Interface1D.vertices but would need to return the collection instead
of the actual iterator. Then python would do the right thing if one
were to write:

for vert in i1D.vertices:
do_stuff(vert)

For the borrowed/owned reference stuff, pybindgen throws an exception
if you don't specify that on function args and return values that are
pointers or references so either way you have to tell it if it's owned
or borrowed, no choice.

Finally, for python sub-classing, that Just Works. Python can call C++
(non-pure virtual) base class methods, C++ can call overridden
py-methods, everyone's happy.

I'm not suggesting you stop work on the current py-api and wait on my
slow ass or anything, just seeing if there's any interest in this
before starting any work on it.

Dan
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Re: [Bf-committers] Why is not BLENDER_VERSION_CHAR bumped to a?

2012-05-23 Thread Dan Eicher
On Wed, May 23, 2012 at 4:39 AM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
 I've bumped the version character to a now. It's not really clear to
 me why this would be needed, but it shouldn't hurt either.

 Brecht.

The package build systems turn it into an int so it becomes 2.63.1
while trunk was still at 2.63.0 which makes the packaging system
always prefer 2.63a over trunk builds and try to 'upgrade'.

Just so you know...

Dan
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Re: [Bf-committers] Split Collada into a python frontend and a C++ backend

2012-05-20 Thread Dan Eicher
You wound need to write some C helper functions and either add them to
makesrna or hand write your own python wrapper to be able to access
them from python.

A while back I was working on some auto-generated python bindings for
collada-dom and all I can say about that is it's not for the faint of
heart -- them folks aren't too worried about fixing bugs and the whole
spec is a crazy, complex beast. Pretty sure that was the makefile that
borked my /home dir so maybe I'm a little gun shy.

I did have some good luck with generate-ds which can take the whole
spec/xml definition/whateveryoucallit and output a pure python
implementation. Not that it has anything to do with the question
though.

I do tend to agree with the others, there's already the option to turn
it off in the build system and if it's already in there why bother
hiding it?

Dan
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Re: [Bf-committers] Proposal on Default Settings

2012-05-07 Thread Dan Eicher
Can't we just not mess with the default settings unless there's a
really, really good reason to change something?

Seems like every time I want to model something I have to go poking
around to figure out how to turn on/off something so it was the same
as the last time I used blender and some of the stuff isn't quite as
obvious as it seems to find out how to get it back to the way it was.

Unless, of course, someone proposes to change the panel collapse to
*only* happen when you click on the little triangle because it annoys
me to no end to click on blender from another active app and have the
all the little panels dance around for no reason -- I'd be all for
that change or reversion, whatever you want to call it.

Dan
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Re: [Bf-committers] Numpy integration

2012-04-30 Thread Dan Eicher
On Mon, Apr 30, 2012 at 8:16 AM, Eugenio Pignataro i...@oscurart.com.ar wrote:
 I have my python 3.2.3  compiled from source in Ubuntu 12.04.

 Cmake can't find numpy.
 My folder : /usr/local/lib/python3.2/site-packages is empty.

 What I need?

Your OS most likely installs the python packages in /usr/lib while
cmake is apparently looking for them in /usr/local/lib -- where I'd
imagine you have cmake looking for your custom installed python.

Probably just a matter of making (or fixing) a FindNUMPY.cmake module
(which IMHO all libs should have *cough*ffmpeg*cough*)

Dan
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Re: [Bf-committers] Movie distortion algorithm

2012-04-16 Thread Dan Eicher
These guys describe a fast preview mode (if that's the problem):

http://www.vassg.hu/pdf/vass_gg_2003_lo.pdf

...not that I understand the math behind it.

Dan
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Re: [Bf-committers] 3DsMax editable poly like toolset

2012-04-10 Thread Dan Eicher
If I understand how this works then having an undo stack wouldn't cut it.

From videos it looks like it applies the whole stack (I'm sure
optimized in some way) to the base mesh which is why you can go back N
steps and change a parameter which then gets applied up the whole
chain.

Main use case:

* add a mesh
* make a loop cut
* make a loop cut across the new faces
* move some of the newly created geometry
* delete the first loop cut
* ???
* mesh explodes

Dan
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[Bf-committers] py-constraints proposal

2012-04-10 Thread Dan Eicher
Added a patch to the boneyard with the back end changes needed to
implement pyconstraints --
http://projects.blender.org/tracker/index.php?func=detailaid=30903group_id=9atid=127

My plan is to take the currently broken ScriptConstraint and make it
work like panels, operators and my super sexy py-listeners (poor, poor
dead py-listeners *sniff*) where you sub-class it, register it and it
automagically Just Works(tm).

