Re: [Bf-committers] Importing Assets: FBX VS Collada
Sounds promising. As they have plans to build a blender plugin for opengex this could be a chance. - Ursprüngliche Nachricht - Von: horace grant horac...@gmail.com Gesendet: 01.05.2014 15:12 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] Importing Assets: FBX VS Collada hi, https://www.indiegogo.com/projects/open-3d-model-exchange-format-and-exporters-for-popular-software#home http://opengex.org/ just came across opengex and then i remembered this thread. sounds interesting and maybe some of you didn't know about it yet? cheers, horace On Mon, Apr 28, 2014 at 3:06 PM, Ton Roosendaal t...@blender.org wrote: Hi, OK I remember again :) This was for export only - saving Collada files in Blender with animation. I talked to Bastien, and he thinks importing fbx (character with animation) should be possible in not too much time. That only based on symmetrical testing first (blender exports, blender read back). FBX I/O for more advanced features then can be gradually added. BTW: I would like to remind everyone we also have a gamedev list, where we can extensively review everything related to coding for game artists: http://lists.blender.org/mailman/listinfo/bf-gamedev That's also the list where the topics for the current Blender devs who work game creation related topics can be defined or confirmed. Including the GSoC student. -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands On 28 Apr, 2014, at 13:54, Gaia wrote: Both projects have been added to the Collada module. -gaia- On 28.04.2014 13:29, Ton Roosendaal wrote: Hi, BTW: what happened to this? We had Collada projects in 2011/2012 for animation: http://wiki.blender.org/index.php/User:Phabtar/Full_COLLADA_Animation_Support_for_Blender http://wiki.blender.org/index.php/User:Phabtar/Improve_COLLADA_constrained_animations_and_Morph_animation_support . -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands On 28 Apr, 2014, at 12:41, Ton Roosendaal wrote: Hi, (every Autodesk software exports proper Collada!!) What I heard is the opposite. Natively Maya/Max support(ed?) only broken versions of Collada. You have to install the opencollada plugin to get things to work. We use opencollada too, which is not in active development much. Bugs dont get fixed, and a call from Khronos to help fixing opencollada went unanswered. I'd be very curious to hear of a useful case (a real game project, in studio) that uses Collada to share a character model + rig + animation between two Autodesk programs, in a way that it writes and reads back in same program too. Just as good as FBX. Collada is a write-how-you-like format, that puts the conversion culprit in the hands of the people who code .dae readers. -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands On 27 Apr, 2014, at 22:51, Stefano Corazza wrote: I'm compiling the key responses on the topic, thanks for the great feedback/comments. Here also some reality checks. Sorry this is long but i'm trying to wrap the topic up. Re: baking animation into meshes instead of using a rig: This might work for uses related*solely* to still picture animated film development, but it does pretty much strand the game development folks trying to use Blender as an option in their pipelines. Animated armatures with skeletally attached meshes being imported and exported into/out of Blender is kind of essential for this area of Blender use. Benjamin Tolputt Benjamin well said. Game development CANNOT use baked mesh animation. Also for film it is extremely inefficient and a memory sink. The future is a cross compatible rigging system. And it is already there for FBX and Collada (every Autodesk software exports proper Collada!!) cool to hear that FBX maps to Blender well. If it's a sane format perhaps it is ok for it to become standard .. by Blender folks reverse engineering and documenting it :p . Even if it's not publicly specified by Autodesk I suppose they can't break it as then many apps with support for it would break .. unless they'd require always using updated versions of the SDK. Autodesk will NEVER release FBX SDK openly. I tried for years to convince them. They are a public company, so they cant do things that weaken their position in the industry. I talked to top management
[Bf-committers] Smart Body
I recently read an article about a project from the University of Southern California. It's called Smart Body and seems to be pretty cool. http://smartbody.ict.usc.edu/ It's a Behavioral Markup Language and could be very useful for animators. As it is licensed under LGPLv3 it could be integrated into Blender. What do you guys think? /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Vertex Buffer Object/Vertex Buffer Array
Hi Antony, you're right about this. But as Ton wrote on the blog some time ago (http://code.blender.org/index.php/2013/06/blender-roadmap-2-7-2-8-and-beyon d/) Blender is about to move to OpenGL 2.1, this would be a great opportunity to rewrite a great deal of legacy code and get rid of these old structures. Best regards Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Antony Riakiotakis Gesendet: Freitag, 4. April 2014 20:08 An: bf-blender developers Betreff: [Bf-committers] Vertex Buffer Object/Vertex Buffer Array It has struck me as odd that we have support for vertex arrays AND vertex buffer objects wrapped in the same code and we still fall back to immediate OpenGL mode if VBO option is off. Vertex Arrays are included in OpenGL 1.1 and blender already requires OpenGL 1.4 if I remember correctly. They are also faster than immediate mode. And apart from that, OpenGL 1.1 has been everywhere since like...forever! We have to spend so much energy maintaining both front-ends, where maintaining just one would be much simpler. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender compiled but cannot run
Hi 郭翔宇, Unfortunately we stopped working on VC2012 Support due to availability of VC2013. So recent changes in The build system and library structure could lead to this. On the other hand VC2012 never supported debug builds. You could try to build a release build, that should work. Or switch to VS2013 ;-) Sorry for the inconvenience. We should actually remove the VC11 libs from SVN. best regards Jürgen - Ursprüngliche Nachricht - Von: 郭翔宇 csgxy...@gmail.com Gesendet: 13.03.2014 03:29 An: bf-committers@blender.org bf-committers@blender.org Betreff: [Bf-committers] Blender compiled but cannot run Hi guys, I'm new to Blender developing and recently I downloaded Blender's source code and compiled it as instructions on Blender's wiki ( http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Windows/msvc/CMake ) says. Yet during the compilation two projects are failed, one is a LINK error which says it cannot find python33_d.lib, and the other is some syntax error that said it cannot understand the symbol std::not1... I solved the 1st problem by downloading another python33_d.lib from https://svn.blender.org/svnroot/bf-blender/trunk/lib/win64/python/lib/ and I solved the 2nd problem by adding header functional at the beginning of the file. After these modifications the Blender can be successfully built. However, when I tried to run the built binary, it told me that some dlls were missing, which are python33_d.dll, OpenAL32.dll, OpenColorIO.dll, pthreadVC2.dll. I found them in downloaded files and copied them into the folder Blender binary exists. At this time when I ran Blender, it told me: Application cannot be launched(0xc0150002), please click OK to exit the application. Is there anybody know how to deal with this problem? I'd appreciate your help in advance. By the way, these are my building environment: Win8 x64, Visual Studio 2012 x64 compiler use CMake GUI and the lib I downloaded to build Blender is from: https://svn.blender.org/svnroot/bf-blender/trunk/lib/win64_vc11 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender compiled but cannot run
Hi Yousef, There is a Windows_Vc12 and a a win64_vc12 libs directory in svn. Visual Studio 2012 and 2013 support is experimental, I think that is the reason it wasn't announced yet. Best regards, Jürgen - Ursprüngliche Nachricht - Von: Yousef Hurfoush ba...@msn.com Gesendet: 13.03.2014 07:21 An: blender foundation committers bf-committers@blender.org Betreff: Re: [Bf-committers] Blender compiled but cannot run is there a VS 2013 libs in SVN, if so why wasn't it announced! thank you. Regards Yousef Harfoush ba...@msn.com To: bf-committers@blender.org From: shadow...@me.com Date: Thu, 13 Mar 2014 07:03:48 +0100 Subject: Re: [Bf-committers] Blender compiled but cannot run Hi 郭翔宇, Unfortunately we stopped working on VC2012 Support due to availability of VC2013. So recent changes in The build system and library structure could lead to this. On the other hand VC2012 never supported debug builds. You could try to build a release build, that should work. Or switch to VS2013 ;-) Sorry for the inconvenience. We should actually remove the VC11 libs from SVN. best regards Jürgen - Ursprüngliche Nachricht - Von: 郭翔宇 csgxy...@gmail.com Gesendet: 13.03.2014 03:29 An: bf-committers@blender.org bf-committers@blender.org Betreff: [Bf-committers] Blender compiled but cannot run Hi guys, I'm new to Blender developing and recently I downloaded Blender's source code and compiled it as instructions on Blender's wiki ( http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Windows/msvc/CMake ) says. Yet during the compilation two projects are failed, one is a LINK error which says it cannot find python33_d.lib, and the other is some syntax error that said it cannot understand the symbol std::not1... I solved the 1st problem by downloading another python33_d.lib from https://svn.blender.org/svnroot/bf-blender/trunk/lib/win64/python/lib/ and I solved the 2nd problem by adding header functional at the beginning of the file. After these modifications the Blender can be successfully built. However, when I tried to run the built binary, it told me that some dlls were missing, which are python33_d.dll, OpenAL32.dll, OpenColorIO.dll, pthreadVC2.dll. I found them in downloaded files and copied them into the folder Blender binary exists. At this time when I ran Blender, it told me: Application cannot be launched(0xc0150002), please click OK to exit the application. Is there anybody know how to deal with this problem? I'd appreciate your help in advance. By the way, these are my building environment: Win8 x64, Visual Studio 2012 x64 compiler use CMake GUI and the lib I downloaded to build Blender is from: https://svn.blender.org/svnroot/bf-blender/trunk/lib/win64_vc11 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Can't recompile after interruption
This error should be fixed with the latest revision. Please update your local repository and retry - Ursprüngliche Nachricht - Von: Nkansah Rexford nkansahrexf...@gmail.com Gesendet: 13.03.2014 10:50 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] Can't recompile after interruption What about the CMake Error at intern/cycles/blender/CMakeLists.txt:52 (if): if given arguments: Unix Makefiles MATCHES Xcode AND VERSION_GREATER 5.0 Unknown arguments specified without it, its not allowing me to even compile. Any idea? On Thu, Mar 13, 2014 at 11:13 AM, brita britalme...@gmail.com wrote: Hey, python-requests was added for something to do with http requests for the sketchfab addon (and usable for other addons). To have this working, you should install python requests via your OS normal way or http://docs.python-requests.org/en/latest/user/install/ . If you don't care about this functionality, you can edit your cmake configuration and uncheck 'WITH_PYTHON_INSTALL_REQUESTS' Inês Almeida ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Rexford http://google.com/+Nkansahrexford | Africa Centerhttp://africacenter.net| WiR https://outreach.wikimedia.org/wiki/Wikipedian_in_Residence | WikiAfrica http://wikiafrica.net | User:Nkansahrexfordhttp://en.wikipedia.org/wiki/User:Nkansahrexford ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] numpy for 2.70
I found a guide on how to compile numpy using ATLAS here: http://www.scipy.org/scipylib/building/windows.html#building-atlas does this help? -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von dba...@citytech.cuny.edu Gesendet: Montag, 24. Februar 2014 18:43 An: bf-blender developers Betreff: Re: [Bf-committers] numpy for 2.70 could we use one of the builds of numpy from anaconda https://store.continuum.io/cshop/anaconda/ I believe their free version ( the one you get by default if you install it using conda) isn't built against MKL. On Mon, Feb 24, 2014 at 9:48 AM, Martijn Berger martijn.ber...@gmail.comwrote: I have tried compiling numpy but it seems you need either gcc/gfortran when building for mingw or intel's compiler when building for msvc build python. There is a version available online that works at: http://www.lfd.uci.edu/~gohlke/pythonlibs/#numpy. But there is also a problem. This version is build against the Intel's MKL (http://software.intel.com/en-us/intel-mkl) a non free but very high performance math library. For me the easiest solution would by bundling this version but we it seems we can not as that would constitute a GPL violation. It seems we have 3 options. - we don't bundle numpy on windows - we bundle this numpy and we might violate the GPL - we get a copy of Intel's Fortran compiler so we can build and maintain a version of numpy for use with blender that does not violate the GPL. I am not a layer and not a numpy specialist, any conclusions drawn above are the result of my best understanding of our situation On Mon, Feb 24, 2014 at 1:16 AM, Campbell Barton ideasma...@gmail.com wrote: A while ago it was agreed that blender would bundle numpy, with very positive response from some script authors and general agreement, See meeting minutes: http://lists.blender.org/pipermail/bf-committers/2013-April/039809.h tml Previous discussions on the topic: http://lists.blender.org/pipermail/bf-committers/2012-November/038215. html http://lists.blender.org/pipermail/bf-committers/2012-April/036428.h tml We setup scons and cmake to bundle numpy with Python, and now the 2.70 Linux build bundles numpy 1.80, but (unless I'm mistaken). OSX and ms-windows still don't include numpy. If there are no blocking issues - (we can't get numpy to compile for eg...) I think its a reasonable target to have numpy bundled on all platforms for 2.70, not just for Linux. Added tracker tickets for this so this isn't overlooked. https://developer.blender.org/T38791 https://developer.blender.org/T38792 Maintaining platform deps is often done by volunteers, so if you don't have time for it, say so and someone else can try to fill in the gaps. -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] State of Visual Studio 201X... Warning: may contain chaotic content ...