Easy, peasy...just don't want to spend a whole lot of time on this
only to have it die on the tracker so figured I'd 'propose it' before
going any further.

Dan
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Re: [Bf-committers] node size

2012-04-09 Thread Dan Eicher
Huh, guessed I missed those (width, height) in my big ol' nodetree
py-api patch I worked on quite a while ago.

To answer your question, yes it would be possible (and easy) to add
those -- I just don't have the authority to do stuff like that so...

Dan
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Re: [Bf-committers] node size

2012-04-09 Thread Dan Eicher
On Mon, Apr 9, 2012 at 2:36 PM, François T. francoistarl...@gmail.com wrote:
 oh do you have a patch that we can try or submit to someone who has
 authority ?

Nah, it would literally take five minutes (including compile time on
my slow-ass netbook) to add but I haven't messed with it yet.

 While I'm at it :
 len(scene.node_tree.nodes['RGB'].outputs) = 1
 len(scene.node_tree.nodes['RenderLayer'].outputs) = 28

 RGB which is a rgb input node return 1 output which is correct.
 But the RenderLayer return 28 even if I only have one pass selected. Is
 that normal or is it a bug ?


Don't think those are generated on-the-fly so is probably correct, the
draw function decides which ones are visible IIRC.

Dan
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Re: [Bf-committers] User Interface Tasklist Proposal

2012-04-01 Thread Dan Eicher
I think most of the stuff on your list is either a simple fix or could
be implemented in a short time with a little python-fu... and a couple
are either 'features' (color picker) or already exist (context
sensitive menus in addons).

Couple comments (in random order):

 Floating buttons support
I could knock that out in an hour (at most) as a python operator using
bgl, did something similar with my pie menu script... took a lot
longer than an hour though since I had to learn both opengl and some
linear algebra to get it to work (and fix some bugs in blf along the
way).

 FPS-style navigation
Pretty sure that already exists as 'fly-mode'.

 Camera view navigation
Simple to write as a py-operator... with the above and 'set camera to
view' chained together would take like 5 minutes to implement.

 Non-obvious progress bar
Also not too hard, what would be a project would be to unlink the
progress bar from the jobs system so anyone could use it... thought I
had it once but turns out all I did was py-wrap the OSX specific
progress bar on the dock or whatever they call it.

 Separators do not drag closed
I kind of like that they don't close actually.

 Face-preserving edge delete
Think that's called 'dissolve an edge' in bmesh.

 Right click - rename/delete in the material/texture editors
Left clicking on the little text box is really that hard?

 Right click - cut/copy/paste for text fields
As in ctrl+C and ctrl+V?

While I'm just an Innocent bystander in all this I really don't see a
laundry list of (mostly) simple fixes as in the spirit of the GSOC, I
don't think they just want a code monkey for the summer either way.

Dan
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Re: [Bf-committers] patch tracker

2012-03-31 Thread Dan Eicher
Three things I've learned about getting patches into trunk:

1) you have to pester people to get them to look at your stuff
2) the bug tracker is the most direct route to trunk since people
actually care about the bug count
3) the patch tracker's main use is somewhere to put code you're pretty
sure will never get into trunk after you give up on #1 and can't frame
as a bug fix

I'm not complaining or anything (having gotten something like 50
patches into trunk) and this doesn't always hold true but seems like a
good general rule of thumb to go by.

Not sure there's any easy fix since module owners have real lives that
force them to disappear for months at a time and the resident BF
coders usually have more important things to deal with (like keeping
the bug count down) than code review even after opening up svn a bit
since people still have to track down a module owner/core dev to look
at their changes.

Anyhoo, just my 2c...and apparent confession to gaming the bug tracker
on occasion.

Dan
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Re: [Bf-committers] Compositing View Port Proposal

2012-03-28 Thread Dan Eicher
Part of the code cleanup could involve porting the widget drawing code
to openVG http://www.khronos.org/openvg/ (accelerated 2d drawing with
software fallback or an external pure opengl wrapper lib like shviavg)
which the mesa gallium drivers now support in the newest release. This
would also make it easier to port to other platforms like android (or
my poor little netbook) which need all the help they can get with
their limited gfx cards.

An added benefit would be that google put a bunch of work into this
for intel cards for tablets and whatnot (which my netbook just happens
to contain, yay) so it would be a more 'google friendly' project than
your usual gsoc by shaking out driver bugs and such.