Hey there, I had some time to look into blender code recently and found some disturbing problems with both VS2012 and VS 2013. With Visual Studio 2013 released I would like to drop support for 2012 and take the transition to VS 2013 directly because of the much better C99/C++11 support. I think we should bundle resources on one migration project instead of porting to two different versions of VC. But (there is always a But ;): Unfortunately Nvidia seems to be unable to release a Cuda toolkit with Compiler support for VC12. Thats driving me crazy. Cuda 6 RC does not support VS2013 and I am not sure when they get this done. IMHO there are multiple possibilities how to handle this: 1.)Port to MSVC 2013 and port Cycles kernel to C++/AMP (I bet this can be done) a. Pro: Makes us independent from NVidia Cuda and OpenCL fuzz b. Pro: Updates to VS are easier because we wont have to wait for NVidia c. Contra: Generates a lot of work (one time work load) d. Contra: Another Cycles kernel that has to be maintained 2.)Port to VS2012/Cuda 5.5 and postpone our effords on VS2013 until we get a working compiler from NVidia a. Pro: Majority of work is done, well just have to tie everything together and fix some problems b. Contra: Well end up waiting for NVidia until we can make a transition to a newer VS version c. We may have to stick to this version of VS literally forever like we did with VS2008 3.)We stick to VS2008 / Cuda 5.0 a. Pro: Nothing to do, just go on as is. b. Contra: No possibility to use newer technology c. Contra: Binaries might have compatibility issues with future versions of Windows (9+) 4.)Any other ideas? Id like to hear an official decision before I get started just to avoid a waste of resources and time. Best regards, Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] State of Visual Studio 201X... Warning: may contain chaotic content ...
Hi Martijn, that would do, but for how long? Will this workaround be reliable on Windows 9 and later? I am not a fan of workarounds like this one. It may work as expected, but the future is uncertain. I may be a bit paranoid on this because of some bad experience I made with other projects in the past. It requires multiple runtime libraries to be installed. Developers will always have to keep older Platform SDKs installed on their machines. I would like a clean solution for this, blender is already complex enough ;) /Jürgen P.S.: Please don't take this as a personal attack against your efforts , I really respect and appreciate the work you did on VS2013 support for blender. -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Martijn Berger Gesendet: Montag, 17. Februar 2014 19:27 An: bf-blender developers Betreff: Re: [Bf-committers] State of Visual Studio 201X... Warning: may contain chaotic content ... Hi Jürgen, You can also use CUDA 5.0 with windows 7.1 SDK to build cubins and build rest of blender with MSVC 2013. The buildbot for MSVC 2013 already does this. I should add cmake support for it and it is a work around but one that works very well and reliably for me. Best Regards, Martijn On Mon, Feb 17, 2014 at 6:54 PM, Jürgen Herrmann shadow...@me.com wrote: Hey there, I had some time to look into blender code recently and found some disturbing problems with both VS2012 and VS 2013. With Visual Studio 2013 released I would like to drop support for 2012 and take the transition to VS 2013 directly because of the much better C99/C++11 support. I think we should bundle resources on one migration project instead of porting to two different versions of VC. But (there is always a But ;): Unfortunately Nvidia seems to be unable to release a Cuda toolkit with Compiler support for VC12. That's driving me crazy. Cuda 6 RC does not support VS2013 and I am not sure when they get this done. IMHO there are multiple possibilities how to handle this: 1.)Port to MSVC 2013 and port Cycles' kernel to C++/AMP (I bet this can be done) a. Pro: Makes us independent from NVidia Cuda and OpenCL fuzz b. Pro: Updates to VS are easier because we won't have to wait for NVidia c. Contra: Generates a lot of work (one time work load) d. Contra: Another Cycles kernel that has to be maintained 2.)Port to VS2012/Cuda 5.5 and postpone our effords on VS2013 until we get a working compiler from NVidia a. Pro: Majority of work is done, we'll just have to tie everything together and fix some problems b. Contra: We'll end up waiting for NVidia until we can make a transition to a newer VS version c. We may have to stick to this version of VS literally forever like we did with VS2008 3.)We stick to VS2008 / Cuda 5.0 a. Pro: Nothing to do, just go on as is. b. Contra: No possibility to use newer technology c. Contra: Binaries might have compatibility issues with future versions of Windows (9+) 4.)Any other ideas? I'd like to hear an official decision before I get started just to avoid a waste of resources and time. Best regards, Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] State of Visual Studio 201X... Warning: may contain chaotic content ...
Hi Brecht, You're right its a lot of work to maintain this... Too bad AMP isn't available to other platforms than MS Windows. It would make things easier for devs because AMP makes developing for different architectures quite straight forward. No NVidia/ATI fuzz just code ;) But I don't think it'll be adopted by other platforms in the near future so it's no option for us at all. I'll stop working on VS 2012 portability and help with VS2013 then. /Jürgen Am 17.02.2014 um 20:07 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Hi, I prefer the solution proposed by Martijn for now. It's a bit of a hassle for Windows developers to set it up, but not that many need to build with CUDA for typical development, and I don't think it will take that long for CUDA to support VS 2013. For best performance we need CUDA 5.0 anyway which doesn't work with VS 2012 either. Porting Cycles to C++/AMP is not a realistic option I fear, it would be a lot of work to maintain and debug the particular issues with that platform. CUDA and OpenCL are already tricky and have their own issues, C++/AMP is going to be the same and end up being more work than the admittedly somewhat hacky option of installing an older compiler for CUDA. Brecht. On Mon, Feb 17, 2014 at 7:38 PM, Jürgen Herrmann shadow...@me.com wrote: Hi Martijn, that would do, but for how long? Will this workaround be reliable on Windows 9 and later? I am not a fan of workarounds like this one. It may work as expected, but the future is uncertain. I may be a bit paranoid on this because of some bad experience I made with other projects in the past. It requires multiple runtime libraries to be installed. Developers will always have to keep older Platform SDKs installed on their machines. I would like a clean solution for this, blender is already complex enough ;) /Jürgen P.S.: Please don't take this as a personal attack against your efforts , I really respect and appreciate the work you did on VS2013 support for blender. -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Martijn Berger Gesendet: Montag, 17. Februar 2014 19:27 An: bf-blender developers Betreff: Re: [Bf-committers] State of Visual Studio 201X... Warning: may contain chaotic content ... Hi Jürgen, You can also use CUDA 5.0 with windows 7.1 SDK to build cubins and build rest of blender with MSVC 2013. The buildbot for MSVC 2013 already does this. I should add cmake support for it and it is a work around but one that works very well and reliably for me. Best Regards, Martijn On Mon, Feb 17, 2014 at 6:54 PM, Jürgen Herrmann shadow...@me.com wrote: Hey there, I had some time to look into blender code recently and found some disturbing problems with both VS2012 and VS 2013. With Visual Studio 2013 released I would like to drop support for 2012 and take the transition to VS 2013 directly because of the much better C99/C++11 support. I think we should bundle resources on one migration project instead of porting to two different versions of VC. But (there is always a But ;): Unfortunately Nvidia seems to be unable to release a Cuda toolkit with Compiler support for VC12. That's driving me crazy. Cuda 6 RC does not support VS2013 and I am not sure when they get this done. IMHO there are multiple possibilities how to handle this: 1.)Port to MSVC 2013 and port Cycles' kernel to C++/AMP (I bet this can be done) a. Pro: Makes us independent from NVidia Cuda and OpenCL fuzz b. Pro: Updates to VS are easier because we won't have to wait for NVidia c. Contra: Generates a lot of work (one time work load) d. Contra: Another Cycles kernel that has to be maintained 2.)Port to VS2012/Cuda 5.5 and postpone our effords on VS2013 until we get a working compiler from NVidia a. Pro: Majority of work is done, we'll just have to tie everything together and fix some problems b. Contra: We'll end up waiting for NVidia until we can make a transition to a newer VS version c. We may have to stick to this version of VS literally forever like we did with VS2008 3.)We stick to VS2008 / Cuda 5.0 a. Pro: Nothing to do, just go on as is. b. Contra: No possibility to use newer technology c. Contra: Binaries might have compatibility issues with future versions of Windows (9+) 4.)Any other ideas? I'd like to hear an official decision before I get started just to avoid a waste of resources and time. Best regards, Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http
Re: [Bf-committers] New game engine-no GPL
Hi isaac, That wouldn't be easy as Ogre is not a game engine. It is a graphics engine. An export to irrlicht, panda3d or unity would be great. /Jürgen - Ursprüngliche Nachricht - Von: Isaac Lenton is...@isuniversal.com Gesendet: 06.02.2014 10:22 An: bf-blender developers bf-committers@blender.org Cc: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] New game engine-no GPL (Slightly off topic): Can blender export the node logic to an Ogre compatible format (I recall not, but I might be wrong), if not would this be an interesting feature? On 6 Feb 2014, at 7:03 pm, Ton Roosendaal t...@blender.org wrote: Hi, There are several open source game engine projects out there, with permissive licenses. Why not join their projects? Check on Ogre, Gamekit, etc. We really want good export to such engines. I have no evidence that our contributors stop doing that because of the license (and I know all of them). Usually the GPL crits come from hobbyists, people who don't have game companies or bizz going on. From them I had many requests to solve the license, from game professionals and studios (who use Blender!) not even once. -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands On 6 Feb, 2014, at 9:32, Crs Mrn wrote: As you know, Blender Game Engine has a GPL license, that makes devs go away. I have heard on the internet that the GPL license can't be changed, because there are too many developpers involved in this, and it would be impossible to contact everyone. What I propose is to create a new game engine from scratch or with non-GPL engine parts, that could be the second Blender game engine. Think of Cycles, along with Blender Internal Renderer. In this way, there would be bigger interest in this. The GPL license should not have been adopted from the very start. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] State of VS2012 support...