It also kind of sounds like this would give you the structure you're
wanting without having to come up with a new sub-language for blender
drawing code.

I did some initial tests with my python wrapper around shivagv in the
3d view port and it (mostly...grr, bugs) worked as expected. Once FC17
comes out I plan on fully testing the mesa hardware implementation but
have to wait since I'm way too chicken to upgrade my mesa libs to the
newest on an older fedora release.

Dan
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Re: [Bf-committers] VSE Scene strip shortcut idea

2012-03-07 Thread Dan Eicher
You'd think this would be a simple three line operator but it turns
out you can't set a screen from within an op (and have it updated) so
all you do is end up updating the current context.window.screen.scene
then when the op finishes it switches to the desired 'Default' screen
(which also can't have its scene set from within an op).

From rna_Window_screen_update:

/* exception: can't set screens inside of area/region handers, and
must use context so notifier gets to the right window */

Trying to set bpy.data.screens['Default'].scene first also does the
same thing (but doesn't ever update) so you can't set this and then
set the window.screen to it after. This one seems like a real bug
though since rna_Screen_scene_update() is setting the scene on the
context instead of the screen which is what's being asked of it.

Dan
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Re: [Bf-committers] VSE Scene strip shortcut idea

2012-03-07 Thread Dan Eicher
Ok, now it's a simple three line op...

http://projects.blender.org/tracker/index.php?func=detailaid=30481group_id=9atid=498

I think tab is taken though, didn't work for me but I didn't spend any
time investigation.

Dan
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Re: [Bf-committers] gsoc 2012

2012-03-06 Thread Dan Eicher
Totally off-topic (and I apologize for that) but...

I looked at the files you can download from the physbam website and
there indeed is a limited subset of the modules available to the
public, they merely promise to open it all up sometime in the future
but for now you need to jump through some serious hoops to even get
cvs read-only access and I doubt the resulting (non-released) code
would be free/libre.

Unless you have a link because I'd love to get my hands on that facial
muscle sim code?

Dan
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Re: [Bf-committers] 3D Cursor and Border Select

2012-03-03 Thread Dan Eicher
I use the 3d cursor all the time -- it's a very powerful feature once
you know how to 'correctly' use it -- but rarely, if ever, use LMB to
set it. Mostly I just use my pie menu script that mirrors the shift+S
menu when I'm in that mode since there isn't really a good/fast way to
set it and the built-in menu kind of sucks ass when doing a lot of 3d
cursor work (for stuff like snapping bones' head/tails and such).

My opinion is that it shouldn't be hidden for the 'benefit' of noobs
because there's a lot of power that will be lost to them without
having to go through all the trouble of finding some check box in some
random panel to turn it on. Kind of like the 'lock view to cursor'
feature, how many people can say they even know it exists since it's
hidden away in the N panel View settings -- honestly I totally forgot
about it myself before reading this discussion and I wrote the patch
(not that I'm saying it should be more visible/accessible, just using
it as an example of a 'hidden' feature)...

OTOH LMB select for cursor placement should be reconsidered since
using the LMB to set the cursor would suggest it is a *very* important
operation (LMB being one of the main UI input methods) while it is
mostly not a practical method for accurate/usable placement (2d mouse
pointer + 3d view matrix + 3d cursor previous position == not usually
what you want unless you specifically know that's what you want (ie,
in one of the named view modes)).

Setting it to double-click LMB would open up that UI input method to
something which really is a *very* important operation (like regular
select without all the RMB Select Dogma -- not that I care about that
though).

Dan
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Re: [Bf-committers] 3D Cursor and Border Select

2012-02-27 Thread Dan Eicher
 PS: How the hell do you set Double-Click for it?!

kmi = km.keymap_items.new('view3d.foo', 'LEFTMOUSE', 'DOUBLE_CLICK')

That *should* set something to left mouse double-click  it but, you
know, doesn't -- the set cursor op still traps it and sets the cursor
position twice without letting the double-click through.

IIRC there's always been problems with double clicking and in the
(two?) places it's used needed some extra love to get working.

Dan
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Re: [Bf-committers] CMake packaging errors

2012-02-16 Thread Dan Eicher
CPack (aka 'make package') only works for rpms -- if it got that far
building and linking the actual blender binary probably worked.

Someone could get it to work with NSIS though...

Dan
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Re: [Bf-committers] Help with the source code of Blender

2012-01-18 Thread Dan Eicher
One of the main problems I found from using the doxygen docs (a long,
long time ago so may be fixed now) is that quite often it would parse
the 'bad level calls' file before the real one so you would trace a
path through the code and end up at a function like 'int foo(void) {}'
 which is less than helpful.

Much easier to use 'grep -R foo .' methinks.

Plus, with all the fancy call diagrams and inline code the thing
weighed in at ~300mb...

Dan
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Re: [Bf-committers] Developer meeting notes, sunday january 1st 2012

2012-01-01 Thread Dan Eicher
Hi all,

Got my patch all fixed up for trunk a week or so ago but haven't heard
anything back on the 'status' other than the initial mention in the
meeting notes.

http://projects.blender.org/tracker/?func=detailaid=22084group_id=9atid=127

Thanks,
Dan
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [42860] trunk/blender/source/blender/ blenkernel/BKE_customdata.h: OSX/gcc-4.6, fix for typedef uin64_t

2011-12-24 Thread Dan Eicher
On Sat, Dec 24, 2011 at 1:42 AM, Campbell Barton ideasma...@gmail.com wrote:
 I'd rather not have ifdef's like this in every header wherever
 int64_t/uint64_t is used.
 perhaps BKE_customdata.h should include BLO_sys_types.h?

 long term IMHO we should do away with BLO_sys_types.h 
 MEM_sys_types.h (which are the same file), and have some generic
 header that can be included anywhere that deals with stdint.h types
 like intptr_t/ssize_t/int64_t etc.

Clang building is still broken in trunk because of the redefine of
u_int64_t thing.

This block is the problem:

/* XXX */
#ifndef uint64_t
typedef uint8_t   u_int8_t;
typedef uint16_t  u_int16_t;
typedef uint32_t  u_int32_t;
typedef uint64_t  u_int64_t;
#endif

I pulled it out of BLO_sys_types.h  MEM_sys_types.h and clang is happy now.

Not sure if this is a proper fix (I don't really understand why it's
needed in the first place since u_int64_t is gone) but it lets me
build up to the next error:

In file included from
/home/dan/blender-svn/blender/extern/libmv/third_party/glog/src/utilities.cc:334:
/home/dan/blender-svn/blender/extern/libmv/third_party/glog/src/stacktrace_x86_64-inl.h:36:10:
fatal error:
  'unwind.h' file not found
#include unwind.h // ABI defined unwinder

which is progress I suppose...

Dan
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Re: [Bf-committers] Blender developers IRC meeting, 18 dec 2011

2011-12-18 Thread Dan Eicher

 - Meeting briefly discussed Node plugins. Would be a good way to
 prevent node-creep! Lukas will look into it.


I still have the libplugin (http://libplugin.sourceforge.net/) patch
floating around on my hard drive which could easily be used for this
with the new node registration system.

After the first of the year I should have some time to kick it around
a bit and get a demo up and running...and quite possibly replace the
xml-based parser with a python one since the last time I brought this
up there were some objections to the whole xml thing.

But, as it stands, it is a fully functional plugin system base which
can be extended to handle nodes and such.

Dan
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Re: [Bf-committers] Release targets for 2.62

2011-12-17 Thread Dan Eicher
I'd like to get my fcurves easing algorithm patch included in the next release:

http://projects.blender.org/tracker/?func=detailaid=22084group_id=9atid=127

Have the patch updated for trunk but it still needs ~20 minutes more
work to fix a few compiler warnings about unused variables and add the
new file to the build system since it doesn't glob the directories
anymore -- should be finished tomorrow since I have to run off to work
right now.

I might will also make it possible to add new curve functions via
python if I'm feeling extra-saucy tomorrow...assuming this is
acceptable with The Powers That Be of course.

Dan
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Re: [Bf-committers] Change Representation and Initialisation of Matrices to Conform with Standard Notation

2011-12-08 Thread Dan Eicher
On Wed, Dec 7, 2011 at 11:05 PM, Andrew Hale trumanblend...@gmail.com wrote:
 Hi All,

 I have written a patch which rectifies a cause of confusion among Blender
 uses when starting out with matrices and vectors. The patch ensures
 consistency between the matrix representation and matrix/vector products so
 that they behave in the way that people familiar with math expect. This is
 achieved by adjusting pythons access to the internal storage, while keeping
 the internal data the same. Note that this does not interfere with how
 matrices are stored internally or how matrix products, additions etc are
 performed internally.

 The patch can be found here:
 http://projects.blender.org/tracker/index.php?func=detailaid=29534group_id=9atid=127along
 with a more in depth explanation.

 Thanks,
 Andrew

I thought blender does it this way is because opengl also does row (or
column, dunno really) major representation?

...and this patch would break pretty much every script out there.