Hi there, I am currently reviewing the vs2012 libs some of them seem to be deprecated. Is there a list of lib versions we currently use for blender? - Ursprüngliche Nachricht - Von: Jürgen Herrmann shadow...@me.com Gesendet: 11.12.2013 18:38 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] State of VS2012 support... Hi Brecht, I'll have to take a look into the svn logs. It seems that the cmake changes and some ghost win32 fixes got dumped. Especially the cmake stuff for the vc11 debug libs were a lot of work. As far as I could see cmake always uses the release libs of osl, llvm and some others. Because of that one always gets a ITERATOR_DEBUG_LEVEL error in the linker stage. /Jürgen - Ursprüngliche Nachricht - Von: Brecht Van Lommel brechtvanlom...@pandora.be Gesendet: 11.12.2013 17:27 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] State of VS2012 support... Hi Jürgen, These changes were probably removed by accident, sorry if that's the case. However I looked through the commit logs, and couldn't figure out which fixes for debug builds you are referring to. If you could point to a commit that got lost, we might could figure out how that happened. Brecht. On Wed, Dec 11, 2013 at 2:34 PM, Jürgen Herrmann shadow...@me.com wrote: Hi devs, yesterday I tried to check on T37708 and tried to recompile Blender from the new Git repo. As for SCons everything went well, and i got a nice release build of blender. When I tried to reproduce the described error I recognized that an old bug I fixed some time ago was somehow reintroduced. When pressing P to start the game engine blender crashes without error message. So I tried to build blender with CMake to get a debug build I could debug within the IDE. Just to see that the CMake files have changed a lot and the debug build doesn't work at all because all changes I made to ensure that the proper libs are linked to debug builds were somehow removed. It's really not nice to see that all the work I had done in the past was absolutely for nothing :( Unfortunately my current daily schedule doesn't allow me to redo all this. This will change next year, but i must admit I am not very motivated at the moment. /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] State of VS2012 support...
Hi Thomas, Good to know. I'll wait for him to upload the new libs. I'll recompile ffmpeg in the meantime to fix the png error. Unfortunately we do have a problem with cmake. It is absolutely necessary that we link to the proper debug/release libs. An I just don't get cmake to link the right libs for for llvm and osl... - Ursprüngliche Nachricht - Von: Thomas Dinges blen...@dingto.org Gesendet: 12.12.2013 12:50 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] State of VS2012 support... Hi Jürgen, there is no up to date list unfortunately. Probably we should create one. And before you spend time on lib updates, please note that Martijn Berger is currently working on vc2012 lib updates, as well as vc2013 libs. I think he built the latest Python, OSL, OIIO, Boost etc, just not commited yet. Best regards, Thomas Am 12.12.2013 12:00, schrieb Jürgen Herrmann: Hi there, I am currently reviewing the vs2012 libs some of them seem to be deprecated. Is there a list of lib versions we currently use for blender? - Ursprüngliche Nachricht - Von: Jürgen Herrmann shadow...@me.com Gesendet: 11.12.2013 18:38 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] State of VS2012 support... Hi Brecht, I'll have to take a look into the svn logs. It seems that the cmake changes and some ghost win32 fixes got dumped. Especially the cmake stuff for the vc11 debug libs were a lot of work. As far as I could see cmake always uses the release libs of osl, llvm and some others. Because of that one always gets a ITERATOR_DEBUG_LEVEL error in the linker stage. /Jürgen - Ursprüngliche Nachricht - Von: Brecht Van Lommel brechtvanlom...@pandora.be Gesendet: 11.12.2013 17:27 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] State of VS2012 support... Hi Jürgen, These changes were probably removed by accident, sorry if that's the case. However I looked through the commit logs, and couldn't figure out which fixes for debug builds you are referring to. If you could point to a commit that got lost, we might could figure out how that happened. Brecht. On Wed, Dec 11, 2013 at 2:34 PM, Jürgen Herrmann shadow...@me.com wrote: Hi devs, yesterday I tried to check on T37708 and tried to recompile Blender from the new Git repo. As for SCons everything went well, and i got a nice release build of blender. When I tried to reproduce the described error I recognized that an old bug I fixed some time ago was somehow reintroduced. When pressing P to start the game engine blender crashes without error message. So I tried to build blender with CMake to get a debug build I could debug within the IDE. Just to see that the CMake files have changed a lot and the debug build doesn't work at all because all changes I made to ensure that the proper libs are linked to debug builds were somehow removed. It's really not nice to see that all the work I had done in the past was absolutely for nothing :( Unfortunately my current daily schedule doesn't allow me to redo all this. This will change next year, but i must admit I am not very motivated at the moment. /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] State of VS2012 support...
As for the list of libs/versions we should document that in the wiki. I would also like to propose a new directory structure for the windows libs and a complete cleanup of the scons and cmake scripts for windows. As for VS2013 i would wait a bit because there is no Cuda toolkit yet. - Ursprüngliche Nachricht - Von: Thomas Dinges blen...@dingto.org Gesendet: 12.12.2013 12:50 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] State of VS2012 support... Hi Jürgen, there is no up to date list unfortunately. Probably we should create one. And before you spend time on lib updates, please note that Martijn Berger is currently working on vc2012 lib updates, as well as vc2013 libs. I think he built the latest Python, OSL, OIIO, Boost etc, just not commited yet. Best regards, Thomas Am 12.12.2013 12:00, schrieb Jürgen Herrmann: Hi there, I am currently reviewing the vs2012 libs some of them seem to be deprecated. Is there a list of lib versions we currently use for blender? - Ursprüngliche Nachricht - Von: Jürgen Herrmann shadow...@me.com Gesendet: 11.12.2013 18:38 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] State of VS2012 support... Hi Brecht, I'll have to take a look into the svn logs. It seems that the cmake changes and some ghost win32 fixes got dumped. Especially the cmake stuff for the vc11 debug libs were a lot of work. As far as I could see cmake always uses the release libs of osl, llvm and some others. Because of that one always gets a ITERATOR_DEBUG_LEVEL error in the linker stage. /Jürgen - Ursprüngliche Nachricht - Von: Brecht Van Lommel brechtvanlom...@pandora.be Gesendet: 11.12.2013 17:27 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] State of VS2012 support... Hi Jürgen, These changes were probably removed by accident, sorry if that's the case. However I looked through the commit logs, and couldn't figure out which fixes for debug builds you are referring to. If you could point to a commit that got lost, we might could figure out how that happened. Brecht. On Wed, Dec 11, 2013 at 2:34 PM, Jürgen Herrmann shadow...@me.com wrote: Hi devs, yesterday I tried to check on T37708 and tried to recompile Blender from the new Git repo. As for SCons everything went well, and i got a nice release build of blender. When I tried to reproduce the described error I recognized that an old bug I fixed some time ago was somehow reintroduced. When pressing P to start the game engine blender crashes without error message. So I tried to build blender with CMake to get a debug build I could debug within the IDE. Just to see that the CMake files have changed a lot and the debug build doesn't work at all because all changes I made to ensure that the proper libs are linked to debug builds were somehow removed. It's really not nice to see that all the work I had done in the past was absolutely for nothing :( Unfortunately my current daily schedule doesn't allow me to redo all this. This will change next year, but i must admit I am not very motivated at the moment. /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] State of VS2012 support...
Hi Alexandr, Thanks for your help! I really appreciate it. I would like to reorganize the windows libraries like they are in Linux. With a centralized folder for bin, include and lib dir. I am currently working on a tool and scripts to manage the versions. More on that in January ;) /Jürgen - Ursprüngliche Nachricht - Von: Alexandr Kuznetsov kuzsa...@gmail.com Gesendet: 12.12.2013 18:15 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] State of VS2012 support... Hi On 12/12/2013 11:44 AM, Jürgen Herrmann wrote: As for the list of libs/versions we should document that in the wiki. As I wrote before, I fully support this. We should also include instructions for compilation and configuration. I would also like to propose a new directory structure for the windows libs and a complete cleanup of the scons and cmake scripts for windows. This would be good. Afaik, most c only libs can be shared by all compilers. Also, it would be nice to unite mac, windows and maybe linux cmake libs configurations. Make a special macro for setting path. We have 3 places in a single file with set(FREETYPE ${LIBDIR}/freetype) for example . Copy-paste programming! As for VS2013 i would wait a bit because there is no Cuda toolkit yet. Yes. But by the time we switch, Cuda will be supported. I will build it anyway when I get a free time. Best, Alex ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] State of VS2012 support...
Hi devs, yesterday I tried to check on T37708 and tried to recompile Blender from the new Git repo. As for SCons everything went well, and i got a nice release build of blender. When I tried to reproduce the described error I recognized that an old bug I fixed some time ago was somehow reintroduced. When pressing P to start the game engine blender crashes without error message. So I tried to build blender with CMake to get a debug build I could debug within the IDE. Just to see that the CMake files have changed a lot and the debug build doesn't work at all because all changes I made to ensure that the proper libs are linked to debug builds were somehow removed. It's really not nice to see that all the work I had done in the past was absolutely for nothing :( Unfortunately my current daily schedule doesn't allow me to redo all this. This will change next year, but i must admit I am not very motivated at the moment. /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] State of VS2012 support...
There is no need for a special user-config.py. Just call py scons\scons.py MSVS_VERSION=11.0 - Ursprüngliche Nachricht - Von: Piotr Arlukowicz pio...@gmail.com Gesendet: 11.12.2013 15:11 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] State of VS2012 support... Hi Jürgen, I'm struggling with compiling Blender using scons, could you please show your user-config.py file? Maybe I have something wrong. regards piotr -- Piotr Arlukowicz -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$ ULAVISC*()$+++$ P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--? !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+ Y PGP+ t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++ y+++ --END GEEK CODE BLOCK-- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] State of VS2012 support...
Oh, then you should read the documentation on the wiki. I can't say anything about Linux. I'm a windows platform maintainer - Ursprüngliche Nachricht - Von: Piotr Arlukowicz pio...@gmail.com Gesendet: 11.12.2013 15:32 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] State of VS2012 support... For me it does not work, I'm compiling under Linux Mint 16. piotr -- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] State of VS2012 support...