Dan
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Re: [Bf-committers] Why was BLENDER_VERSION_CHAR cleared?

2011-11-14 Thread Dan Eicher
How was this done in previous releases?

Do kind of agree that it should be 'set(PATCH_VERSION
${BLENDER_SUBVERSION})' because BLENDER_VERSION_CHAR doesn't really
give as much useful information (and caused problems with the debian
packager in the past).

Plus that change would make CPack just a little more bulletproof when
dealing with other fedora repos...

Dan
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Re: [Bf-committers] noise module loaded in driver_namespace by default

2011-09-06 Thread Dan Eicher
On Sat, Sep 3, 2011 at 1:04 AM, Campbell Barton ideasma...@gmail.com wrote:
 On Sat, Sep 3, 2011 at 5:27 PM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 I want to add the fantastic noise module to driver_namespace by
 default. After all, what good is an expression without noise! This
 module adds the next awesome functions:

          cell
          cell_vector
          distance_metrics
          fractal
          hetero_terrain
          hybrid_multi_fractal
          multi_fractal
          noise
          random
          random_unit_vector
          ridged_multi_fractal
          seed_set
          turbulence
          turbulence_vector
          types
          vector
          vl_vector
          voronoi

 this + the math module + frame (both already there) = expressions
 useful for everyday tasks!

 Daniel Salazar
 3Developer.com

 I'm reluctant to import these directly because some of the names don't
 make a lot of sense on their own.
 - random: a python module
 - types: also a python module
 - seed_set: doesn't make sense to import this IMHO
 - vector: similar to mathutils.Vector
 - cell: not very meaningful on its own.

 Suggest we import noise but not its members, this way you have to type
 noise.random() rather than just random() but at least its clear whats
 being accessed.
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IIRC my original patch imported noise like is suggested, the code is
in there (from 2.4x) but commented out.

Dan
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Re: [Bf-committers] Compositor nodes-rerouting

2011-09-01 Thread Dan Eicher
On Wed, Aug 31, 2011 at 5:51 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 I'm moving more towards segmentation to manage complexity in
 nodetrees, islands of nodes separated in space and connected by one or
 two lines, how ever navigating this widespread node systems is hard. a
 kind of outliner view for frames would not only clearly separate this
 island/context but also provide quick navigation.

 Also frames could be represented in a thumbnail navigator, click on a
 frame in the navigator and the view takes you there

 Daniel Salazar
 3Developer.com


Isn't that basically how group nodes work?

Dan
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Re: [Bf-committers] Blender incorpore encryption???

2011-08-21 Thread Dan Eicher
Blender uses the industry standard ROT26 encryption scheme IIRC.

On Sun, Aug 21, 2011 at 2:27 AM, Tom Edwards cont...@steamreview.org wrote:
 He might mean does Blender incorporate file encryption.

 On 21/08/2011 10:14, Damir Prebeg wrote:
 ???

 On 21 August 2011 11:10, Fabio Gonzalezfabiojo...@gmail.com  wrote:
 Blender incorpore encryption???
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Re: [Bf-committers] Libraries missing target_link_libraries(...

2011-08-07 Thread Dan Eicher
Are you talking about the cmake make package rpm builder or making a
.spec file from scratch?

The cmake one should work in cycles though may need an entry for
libcycles.so so as to not complain about an unlisted install target or
some such thing.

Dan

On Sat, Aug 6, 2011 at 5:21 AM, Richard Shaw hobbes1...@gmail.com wrote:
 Not having gotten any replies to my last few questions I'm starting to
 think I'm becoming a bother, but I'll try again...

 I've been working on a blender-cycles build for Fedora and I thought I
 was getting pretty close until I ran rpmlint on the installed blender
 package.

 I noticed I had seemingly 1000+ errors of:
 undefined-non-weak-symbols which basically means the libraries built
 by blender are not being linked with all the libraries they should be.

 I've started adding target_link_libraries(... after
 blender_add_lib to fix this, for example:

 From my installed blender instance:
 $ ldd -d /usr/lib64/libbf_avi.so
        linux-vdso.so.1 =  (0x709d1000)
        libgomp.so.1 = /usr/lib64/libgomp.so.1 (0x7fc621e67000)
        libpthread.so.0 = /lib64/libpthread.so.0 (0x7fc621c4c000)
        libc.so.6 = /lib64/libc.so.6 (0x7fc6218b2000)
        librt.so.1 = /lib64/librt.so.1 (0x7fc6216aa000)
        libgcc_s.so.1 = /lib64/libgcc_s.so.1 (0x7fc621495000)
        /lib64/ld-linux-x86-64.so.2 (0x7fc6222aa000)
 undefined symbol: jpeg_resync_to_restart        (/usr/lib64/libbf_avi.so)

 All I did was add:

 target_link_librarires(bf_avi ${JPEG_LIBRARIES})

 after the appropriate blender_add_lib(bf_avi...)