Hi Brecht, I'll have to take a look into the svn logs. It seems that the cmake changes and some ghost win32 fixes got dumped. Especially the cmake stuff for the vc11 debug libs were a lot of work. As far as I could see cmake always uses the release libs of osl, llvm and some others. Because of that one always gets a ITERATOR_DEBUG_LEVEL error in the linker stage. /Jürgen - Ursprüngliche Nachricht - Von: Brecht Van Lommel brechtvanlom...@pandora.be Gesendet: 11.12.2013 17:27 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] State of VS2012 support... Hi Jürgen, These changes were probably removed by accident, sorry if that's the case. However I looked through the commit logs, and couldn't figure out which fixes for debug builds you are referring to. If you could point to a commit that got lost, we might could figure out how that happened. Brecht. On Wed, Dec 11, 2013 at 2:34 PM, Jürgen Herrmann shadow...@me.com wrote: Hi devs, yesterday I tried to check on T37708 and tried to recompile Blender from the new Git repo. As for SCons everything went well, and i got a nice release build of blender. When I tried to reproduce the described error I recognized that an old bug I fixed some time ago was somehow reintroduced. When pressing P to start the game engine blender crashes without error message. So I tried to build blender with CMake to get a debug build I could debug within the IDE. Just to see that the CMake files have changed a lot and the debug build doesn't work at all because all changes I made to ensure that the proper libs are linked to debug builds were somehow removed. It's really not nice to see that all the work I had done in the past was absolutely for nothing :( Unfortunately my current daily schedule doesn't allow me to redo all this. This will change next year, but i must admit I am not very motivated at the moment. /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender on Windows - some thoughts about XPand32bit
Hi Ton, Imho XP support is holding back the development if blender, sort of. As long as we keep backward compatible with XP and VS2008 we have no access to some if the new intrinsic functions, introduced with Vista and newer. This is one of the reasons why Blender is still slower/not faster when built with VS2012+. Another point is readability of our code. We'll have to ifdef much code in order to take advantage of new functionality. I agree with you and Sergey. We shouldn't rush and do this carefully. /Jürgen - Ursprüngliche Nachricht - Von: Ton Roosendaal t...@blender.org Gesendet: 06.12.2013 15:56 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] Blender on Windows - some thoughts about XPand32bit Hi, I think we can keep supporting Windows XP (and any OS), for as long: 1) At least one developer helps building and supporting it 2) It's not holding back current and approved projects. This we can communicate well though. XP users should be happy 2.69 is working well even. Further, we can simply keep our code to be 32 bits compliant for a while. Also this is relatively easy to support and not really holding us back now. -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands On 5 Dec, 2013, at 19:17, Sergey Sharybin wrote: We would need to drop XP at some point, but it should not be ASAP. It should be a clear for everyone process with defined release when we're dropping. Ideally it should be connected with switching to a new official compiler for windows. Meaning, when we're considering MSVC 2013 as a default to build blender on windows then we might stop maintaining old libraries and let XP support fade down naturally. As for dropping support of 32bit -- i don't see good reason for this just yet. It might be 2-3 people who supports libs on windows, but i only know one who supports all the libs libs on linux. It's not much of hassle if we update libs only when we need this (meaning not just to be on a leading edge with brand-new libs). Dropping 32bit windows builds would mean we're dropping atom support as well? It might be still useful to be able to run blender on a netbooks i'd say. Also, you might want to use PAE on 32bit platform because of some better load balance and so. On Fri, Dec 6, 2013 at 12:07 AM, Thomas Dinges blen...@dingto.org wrote: Hi Mitchell, this is strange, maybe its due to some compiler flags? Maybe Visual Studio 2013 doesn't suffer from this, otherwise it would be bad. Needs investigation. Best regards, Thomas Am 05.12.2013 18:10, schrieb Mitchell Stokes: The last time I checked, vc11 created slower Blender builds than vc9 for the game engine. Not that I would like to stick to vc9, but vc11 isn't always faster. For a specific example, I've found OpenMP to be rather slow. It's been a while since I last ran some tests, but I seem to remember the difference being at least 20%. --Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender on Windows - some thoughts about XP and32bit
Hi there, I too think we should drop XP Support asap. It would make it easier to so a clean transition to VS2012+ without the need of compatibility stuff within blender and its dependencies. Unfortunately I am not able to complete this atm because of lack of time... /Jürgen - Ursprüngliche Nachricht - Von: Thomas Dinges blen...@dingto.org Gesendet: 05.12.2013 15:19 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] Blender on Windows - some thoughts about XP and32bit I forgot to mention: We also only support 4 year old Mac OS versions (10.6 and above) and I am pretty sure that a 13 year old Linux is not supported either. :) Am 05.12.2013 15:07, schrieb Thomas Dinges: Hi everyone, I want to share my opinion about some things regarding Blender on Windows. Please note: This is just my own opinion and no decision of any kind has been made here, so please don't panic. I'd like to get the opinion from the other active Blender developers here. 1) Windows XP == Windows XP is 13 years old and even Microsoft itself drops support for it once and for all in April 2014. Sometimes we have bugs that only happen on XP, we have some (little) special code in libraries such as OIIO for example to support XP I think it's time to fade out the support for it. If a vendor (in this Microsoft) doesn't even support its product any longer, why should a third party do it? Also on a side note, XP has a lot of security holes by now and they won't be patched. Microsoft itself expresses a clear warning to users: http://news.techworld.com/security/3476295/microsoft-to-windows-xp-users-your-operating-system-is-a-major-security-risk/ It should be easy to keep the binaries working, but on a support level (Support in bug tracker, system requirements on blender.org) I suggest to mark XP as not officially supported any longer. 2) 32 bit == Dropping 32 bit for the Windows platform is nothing that should happen soon, I guess some people still use Windows Vista and 7 with 32bit OS. Nevertheless, if we take a look at our minimal system requirements: http://www.blender.org/download/requirements/ , it mentions a Dual Core CPU with SSE2 support. Afaik all those CPUs support 64bit instructions so no new hardware would be required, just a OS update. Also, there is always Linux, if people want to keep using older hardware but cannot afford an update to Windows 7/8. 3) Problems and chances == So, why do I bring up this topic? This has several reasons. Developer team --- Windows developer team is quite small already, compared to Linux/OS X platform. I think we have some devs who develop on it but actual platform maintenance (libraries, release builds) is done by 2-3 people max. And I don't think any of us is still using a XP/32bit setup. Personally I don't use 32bit systems for several years already, and I would be very happy if someone could take over support for that. It just takes a lot of time to compile libs (like recently new OIIO/OSL) for 32 bit as well, fix (compile) errors, build 32 bit Blender, run some tests and make sure it works all fine. MSVC 2008 --- Using a 5 year old compiler is a bad thing. Not only can we get a much better performance for (Cycles) Rendering for example, by using a recent version (like MSVC 2012), we could also get rid of some special code in our libraries and patches which we added just to make it compile on this ancient compiler... MSVC 2012 is 20% faster in Cycles rendering afaik, so we don't talk about some tiny numbers here. So, why didn't we update yet? Lack of Windows developers and time. Especially if we have to build/update *all* libs for both x64/32 and make sure it runs smooth everywhere, this is just a boring task no one really wants to do. Jürgen did a great job with his work on vc2012 libs, but I think he is busy lately and some things need to be finished here still before we could switch to this for official releases. Other applications --- Other 3D applications already dropped support for Windows XP and/or 32bit: http://temp.dingto.org/SysRequirements.pdf This is of course no real reason, but a pretty clear indication. 4) Possible plan == Windows XP: Blender 2.70: Last version with official support for Windows XP, after the release we remove it from blender.org (system requirements info text) and fade out support in the bug tracker. Blender 2.71 and above: Binaries will probably still run fine on XP, but it might break at some point. 32bit: Blender 2.70: Add a notice on blender.org, that we highly recommend using a 64bit operating system for best performance and best support. And again, I'd like to hand over the support for Windows 32 bit to someone else, preferably someone who actually is *on* this
Re: [Bf-committers] Blender on Windows - some thoughts about XPand32bit
Hi sergey, As you mention VS2013... I got my upgrade license recently but had no time to test it yet. I could try a port to vs 2013 in February 2014. So we could actually skip VS 2012 and switch to VS2013 directly. And drop XP maybe in a release that comes in the second half of 2014. With asap I did not mean we should drop XP support immediately, but we can't support it forever and vs2012+ gives us very the chance to speed up blender significantly if we had the chance of carving out the VS2008 stuff and optimize the code for the new compilers. - Ursprüngliche Nachricht - Von: Sergey Sharybin sergey@gmail.com Gesendet: 05.12.2013 19:17 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] Blender on Windows - some thoughts about XPand32bit We would need to drop XP at some point, but it should not be ASAP. It should be a clear for everyone process with defined release when we're dropping. Ideally it should be connected with switching to a new official compiler for windows. Meaning, when we're considering MSVC 2013 as a default to build blender on windows then we might stop maintaining old libraries and let XP support fade down naturally. As for dropping support of 32bit -- i don't see good reason for this just yet. It might be 2-3 people who supports libs on windows, but i only know one who supports all the libs libs on linux. It's not much of hassle if we update libs only when we need this (meaning not just to be on a leading edge with brand-new libs). Dropping 32bit windows builds would mean we're dropping atom support as well? It might be still useful to be able to run blender on a netbooks i'd say. Also, you might want to use PAE on 32bit platform because of some better load balance and so. On Fri, Dec 6, 2013 at 12:07 AM, Thomas Dinges blen...@dingto.org wrote: Hi Mitchell, this is strange, maybe its due to some compiler flags? Maybe Visual Studio 2013 doesn't suffer from this, otherwise it would be bad. Needs investigation. Best regards, Thomas Am 05.12.2013 18:10, schrieb Mitchell Stokes: The last time I checked, vc11 created slower Blender builds than vc9 for the game engine. Not that I would like to stick to vc9, but vc11 isn't always faster. For a specific example, I've found OpenMP to be rather slow. It's been a while since I last ran some tests, but I seem to remember the difference being at least 20%. --Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57215] trunk/lib/win64_vc11/ffmpeg/lib: VS 2012 libs maintenance:
Hi Mitchell, as far as I remember ffmpeg was built with --enable-zlib. I'll check this and report back as soon as I am at home. /Jürgen Am 13.08.2013 um 13:22 schrieb Mitchell Stokes moguri...@gmail.com: Could you please list what configuration you used to build ffmpeg? The vc9 libs have this in a Readme.txt, which comes in handy to check if certain features are enabled. For example, I want to know if --enable-zlib was used to get png support. Cheers, Mitchell On Sun, Jun 2, 2013 at 9:58 PM, Juergen Herrmann shadow...@me.com wrote: Revision: 57215 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=57215 Author: shadowrom Date: 2013-06-03 04:58:46 + (Mon, 03 Jun 2013) Log Message: --- VS 2012 libs maintenance: - Fix compilation (linking) with ffmpeg and static zlib. Modified Paths: -- trunk/lib/win64_vc11/ffmpeg/lib/avcodec-54.def trunk/lib/win64_vc11/ffmpeg/lib/avcodec-54.dll trunk/lib/win64_vc11/ffmpeg/lib/avcodec-54.lib trunk/lib/win64_vc11/ffmpeg/lib/avdevice-54.def trunk/lib/win64_vc11/ffmpeg/lib/avdevice-54.dll trunk/lib/win64_vc11/ffmpeg/lib/avdevice-54.lib trunk/lib/win64_vc11/ffmpeg/lib/avfilter-3.def trunk/lib/win64_vc11/ffmpeg/lib/avfilter-3.dll trunk/lib/win64_vc11/ffmpeg/lib/avfilter-3.lib trunk/lib/win64_vc11/ffmpeg/lib/avformat-54.def trunk/lib/win64_vc11/ffmpeg/lib/avformat-54.dll trunk/lib/win64_vc11/ffmpeg/lib/avformat-54.lib trunk/lib/win64_vc11/ffmpeg/lib/avutil-52.def trunk/lib/win64_vc11/ffmpeg/lib/avutil-52.dll trunk/lib/win64_vc11/ffmpeg/lib/avutil-52.lib trunk/lib/win64_vc11/ffmpeg/lib/swresample-0.def trunk/lib/win64_vc11/ffmpeg/lib/swresample-0.dll trunk/lib/win64_vc11/ffmpeg/lib/swresample-0.lib trunk/lib/win64_vc11/ffmpeg/lib/swscale-2.def trunk/lib/win64_vc11/ffmpeg/lib/swscale-2.dll trunk/lib/win64_vc11/ffmpeg/lib/swscale-2.lib Modified: trunk/lib/win64_vc11/ffmpeg/lib/avcodec-54.def === --- trunk/lib/win64_vc11/ffmpeg/lib/avcodec-54.def 2013-06-03 04:06:54 UTC (rev 57214) +++ trunk/lib/win64_vc11/ffmpeg/lib/avcodec-54.def 2013-06-03 04:58:46 UTC (rev 57215) @@ -1,276 +1,276 @@ EXPORTS -audio_resample @1 -audio_resample_close @2 -av_audio_convert @3 -av_audio_convert_alloc @4 -av_audio_convert_free @5 -av_audio_resample_init @6 -av_bitstream_filter_close @7 -av_bitstream_filter_filter @8 -av_bitstream_filter_init @9 -av_bitstream_filter_next @10 -av_codec_get_codec_descriptor @11 -av_codec_get_pkt_timebase @12 -av_codec_is_decoder @13 -av_codec_is_encoder @14 -av_codec_next @15 -av_codec_set_codec_descriptor @16 -av_codec_set_pkt_timebase @17 -av_copy_packet @18 -av_dct_calc @19 -av_dct_end @20 -av_dct_init @21 -av_destruct_packet @22 -av_dup_packet @23 -av_fast_malloc @24 -av_fast_padded_malloc @25 -av_fast_padded_mallocz @26 -av_fast_realloc @27 -av_fft_calc @28 -av_fft_end @29 -av_fft_init @30 -av_fft_permute @31 -av_frame_get_best_effort_timestamp @32 -av_frame_get_channel_layout @33 -av_frame_get_channels @34 -av_frame_get_decode_error_flags @35 -av_frame_get_metadata @36 -av_frame_get_pkt_duration @37 -av_frame_get_pkt_pos @38 -av_frame_get_pkt_size @39 -av_frame_get_sample_rate @40 -av_frame_set_best_effort_timestamp @41 -av_frame_set_channel_layout @42 -av_frame_set_channels @43 -av_frame_set_decode_error_flags @44 -av_frame_set_metadata @45 -av_frame_set_pkt_duration @46 -av_frame_set_pkt_pos @47 -av_frame_set_pkt_size @48 -av_frame_set_sample_rate @49 -av_free_packet @50 -av_get_audio_frame_duration @51 -av_get_bits_per_sample @52 -av_get_codec_tag_string @53 -av_get_exact_bits_per_sample @54 -av_get_pcm_codec @55 -av_get_profile_name @56 -av_grow_packet @57 -av_hwaccel_next @58 -av_imdct_calc @59 -av_imdct_half @60 -av_init_packet @61 -av_lockmgr_register @62 -av_log_ask_for_sample @63 -av_log_missing_feature @64 -av_mdct_calc @65 -av_mdct_end @66 -av_mdct_init @67 -av_new_packet @68 -av_packet_get_side_data @69 -av_packet_merge_side_data @70 -av_packet_new_side_data @71 -av_packet_shrink_side_data @72 -av_packet_split_side_data @73 -av_parser_change @74 -av_parser_close @75 -av_parser_init @76 -av_parser_next @77 -av_parser_parse2 @78 -av_picture_copy @79 -av_picture_crop @80 -av_picture_pad @81 -av_rdft_calc @82 -av_rdft_end @83 -av_rdft_init @84 -av_register_bitstream_filter @85 -av_register_codec_parser @86 -av_register_hwaccel @87 -av_resample @88 -av_resample_close @89
Re: [Bf-committers] Avoiding regressions, changes to the release cycle.
Hi, I think 3 months would be great to introduce an additional beta build right before the RC. This could help to find regressions before we build a RC. /Jürgen Am 29.07.2013 um 13:43 schrieb Campbell Barton ideasma...@gmail.com: Last meeting we discussed changes to release because of bad regressions in recent releases. It was suggested that we move to 3 month release cycles. I believe this wont help, since its not really solving the problem, consider that we had 1 week extra to fix bugs for 2.68 (and we _did_ fix a lot of bugs), but even then bad regressions still got in. To be clear there were 3 regressions that I'd consider show stoppers. - Crash deleting a sequence strip r58374 - Removing vertex colors crashes r58436 - Painting Undo Enable Face paint Crash r58509 Notice all 3 were caused by `fixes` made after 2.68 RC (made r57908) (There were other bad bugs but not regressions AFAIK) I think there are 2 problems with how we are doing releases currently. - We're making risky changes/fixes too close to the release date. - RC's are not really 'release-candidates', we are asking users to test a build, then making many changes afterwards that aren't properly tested. So I'd propose rather then change the time between releases, we should be more disciplined _not_ to make fixes which have hard-to-predict side effects just before release. After the last release candidate is a good time to only focus on show stopper bugs. We could also use BCON4, as long as it doesn't last too long, (IMHO more then 2 weeks would become inefficient). Some guidelines... - Simple fixes such as NULL checks, array index range checks, obvious memory leaks... etc, are fine. - If the fix is more involved but not a show-stopper or regression, then postpone until next release. - If there is some exception (for whatever reason is really important to resolve), then review throughly (have 2 other devs review for eg). Just listing guidelines to make it more clear the kind of change I'm suggesting. This doesn't have to be any change in policy or new rules, we could just agree not to make risky changes after an RC (or right before the release) I think this would be enough. Other things to look into (which I'm not covering)... - We should really investigate automated testing in areas shown to have caused problems in previous releases (big topic). - Since we can't completely avoid bug-fix releases, we could try to make the process less onerous, minor releases shouldn't be difficult, if they are, we could look into automating this more too, or sharing tasks with more devs. -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Avoiding regressions, changes to the release cycle.
Hi Bastien, IMHO the build bot builds are more of nightly development builds. Most users don't even look at them. A real beta could be built at the beginning of BCON4 and advertised on the website so users are aware if that. Then we do a RC after regressions are fixed and release the final build a week or two later. We could get a much longer testing time and more feedback. /Jürgen Am 29.07.2013 um 14:06 schrieb Bastien Montagne montagn...@wanadoo.fr: I would consider daily bot-built blender’s as “Beta”… After all, we never (intentionally) break /trunk, so those builds should always be usable, even though not strictly tested. Isn’t it the definition of “beta” release? Bastien On 29/07/2013 13:56, Jürgen Herrmann wrote: Hi, I think 3 months would be great to introduce an additional beta build right before the RC. This could help to find regressions before we build a RC. /Jürgen Am 29.07.2013 um 13:43 schrieb Campbell Bartonideasma...@gmail.com: Last meeting we discussed changes to release because of bad regressions in recent releases. It was suggested that we move to 3 month release cycles. I believe this wont help, since its not really solving the problem, consider that we had 1 week extra to fix bugs for 2.68 (and we _did_ fix a lot of bugs), but even then bad regressions still got in. To be clear there were 3 regressions that I'd consider show stoppers. - Crash deleting a sequence strip r58374 - Removing vertex colors crashes r58436 - Painting Undo Enable Face paint Crash r58509 Notice all 3 were caused by `fixes` made after 2.68 RC (made r57908) (There were other bad bugs but not regressions AFAIK) I think there are 2 problems with how we are doing releases currently. - We're making risky changes/fixes too close to the release date. - RC's are not really 'release-candidates', we are asking users to test a build, then making many changes afterwards that aren't properly tested. So I'd propose rather then change the time between releases, we should be more disciplined _not_ to make fixes which have hard-to-predict side effects just before release. After the last release candidate is a good time to only focus on show stopper bugs. We could also use BCON4, as long as it doesn't last too long, (IMHO more then 2 weeks would become inefficient). Some guidelines... - Simple fixes such as NULL checks, array index range checks, obvious memory leaks... etc, are fine. - If the fix is more involved but not a show-stopper or regression, then postpone until next release. - If there is some exception (for whatever reason is really important to resolve), then review throughly (have 2 other devs review for eg). Just listing guidelines to make it more clear the kind of change I'm suggesting. This doesn't have to be any change in policy or new rules, we could just agree not to make risky changes after an RC (or right before the release) I think this would be enough. Other things to look into (which I'm not covering)... - We should really investigate automated testing in areas shown to have caused problems in previous releases (big topic). - Since we can't completely avoid bug-fix releases, we could try to make the process less onerous, minor releases shouldn't be difficult, if they are, we could look into automating this more too, or sharing tasks with more devs. -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] error building with cuda, r57982
Goo question seems like a bug I reported to NVidia recently. Please try to build without sm_35 kernels. Am 19.07.2013 um 01:58 schrieb Yousef Hurfoush ba...@msn.com: hi tested again today with r58371, cuda 5.5, vs2012 express, default profile with cuda binaries enabled, windows 8 enterprise x64: scons, mingw32 - successfully builds scons, mingw64 - error - log file: http://www.pasteall.org/43753 cmake, vc11 x64- error - 'ptxas' died with status 0xC005 (ACCESS_VIOLATION) any idea whats wronge ?? Regards Yousef Harfoush ba...@msn.com From: shadow...@me.com To: bf-committers@blender.org Date: Thu, 18 Jul 2013 15:49:22 +0200 Subject: Re: [Bf-committers] error building with cuda, r57982 Last time I tried VS2012 and Cuda 5.5 worked well with scons -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Yousef Hurfoush Gesendet: Donnerstag, 18. Juli 2013 15:37 An: blender foundation committers Betreff: [Bf-committers] error building with cuda, r57982 hi any one working on adding scons support to building cuda with sdk 5.5 and vs2012? Regards Yousef Harfoush ba...@msn.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] error building with cuda, r57982
Last time I tried VS2012 and Cuda 5.5 worked well with scons -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Yousef Hurfoush Gesendet: Donnerstag, 18. Juli 2013 15:37 An: blender foundation committers Betreff: [Bf-committers] error building with cuda, r57982 hi any one working on adding scons support to building cuda with sdk 5.5 and vs2012? Regards Yousef Harfoush ba...@msn.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.68 release AHOY!