 And now I get this from my local build lib directory:
 $ ldd -d libbf_avi.so
        linux-vdso.so.1 =  (0x7fff48fff000)
        libjpeg.so.62 = /usr/lib64/libjpeg.so.62 (0x7f57dc894000) 
        libgomp.so.1 = /usr/lib64/libgomp.so.1 (0x7f57dc687000)
        libpthread.so.0 = /lib64/libpthread.so.0 (0x7f57dc46b000)
        libc.so.6 = /lib64/libc.so.6 (0x7f57dc0d2000)
        librt.so.1 = /lib64/librt.so.1 (0x7f57dbeca000)
        libgcc_s.so.1 = /lib64/libgcc_s.so.1 (0x7f57dbcb4000)
        /lib64/ld-linux-x86-64.so.2 (0x7f57dcd16000)

 So I have two questions:

 1. Is this the right way to fix this? (I would assume yes from a cmake
 perspective, but wasn't sure if there was a more blender way to do
 it)

 2. Am I wasting my time fixing this? In other words. If I can supply a
 diff when I'm done, will you use it?

 Respectfully,
 Richard
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Re: [Bf-committers] Cycles and Boost 1.44 (Fedora 14 and above)

2011-07-01 Thread Dan Eicher
I was building cycles on fedora 14 for a while, OIIO needed a reverse
patch (on boost maybe?) to build IIRC.

Still haven't gotten my f15 install set up with the deps for cycles
yet so can't say what's involved with that...been busy with work
lately and just haven't had the time to get it working.

Dan
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Re: [Bf-committers] Some ideas to improve the Add-Ons section

2011-05-23 Thread Dan Eicher
On Mon, May 23, 2011 at 1:58 AM, Jass gaia.cl...@machinimatrix.org wrote:
 --snip--
 - add an API to query (a third party website) for new versions of an
   addon module, and possibly add a button for retrieving the addon
   directly from a (third party) download server instead of first
 downloading
   from the web, then updating. This would fit nicely into the list of
   buttons: [Wiki], [Bug Report], [Check for Update]

I think I (and others) would be kind of weary of blender being able to
download and install software from random websites.

For customizable persistent settings, addon authors could use
_bpy.user_resource('CONFIG', 'plugin_name') to get a (hopefully)
writeable folder to store settings in.

As a bit of an aside, I think _bpy.user_resource() should throw an
exception instead of returning an invalid path when the folder doesn't
exist so one wouldn't have to test for a valid path after calling the
function.

Dan
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [36779] trunk/blender/source/blender/ blenkernel/intern/fcurve.c: modify fcurve evaluation for bool/enum/ int values.

2011-05-20 Thread Dan Eicher
On Thu, May 19, 2011 at 5:34 PM, Matt Ebb m...@mke3.net wrote:
 On Fri, May 20, 2011 at 10:17 AM, Campbell Barton ideasma...@gmail.comwrote:


 Aligorith and I discussed this before committing, and are aware of the
 implications.

 To me if you are editing floats, but have them converted to ints later
 it makes most sense (on a user level), to round them. If the GUI makes
 it unintuitive then it should be made intuitive (grid lines when
 zoomed in for example), if you want I can add this.


 Rounding them to whole numbers, sure, I totally agree, and if floor() works
 better then I'm all for it. But when animating bool values it makes perfect
 sense that as soon as your curve crosses from 0 to 1 (not 0 to 0.5), the
 value is switched on. Same goes for integer values, animating my curve from
 4.0 to 4.51 should not switch the value to 5.

 cheers

 Matt
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I totally agree,  1 == false and = 1 == true is how I always thought
it worked.

Dan
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Re: [Bf-committers] CPack rpm patch

2011-05-10 Thread Dan Eicher
Small tweak to the previous patch to 'fix' the revision number --
http://www.pasteall.org/21511/diff

Don't really know how to check if CPack is running to warn if
CMAKE_INSTALL_PREFIX or WITH_INSTALL_PORTABLE is set to a bad value
without messing up a regular cmake build.