Hi Sergey, The experimental VS2012 Release Builds can be found here: http://download.shadowrom.de Best regards Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Sergey Sharybin Gesendet: Donnerstag, 18. Juli 2013 12:35 An: Blender Developers Betreff: [Bf-committers] Blender 2.68 release AHOY! Hi everyone! After two months of intense development and bug hunting, we're finally ready for 2.68! Information for platform maintainers: tag: blender-2.68-release tag revision: 58365 addons revision: 4630 locale revision: 2100 Keep usual naming and let me know when the builds are ready. Official press-release will be done when all builds are up. Thanks everyone for your work! =) Usual reminder reminder: we keep trunk frozen for around a day since now. Trunk unfreeze will be announced here in ML, for until then no commits are allowed. -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.68 release AHOY!
Sorry wrong url: http://download.shadowrom.de/Blender -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Donnerstag, 18. Juli 2013 18:12 An: 'bf-blender developers' Betreff: Re: [Bf-committers] Blender 2.68 release AHOY! Hi Sergey, The experimental VS2012 Release Builds can be found here: http://download.shadowrom.de Best regards Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Sergey Sharybin Gesendet: Donnerstag, 18. Juli 2013 12:35 An: Blender Developers Betreff: [Bf-committers] Blender 2.68 release AHOY! Hi everyone! After two months of intense development and bug hunting, we're finally ready for 2.68! Information for platform maintainers: tag: blender-2.68-release tag revision: 58365 addons revision: 4630 locale revision: 2100 Keep usual naming and let me know when the builds are ready. Official press-release will be done when all builds are up. Thanks everyone for your work! =) Usual reminder reminder: we keep trunk frozen for around a day since now. Trunk unfreeze will be announced here in ML, for until then no commits are allowed. -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] error building with cuda, r57982
Oops, I am overworked -.- Hmm... Seems to be a problem with mingw scons settings. I still use vc9 and cuda 5.0 for mingw builds. I'll take a look at this, but that'll take a while. Am 04.07.2013 um 07:05 schrieb Jürgen Herrmann shadow...@me.com: Hi yousef What Cuda version do you use? Am 04.07.2013 um 06:07 schrieb Yousef Hurfoush ba...@msn.com: hi error building with cuda 5.5RC, trunk r57982 using windows 8 x64, msvc11 express, scons, mingw64 build log: http://www.pasteall.org/43753 if i set WITH_BF_CYCLES_CUDA_BINARIES = False it builds successfully. Regards Yousef Harfoush ba...@msn.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] error building with cuda, r57982
Narf! I am really a bit overworked... Thanks Brecht, seems that I missed the forrest for the trees ;) Am 04.07.2013 um 15:32 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: The relevant error is this: nvcc : fatal error : Microsoft Visual Studio configuration file 'vcvars64.bat' could not be found for installation at 'C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC\BIN\x86_amd64/../../..' You can search online for solutions to that error. Something like this answer could work: http://stackoverflow.com/questions/8900617/how-can-i-setup-nvcc-to-use-visual-c-express-2010-x64-from-windows-sdk-7-1 On Thu, Jul 4, 2013 at 6:07 AM, Yousef Hurfoush ba...@msn.com wrote: hi error building with cuda 5.5RC, trunk r57982 using windows 8 x64, msvc11 express, scons, mingw64 build log: http://www.pasteall.org/43753 if i set WITH_BF_CYCLES_CUDA_BINARIES = False it builds successfully. Regards Yousef Harfoush ba...@msn.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] error building with cuda, r57982
Hi yousef What Cuda version do you use? Am 04.07.2013 um 06:07 schrieb Yousef Hurfoush ba...@msn.com: hi error building with cuda 5.5RC, trunk r57982 using windows 8 x64, msvc11 express, scons, mingw64 build log: http://www.pasteall.org/43753 if i set WITH_BF_CYCLES_CUDA_BINARIES = False it builds successfully. Regards Yousef Harfoush ba...@msn.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender roadmap article on code blog
Hi, Wouldn't it be possible to implement a c/c++ importer and expose it to the python api in a compatible way? The obj file structure is quite straightforward and should be easy to implement. But I have no experience with blenders python interface. /Jürgen Am 02.07.2013 um 19:45 schrieb CoDEmanX codem...@gmx.de: Am 29.06.2013 16:41, schrieb Ton Roosendaal: - Where Python is too slow (I/O), we can also improve the api a lot still. For our UI now it's more than fast enough. There are two areas where it's notably slow: user preferences input and addon UI - due to the high number of layout elements I guess. However, it's acceptable in this area. Where python performance really bugs me is I/O. Due to GIL, python can't make use of multi-core systems (runs with max. 25% of an i5 with two real cores / four virtual cores). And multiprocessing isn't really applicable, since blender doesn't allow multiple threads accessing the RNA system without crashes. Looking at the OBJ importer, the real bottleneck is the mesh splitting code. It takes a serious amount of time for gigabyte-sized OBJs, and a huge amount of memory (like 500 MB OBJ, 6 GB mem). Not sure if one could optimize the python code, but a C/C++ importer would always be superior (see Meshlab speed!). Any plans on merging assimp support from Bratwurst into trunk? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender roadmap article on code blog
Hi David, I am confused. What takes you so long to get stuff to build? It took me half an hour to get blender to build on MSVC 2008 with CMake the first time. ~10 minutes download time. ~10 minutes finding out what to click in CMake-GUI ~10 minutes build time. Now when I change blender code it is a matter of 3 Minutes from pressing the compile button to testing the code. Incremental builds are great ;) Am 30.06.2013 um 05:13 schrieb David Jeske dav...@gmail.com: When I fix bugs in unfamiliar projects, I spend 90% of my time getting it to build and playing sherlock holmes tracking down weak-linkages like dynamic-typed variables and weak-linkages (like strings used as enums in C) -- and 10% of my time actually trying to understand or fix code. In strong typed code (C, C++, C#, TypeScript, etc) and a modern IDE (Visual Studio or one of its many clones), that 90% shrinks dramatically, as I can see, understand, and explore the types of variables immediately. I hover-over a variable in the IDE it shows the type. I hit goto declaration it takes me to the type-declaration. No project wide grep or guessing at the type of that dynamic-typed a paramater. How about Python Traits? Note I have no idea how difficult it would be to use Traits as a wrapper for Blender's API, although Enthought does provide a Traits based wrapper for VTK so I'm sure it would be possible. I'm not very familiar with Traits, but from a quick look it appears to be a run-time assignment validation and format coercion package. It does not appear to contain any compiled time variable type information, or the ability to do type-aware code-navigation or completion. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer meeting minutes - June 30, 2013
Hi, Wouldn't it be useful to build an experimental RC with VS2012 too? This could boost testing a bit. /Jürgen Am 30.06.2013 um 17:47 schrieb Ton Roosendaal t...@blender.org: Hi all, Here's the notes from today's meeting in irc.freenode.net, #blendercoders. 1) Blender 2.68 progress - Brecht van Lommel: 70 bug fixes last week, tracker down to 122 open. Suggested is to do at least one more week focused bugfixing, and check next sunday on status for release (which might lead to another week of fixing time). - Call for first Release Candidate build will be done tomorrow. It will be better communicated this time! Windows RC will be done in MSVC 2008 Pro still. - Campbell Barton finished features for python security. http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Security - Thomas Dinges points everyone at updating the log, it should have good info for RC testing: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.68 - Sergey Sharybin will write the bugfix log. 2) Other projects - Doug Gale is further working on SSE speedup of Cycles. He and Brecht both received a fast new gfx card from AMD, but they're waiting for the beta OpenCL drivers still. 3) Google Summer of code - Everyone's invited to join the GSoC list where progress gets discussed: http://lists.blender.org/mailman/listinfo/soc-2013-dev Thanks, -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer meeting minutes - June 30, 2013
Alright ;) Just wanted to ask. Am 30.06.2013 um 18:55 schrieb Thomas Dinges blen...@dingto.org: Normally we don't have a website or so for the RC, we just link to a download folder. I don't want people to dl the wrong version and report bugs with that. Am 30.06.2013 18:42, schrieb Jürgen Herrmann: Hi, Wouldn't it be useful to build an experimental RC with VS2012 too? This could boost testing a bit. /Jürgen Am 30.06.2013 um 17:47 schrieb Ton Roosendaal t...@blender.org: Hi all, Here's the notes from today's meeting in irc.freenode.net, #blendercoders. 1) Blender 2.68 progress - Brecht van Lommel: 70 bug fixes last week, tracker down to 122 open. Suggested is to do at least one more week focused bugfixing, and check next sunday on status for release (which might lead to another week of fixing time). - Call for first Release Candidate build will be done tomorrow. It will be better communicated this time! Windows RC will be done in MSVC 2008 Pro still. - Campbell Barton finished features for python security. http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Security - Thomas Dinges points everyone at updating the log, it should have good info for RC testing: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.68 - Sergey Sharybin will write the bugfix log. 2) Other projects - Doug Gale is further working on SSE speedup of Cycles. He and Brecht both received a fast new gfx card from AMD, but they're waiting for the beta OpenCL drivers still. 3) Google Summer of code - Everyone's invited to join the GSoC list where progress gets discussed: http://lists.blender.org/mailman/listinfo/soc-2013-dev Thanks, -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer meeting minutes - June 30, 2013
No problem ;) I totally agree with Thomas and you. Lets fix bugs first and deal with the 2012 specific bugs later. /Jürgen Am 30.06.2013 um 19:20 schrieb Ton Roosendaal t...@blender.org: Hi, I read your mail too quick - the proposal as discussed in meeting was to advertise a 2012 compiled version for the release itself. For the RC testing it better sticks to 2008, this is reallly meant for bug fix reference. -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands On 30 Jun, 2013, at 18:57, Jürgen Herrmann wrote: Alright ;) Just wanted to ask. Am 30.06.2013 um 18:55 schrieb Thomas Dinges blen...@dingto.org: Normally we don't have a website or so for the RC, we just link to a download folder. I don't want people to dl the wrong version and report bugs with that. Am 30.06.2013 18:42, schrieb Jürgen Herrmann: Hi, Wouldn't it be useful to build an experimental RC with VS2012 too? This could boost testing a bit. /Jürgen Am 30.06.2013 um 17:47 schrieb Ton Roosendaal t...@blender.org: Hi all, Here's the notes from today's meeting in irc.freenode.net, #blendercoders. 1) Blender 2.68 progress - Brecht van Lommel: 70 bug fixes last week, tracker down to 122 open. Suggested is to do at least one more week focused bugfixing, and check next sunday on status for release (which might lead to another week of fixing time). - Call for first Release Candidate build will be done tomorrow. It will be better communicated this time! Windows RC will be done in MSVC 2008 Pro still. - Campbell Barton finished features for python security. http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Security - Thomas Dinges points everyone at updating the log, it should have good info for RC testing: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.68 - Sergey Sharybin will write the bugfix log. 2) Other projects - Doug Gale is further working on SSE speedup of Cycles. He and Brecht both received a fast new gfx card from AMD, but they're waiting for the beta OpenCL drivers still. 3) Google Summer of code - Everyone's invited to join the GSoC list where progress gets discussed: http://lists.blender.org/mailman/listinfo/soc-2013-dev Thanks, -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] VS 2013 + Blender = ???