Dan
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Re: [Bf-committers] translate to 2.5

2011-05-09 Thread Dan Eicher
2011/5/9 Yuniel Castro González ycast...@estudiantes.uci.cu:
 1- nuobs = Create(10)
 2- scn = Scene.getCurrent()
 3- num = Blender.Noise.random()
 4- randobjects = Blender.Object.GetSelected()



 --








 Yuniel
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http://www.blender.org/documentation/blender_python_api_2_57_1/
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Re: [Bf-committers] Camera Guides

2011-05-07 Thread Dan Eicher
You can currently load up an image into the 3d viewport in either the
foreground or background using the py-api.

I wrote an operator a while back to test image.gl_load (or whatever it
ended up being called) that did just that and it was pretty easy --
aside from all the opengl voodoo.

You can even display it in 3d space as I (accidentally) found out
while playing with artoolkit.

Dan
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[Bf-committers] CPack rpm patch

2011-05-06 Thread Dan Eicher
Got the rpm package builder working again in CMake.

http://www.pasteall.org/21439/diff

Dan
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Re: [Bf-committers] Camera Guides

2011-05-05 Thread Dan Eicher
With the py-rna attributes view_camera_zoom and view_camera_offset
from the cycles branch one could easily implement this as a modal
operator without having to patch the source.

Dan
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[Bf-committers] Cycles rna c++ render extension code patch

2011-04-30 Thread Dan Eicher
Yanked out the C++ API and RenderEngine code from the cycles branch if
anyone wants to apply it to trunk:

http://www.pasteall.org/21286/diff

Needs some scons love still.

Dan
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Re: [Bf-committers] cycle todo list

2011-04-28 Thread Dan Eicher
Small problem with external_libs.cmake, FIND_PATH(BLENDER_INCLUDE_DIRS
RNA_blender.h PATHS ${CMAKE_BINARY_DIR}/include) can't be set because
makesrna generates RNA_blender.h after CMake is run.

Dan
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Re: [Bf-committers] cycle todo list

2011-04-28 Thread Dan Eicher
Also...

This boost-1.44 patch breaks the compile:

https://svn.boost.org/trac/boost/changeset/62245/trunk/boost/detail/sp_typeinfo.hpp
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Re: [Bf-committers] Should CMAKE_INSTALL_PREFIX work?

2011-04-18 Thread Dan Eicher
As a side note, this also breaks the CPack RPM builder.

Haven't quite gotten around to working on a fix for it yet though --
just recently moved to an rpm based distro so...

Dan

On Mon, Apr 18, 2011 at 3:19 AM, Paul Melis paul.me...@sara.nl wrote:
 Hi,

 I've been using an SVN checkout of the 2.5 branch and corresponding
 build directory for some time now, happily doing SVN update and make,
 make install to keep track of Blender progress. However, I just noticed
 make install no longer installs files in the correct location
 anymore.  Installation used to go to CMAKE_INSTALL_PREFIX, but now seems
 to end up in build-dir/bin/2.5x. Has the installation procedure
 changed at some point? Reading
 http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Linux/Ubuntu/CMake
 leads me to believe that filling in CMAKE_INSTALL_PREFIX should work,
 together with make install. This is with cmake 2.8.1, Ubuntu 10.04.
 The last time installation worked correctly seems to be around February,
 28th

 Thanks,
 Paul
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Re: [Bf-committers] Experimental pydna

2011-04-03 Thread Dan Eicher
Plus it doesn't work on windows which would frustrate people
developing on linux and trying to release their script to the public.

On Sun, Apr 3, 2011 at 6:32 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 Last september, Revision 31766, Campbell added this:
 ---
 ./intern/tools/pydna.py
 Experimental module (for developers only), exposes DNA data via python
 uses no blender/python modules, pure python + autogenerated ctypes api.
 ---

 Since it allows full Blender data access, scripters are using it to
 cover up for missing RNA parts. A 2nd Life developer in IRC asked if
 we could enable it on the 2.57 release, by ensuring it works for
 Windows as well (needs a small #ifdef DNA hack).

 My suggestion would be to really not do this, it doesn't belong in
 releases. By fixing this backdoor to work in all released binaries
 we only will regret it later on. We don't have our RNA project for a
 good reason...

 Because 2nd Life really needs image access, I advised them to provide
 temporarily a special build for their users to survive the period
 until we have our own decent working RNA level image access.

 Please advise if that's acceptable?

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] Experimental pydna

2011-04-03 Thread Dan Eicher
On Sun, Apr 3, 2011 at 8:33 AM, Erwin Coumans erwin.coum...@gmail.com wrote:
 Dan, Ton mentioned the fix that makes it work for Windows.