Hi Alex, The libs will not be compatible. All versions of MSVC since 2010 write a version string into libs. And all versions since 2012 check this string. You can not link to libs compiled with a older version. Also I can just repeat myself: We don't want to switch to 2013. I would just like to keep track of the changes and try to keep blenders code compatible with future versions. /Jürgen Am 29.06.2013 um 04:23 schrieb Alexandr Kuznetsov kuzsa...@gmail.com: Hi Jürgen and Thomas: From what I understand, they just release the *preview* version of vs 2013. I would advise to wait for the final release due to possible incompatibility between this and final versions (libs wise). I don't see a reason to move to 2013 preview right now. We don't use C++ much and to the full extend (except possibly Cycles) and I'm not aware of that2013 brings C11 support. Also, if you have previous toolkit installed (vs 2012), the 2012 libs should still be compatible with 2013. When 2013 is released, we can drop 2012 as we did with 2010. And still have 2008 as official! As for the patch to the code to make it compliant with c++11, it would be great addition (although gcc doesn't have issues). Best, Alex On 6/28/2013 6:46 PM, Jürgen Herrmann wrote: Hi Thomas, I don't want to update right now, but as ms changed their pace to yearly updates with significant new features and changed compatibilities (e.g more c++11 features) we will have to do a lot of work if we wait 5 years again. As I said I've got a patch for VS 2013 ready and working in my local repo. We could update instantly but I don't want to due to the reasons you stated. I just want to avoid the messy update work we had because we skipped one version. If we skip 5 versions of MSVC (provided that ms keeps this pace) the updating mess will be huge :( So doing a little testing once and a small patch in a while wont hurt, I think. Am 28.06.2013 um 23:27 schrieb Thomas Dinges blen...@dingto.org: Hi Jürgen, We used vc2008 now for like 5 years? or so, and this worked out quite good. Probably we should update more frequently, but I see no reason to rush things either. It will still take some weeks or months to test vc2012 with Blender thoroughly, to use this as a vc2008 replacement for official builds. So let's finish the vc2012 update first, use it for official builds and then worry about when and if we should update the next time. ;) Thomas Am 28.06.2013 23:14, schrieb Jürgen Herrmann: Sure! Switch to MinGw, but please do some good testing ;) I am the last not to support this ;) Am 28.06.2013 um 20:13 schrieb Cezary Kopias cezary.kop...@gmail.com: From USER: As always speed tests must be performed for such a decision. Are there any new VS features that are worth mention? And as always i will promote mingw-w64 :] just read that you can compile windows build under linux - nice /kopias On Fri, 28 Jun 2013 20:08:30 +0200, Jürgen Herrmann shadow...@me.com wrote: Logic error corrected inline ;) Hi there, Out of curiosity I downloaded the VS 2013 Pro preview yesterday. And while playing with it I had the idea to try blender compilation with it ;) I needed to tweak the sources a bit because MSVC 12 seems to break se things as M$ implements more C++11 features. It took me 30 Minutes to put a patch together. But all the libs I compiled with VC11 need to be recompiled :( So I stopped this insanity ... But what I am curious about, what do you guys think? Shall we adapt new versions if MSVC early (even if we don't use it for production) or not? Pro: when we decide to switch to another version (let's assume MSVC 2016, just for an example) the workload of porting might Not be that huge. Con: we have to recompile libs and port blender every year (in case MS keeps this release schedule) /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Using Opera's mail client: http://www.opera.com/mail/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf
[Bf-committers] VS 2013 + Blender = ???
Hi there, Out of curiosity I downloaded the VS 2013 Pro preview yesterday. And while playing with it I had the idea to try blender compilation with it ;) I needed to tweak the sources a bit because MSVC 12 seems to break se things as M$ implements more C++11 features. It took me 30 Minutes to put a patch together. But all the libs I compiled with VC11 need to be recompiled :( So I stopped this insanity ... But what I am curious about, what do you guys think? Shall we adapt new versions if MSVC early (even if we don't use it for production) or not? Pro: when we decide to switch to another version (let's assume MSVC 2016, just for an example) the workload of porting might be huge. Con: we have to recompile libs and port blender every year (in case MS keeps this release schedule) /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] VS 2013 + Blender = ???
Logic error corrected inline ;) Hi there, Out of curiosity I downloaded the VS 2013 Pro preview yesterday. And while playing with it I had the idea to try blender compilation with it ;) I needed to tweak the sources a bit because MSVC 12 seems to break se things as M$ implements more C++11 features. It took me 30 Minutes to put a patch together. But all the libs I compiled with VC11 need to be recompiled :( So I stopped this insanity ... But what I am curious about, what do you guys think? Shall we adapt new versions if MSVC early (even if we don't use it for production) or not? Pro: when we decide to switch to another version (let's assume MSVC 2016, just for an example) the workload of porting might Not be that huge. Con: we have to recompile libs and port blender every year (in case MS keeps this release schedule) /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] VS 2013 + Blender = ???
Sure! Switch to MinGw, but please do some good testing ;) I am the last not to support this ;) Am 28.06.2013 um 20:13 schrieb Cezary Kopias cezary.kop...@gmail.com: From USER: As always speed tests must be performed for such a decision. Are there any new VS features that are worth mention? And as always i will promote mingw-w64 :] just read that you can compile windows build under linux - nice /kopias On Fri, 28 Jun 2013 20:08:30 +0200, Jürgen Herrmann shadow...@me.com wrote: Logic error corrected inline ;) Hi there, Out of curiosity I downloaded the VS 2013 Pro preview yesterday. And while playing with it I had the idea to try blender compilation with it ;) I needed to tweak the sources a bit because MSVC 12 seems to break se things as M$ implements more C++11 features. It took me 30 Minutes to put a patch together. But all the libs I compiled with VC11 need to be recompiled :( So I stopped this insanity ... But what I am curious about, what do you guys think? Shall we adapt new versions if MSVC early (even if we don't use it for production) or not? Pro: when we decide to switch to another version (let's assume MSVC 2016, just for an example) the workload of porting might Not be that huge. Con: we have to recompile libs and port blender every year (in case MS keeps this release schedule) /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Using Opera's mail client: http://www.opera.com/mail/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] VS 2013 + Blender = ???
Hi Thomas, I don't want to update right now, but as ms changed their pace to yearly updates with significant new features and changed compatibilities (e.g more c++11 features) we will have to do a lot of work if we wait 5 years again. As I said I've got a patch for VS 2013 ready and working in my local repo. We could update instantly but I don't want to due to the reasons you stated. I just want to avoid the messy update work we had because we skipped one version. If we skip 5 versions of MSVC (provided that ms keeps this pace) the updating mess will be huge :( So doing a little testing once and a small patch in a while wont hurt, I think. Am 28.06.2013 um 23:27 schrieb Thomas Dinges blen...@dingto.org: Hi Jürgen, We used vc2008 now for like 5 years? or so, and this worked out quite good. Probably we should update more frequently, but I see no reason to rush things either. It will still take some weeks or months to test vc2012 with Blender thoroughly, to use this as a vc2008 replacement for official builds. So let's finish the vc2012 update first, use it for official builds and then worry about when and if we should update the next time. ;) Thomas Am 28.06.2013 23:14, schrieb Jürgen Herrmann: Sure! Switch to MinGw, but please do some good testing ;) I am the last not to support this ;) Am 28.06.2013 um 20:13 schrieb Cezary Kopias cezary.kop...@gmail.com: From USER: As always speed tests must be performed for such a decision. Are there any new VS features that are worth mention? And as always i will promote mingw-w64 :] just read that you can compile windows build under linux - nice /kopias On Fri, 28 Jun 2013 20:08:30 +0200, Jürgen Herrmann shadow...@me.com wrote: Logic error corrected inline ;) Hi there, Out of curiosity I downloaded the VS 2013 Pro preview yesterday. And while playing with it I had the idea to try blender compilation with it ;) I needed to tweak the sources a bit because MSVC 12 seems to break se things as M$ implements more C++11 features. It took me 30 Minutes to put a patch together. But all the libs I compiled with VC11 need to be recompiled :( So I stopped this insanity ... But what I am curious about, what do you guys think? Shall we adapt new versions if MSVC early (even if we don't use it for production) or not? Pro: when we decide to switch to another version (let's assume MSVC 2016, just for an example) the workload of porting might Not be that huge. Con: we have to recompile libs and port blender every year (in case MS keeps this release schedule) /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Using Opera's mail client: http://www.opera.com/mail/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OSL 1.3.2 compile issues - msvc 2008
Hi Thomas, As far as I can see LLVM is complete in SVN. There is no TargetData.h in 3.2. Did you tell OSL that we're using LLVM 3.2? I hate OSLs CMake script... It just doesn't work properly. I probably have a solution for that, currently testing. Please stand by ;) As for the clang folder, it seems that I forgot to uncheck the external clang option for x86 and accidentally committed it. We don't need clang for blender afair. Am 26.06.2013 um 07:20 schrieb Thomas Dinges blen...@dingto.org: Hi Jürgen, I wanted to update OSL to 1.3.2, but I get errors. First of all the compiler complained about a missing IRBuilder.h in llvm\Support. I just copy and paste that from the llvm 3.2 source now. Have you forgotten to commit that? But that doesn't help much, as the next error is already on its way: llvm/Target/TargetData.h: No such file or directory I guess that one is generated, so I cannot simply copy/paste it. Could you please check on those missing files? If the LLVM files in SVN are not working or incomplete I will remove them again and build it locally as before... That worked at least ;) Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OSL 1.3.2 compile issues - msvc 2008