Doh, replied before the coffee fully kicked in...

 What is the problem of adding such feature in 2.57, if it is marked
 clearly as experimental/temporary fix?
 When is a permanent fix ready?

I still don't understand why having no solution is better than a 'too
slow' solution?

Dan
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Re: [Bf-committers] pixel get image processing

2011-03-16 Thread Dan Eicher
On Tue, Mar 15, 2011 at 2:47 AM, Domino Marama
dom...@dominodesigns.info wrote:
--snip--

 Has anyone successfully tried this on Windows or know a way to fix it?

 Cheers,
 Domino

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The ctypes.CDLL() part doesn't work on windows due to the way msvc
exports symbols (or more specifically doesn't unless told to).

Dan
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Re: [Bf-committers] Paging Dave Plater

2011-03-03 Thread Dan Eicher
On Thu, Mar 3, 2011 at 9:47 AM, Richard Shaw hobbes1...@gmail.com wrote:
 I'm working on getting a build of 2.56 beta or newer built for Fedora
 and I was told that I should seek out Dave Plater as he's the Suse
 maintainer which also uses RPMs.

 I've downloaded the Suse src RPM and I have modified the spec file but
 I'm running into issues that are beyond my ability to fix and could
 use some help.

 Thanks,
 Richard
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Don't know if it helps any but with cmake you can do a 'make package'
and it spits out an rpm -- which also probably needs someone familiar
with rpm based distros to look over/fix.

Also needs to be tested on a red hat based distro since (I think) it's
only been tried on suse.

Dan
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Re: [Bf-committers] Paging Dave Plater

2011-03-03 Thread Dan Eicher
On Thu, Mar 3, 2011 at 12:11 PM, Richard Shaw hobbes1...@gmail.com wrote:

 I tried 'make package' but got the following:

 $ make package
 make: *** No rule to make target `package'.  Stop.

 I'm using the source from the Suse src package that appears to be SVN 34784.

 Any ideas?

 Richard

You have to set up everything like a regular cmake build first then do
the 'make package' thing.

Also requires a fairly recent svn checkout, not too sure when it was committed.

Dan
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Re: [Bf-committers] Paging Dave Plater

2011-03-03 Thread Dan Eicher
There's also an osx package building ability which is completely
untested if some mac person wants to play too

Dan
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Re: [Bf-committers] blender-snapshot

2011-02-21 Thread Dan Eicher
Here's a patch (http://www.pasteall.org/19364/diff) that does the
rename plus a couple other little things to make a valid and signed
package from a 'make package_debian' -- assuming one has their gpg
keys set up properly.

I've been using it successfully with those changes and it should also
work if someone wanted to upload to a launchpad ppa using 'dput
ppa:foo/ppa blender_2.56+svn35006-bf_i386.changes'.

Dan

On Mon, Feb 21, 2011 at 12:24 AM, Campbell Barton ideasma...@gmail.com wrote:
 Dan, since you added the debian package spec best you to make decisions on 
 this.
 If its a simple rename I can commit otherwise send in a patch.

 On a related topic, just moved release/VERSION vars into BKE_blender.h
 This way we can construct version strings from scanning the header in
 either format...
  2.56a-beta - external release name we use on blender.org.
  2.56.2 - internal version string using subversion, internal blender use.

 the string thats currently 'beta' could be used to detect if blender
 is a release or not for generating packages.
 the value could be set to 'alpha/beta/rc/release', and check for
 'release', to made a package without the svn revision included.

 I'd rather not become too involved in packaging discussions, devs who
 maintain package spec's can choose which name, version string to use
 which fits with their own distro/package guidelines.

 - Campbell

 On Sun, Feb 20, 2011 at 9:21 PM, Dan Eicher d...@trollwerks.org wrote:
 I'm pretty sure simply changing the name of the .deb package to
 blender-snapshot doesn't actually fix the 'bug' that was reported.

 From what I understand the 'a' -- i.e. 2.49a -- was the issue and not
 the package name which the debian folks solved by converting the
 subversions to numbers, 2.49a = 2.49.1, 2.49b = 2.49.2, etc...

 And, to top it all off, the blender-snapshot package conflicts with
 the regular (stable) blender package so you can't even have two
 different versions installed which is the only valid reason I can come
 up with to have a different name.

 To summarize, the issue is the way *blender* names releases and has
 nothing to do with the debian package (which is what I said multiple
 times in the bug report).

 So, not a bug and as author of the original patch I'd appreciate if
 the name were changed back.

 Dan
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 --
 - Campbell
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