I didn't replace the build. Bat for some reason... I'll commit my version this afternoon. And clean up the clang mess in x86 ;) Am 26.06.2013 um 12:01 schrieb Thomas Dinges blen...@dingto.org: Hi Jürgen, it seems that the build.bat for OSL is not up to date (points to 3.1 still), but I didn't checked as you already re-compiled OSL with llvm 3.2, so I thought the build.bat is up to date too. ;) Am 26.06.2013 11:20, schrieb Jürgen Herrmann: Hi Thomas, As far as I can see LLVM is complete in SVN. There is no TargetData.h in 3.2. Did you tell OSL that we're using LLVM 3.2? I hate OSLs CMake script... It just doesn't work properly. I probably have a solution for that, currently testing. Please stand by ;) As for the clang folder, it seems that I forgot to uncheck the external clang option for x86 and accidentally committed it. We don't need clang for blender afair. Am 26.06.2013 um 07:20 schrieb Thomas Dinges blen...@dingto.org: Hi Jürgen, I wanted to update OSL to 1.3.2, but I get errors. First of all the compiler complained about a missing IRBuilder.h in llvm\Support. I just copy and paste that from the llvm 3.2 source now. Have you forgotten to commit that? But that doesn't help much, as the next error is already on its way: llvm/Target/TargetData.h: No such file or directory I guess that one is generated, so I cannot simply copy/paste it. Could you please check on those missing files? If the LLVM files in SVN are not working or incomplete I will remove them again and build it locally as before... That worked at least ;) Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OSL 1.3.2 compile issues - msvc 2008
Just tested the build script with OSL 1.3.2 for x64. It was just the version (3.2) that was wrong Blender builds fine with the new OSL, shall I upload them or do you want to? Am 26.06.2013 um 12:34 schrieb Jürgen Herrmann shadow...@me.com: I didn't replace the build. Bat for some reason... I'll commit my version this afternoon. And clean up the clang mess in x86 ;) Am 26.06.2013 um 12:01 schrieb Thomas Dinges blen...@dingto.org: Hi Jürgen, it seems that the build.bat for OSL is not up to date (points to 3.1 still), but I didn't checked as you already re-compiled OSL with llvm 3.2, so I thought the build.bat is up to date too. ;) Am 26.06.2013 11:20, schrieb Jürgen Herrmann: Hi Thomas, As far as I can see LLVM is complete in SVN. There is no TargetData.h in 3.2. Did you tell OSL that we're using LLVM 3.2? I hate OSLs CMake script... It just doesn't work properly. I probably have a solution for that, currently testing. Please stand by ;) As for the clang folder, it seems that I forgot to uncheck the external clang option for x86 and accidentally committed it. We don't need clang for blender afair. Am 26.06.2013 um 07:20 schrieb Thomas Dinges blen...@dingto.org: Hi Jürgen, I wanted to update OSL to 1.3.2, but I get errors. First of all the compiler complained about a missing IRBuilder.h in llvm\Support. I just copy and paste that from the llvm 3.2 source now. Have you forgotten to commit that? But that doesn't help much, as the next error is already on its way: llvm/Target/TargetData.h: No such file or directory I guess that one is generated, so I cannot simply copy/paste it. Could you please check on those missing files? If the LLVM files in SVN are not working or incomplete I will remove them again and build it locally as before... That worked at least ;) Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OSL 1.3.2 compile issues - msvc 2008
Alright ;) I'll update the vs2012 libs to 1.3.2 until tomorrow then. After I included build documentation, script and the patch to my local repo. /Jürgen Am 26.06.2013 um 13:09 schrieb Thomas Dinges blen...@dingto.org: Hi Jürgen, I already compiled the libs for x32 and x64 here, running some tests atm. It was indeed only the version number, so thanks for the suggestion! :) Will commit in a minute. (+update for the build.bat) Am 26.06.2013 13:02, schrieb Jürgen Herrmann: Just tested the build script with OSL 1.3.2 for x64. It was just the version (3.2) that was wrong Blender builds fine with the new OSL, shall I upload them or do you want to? Am 26.06.2013 um 12:34 schrieb Jürgen Herrmann shadow...@me.com: I didn't replace the build. Bat for some reason... I'll commit my version this afternoon. And clean up the clang mess in x86 ;) Am 26.06.2013 um 12:01 schrieb Thomas Dinges blen...@dingto.org: Hi Jürgen, it seems that the build.bat for OSL is not up to date (points to 3.1 still), but I didn't checked as you already re-compiled OSL with llvm 3.2, so I thought the build.bat is up to date too. ;) -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OSL Lib update to 1.3.2
VS 2012 is updated too. I ran some rudimentary tests and everything seems to be good. By the way, do we have a test suite for cycles/OSL ? It would be great if we had a common base to test on. Am 26.06.2013 um 13:28 schrieb Thomas Dinges blen...@dingto.org: Hi Jens and Sergey, would you have time to update the OSL libs to 1.3.2? :) This fixes 2 bugs, which have been reported to our tracker. Windows is updated already. Thanks! Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OSL Lib update to 1.3.2
Oh, there they are ;) I have downloaded some of these already, but I must have been blind this day ;) Thanks Bastien Am 26.06.2013 um 17:20 schrieb Bastien Montagne montagn...@wanadoo.fr: We have a bunch of test files in https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests (look to cycles/osl.blend, e.g.). :) On 26/06/2013 16:21, Jürgen Herrmann wrote: VS 2012 is updated too. I ran some rudimentary tests and everything seems to be good. By the way, do we have a test suite for cycles/OSL ? It would be great if we had a common base to test on. Am 26.06.2013 um 13:28 schrieb Thomas Dingesblen...@dingto.org: Hi Jens and Sergey, would you have time to update the OSL libs to 1.3.2? :) This fixes 2 bugs, which have been reported to our tracker. Windows is updated already. Thanks! Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] MinGW Win64 Buildbot
Von meinem iPhone gesendet Am 25.06.2013 um 09:25 schrieb Antony Riakiotakis kal...@gmail.com: Link errors are usually caused because in gcc libraries have to be specified in an order such that earlier libraries reference functions of later libraries in the command line. If the sub-libraries reference each others functions then splitting up will not work because the compiler cannot resolve the symbols for one of them. It's a nightmare alright. In my own system I use a path as minimal as /src for blender source to avoid such command line limit issues ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] MinGW Win64 Buildbot
I wonder why I don't get these errors. I start the build_slave.py from MSYS shell in /d/blender_src/blender and don't get command line issues on win 8. Am 25.06.2013 um 09:25 schrieb Antony Riakiotakis kal...@gmail.com: Link errors are usually caused because in gcc libraries have to be specified in an order such that earlier libraries reference functions of later libraries in the command line. If the sub-libraries reference each others functions then splitting up will not work because the compiler cannot resolve the symbols for one of them. It's a nightmare alright. In my own system I use a path as minimal as /src for blender source to avoid such command line limit issues ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] MinGW Win64 Buildbot
Hmmm... Sounds plausible :-D Am 25.06.2013 um 12:19 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: I think that's because it's a shorter path than this? C:\bb\mingw64-scons\mingw_win64_scons\build\mingw_win64_scons On Tue, Jun 25, 2013 at 10:32 AM, Jürgen Herrmann shadow...@me.com wrote: I wonder why I don't get these errors. I start the build_slave.py from MSYS shell in /d/blender_src/blender and don't get command line issues on win 8. Am 25.06.2013 um 09:25 schrieb Antony Riakiotakis kal...@gmail.com: Link errors are usually caused because in gcc libraries have to be specified in an order such that earlier libraries reference functions of later libraries in the command line. If the sub-libraries reference each others functions then splitting up will not work because the compiler cannot resolve the symbols for one of them. It's a nightmare alright. In my own system I use a path as minimal as /src for blender source to avoid such command line limit issues ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Compilation error
This compile error drives me insane! I just tried to construct a simple repro case for MS... And what shall I say it's gone! After effortlessly trying to reproduce this with simple own code I tried with recent blender trunk (with reverted if 0 in makesrna of course) and it's gone ... To quote Edgar Allan Poe: I became insane, with long intervals of horrible sanity /Jürgen Am 23.06.2013 um 16:13 schrieb Jürgen Herrmann shadow...@me.com: Hi Brecht, now everything compiles fine, no more errors... We should really consider splitting this Monster into smaller headers. Thanks for the help ;) /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Brecht Van Lommel Gesendet: Sonntag, 23. Juni 2013 15:59 An: bf-blender developers Betreff: Re: [Bf-committers] Compilation error I've removed the comments for now. This file is ridiculously large anyway, will need some changes if we ever make this a public API. On Sat, Jun 22, 2013 at 8:24 PM, Jürgen Herrmann shadow...@me.com wrote: I can't stop laughing ... I think found a bug in the compiler ... RNA_blender_cpp.h is too long. That's it! I fooled around with the file and deleted a random comment line from the file. After that it compiled fine ;) I asked myself it is possible to tell makesrna not to generate comments for this header as a workaround? I'll report the bug to MS tomorrow, they should definitely take a look at this. /Jürgen Am 22.06.2013 um 16:40 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Ok, I also couldn't yet find the culprit from the error log and code you posted, and still can't redo it here locally. I'll try some more to figure this out but might not have enough time to do it this weekend, so maybe monday. On Sat, Jun 22, 2013 at 4:21 PM, Jürgen Herrmann shadow...@me.com wrote: I give up, I just can't find the error. I tested 3 PCs with VS 2012 Pro and Express with and without Update 1, 2 and 3 RC. It is strange but I think it's some sort of strange Bug in VS 2012. Some change made in 57608 seems to trigger this bug, every revision before is ok. I'll restart the Buildbots after my System is back in a useable state, I think on Monday, just in case someone wants to test ;) /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Samstag, 22. Juni 2013 11:37 An: bf-blender developers Betreff: Re: [Bf-committers] Compilation error Status update: Seems to be a problem with VS2012 Pro. I did a complete clean reinstall of my computer (Windows, VS 2012 and all the prerequisites) over night and it still fails to compile. /Jürgen Am 21.06.2013 um 15:24 schrieb Jürgen Herrmann shadow...@me.com: Alright, I repaired my VS2012 installation, rebooted my system reinstallest he Updates for VS2012, rebooted again. I deleted an redownloaded the sources from svn, cleaned my build directories and started everything from scratch... Something is really strange here :( Win64 and Win32 fail building with scons and CMake, all get the same error: http://www.pasteall.org/43377 That’s the RNA_blender_cpp.h generated: http://www.pasteall.org/43376 /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Freitag, 21. Juni 2013 14:48 An: bf-blender developers Betreff: Re: [Bf-committers] Compilation error In in this case I'll first try to find the error on my side. I use vs 2012 professional and compile with the x64 native tool chain. Maybe using the x64 cross toolchain solves the problem. And a windows typical reboot might help too ;) Am 21.06.2013 um 14:07 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Hi, I'm not sure what is causing this, could you post the RNA_blender_cpp.h file? It might give a clue. I don't see anything specifically wrong at the line numbers from that build log, in the RNA_blender_cpp.h that is generated here. I also tried this with a visual studio 2012 express build (64 bit), and didn't get any error. Thanks, Brecht. On Fri, Jun 21, 2013 at 9:02 AM, Jürgen Herrmann shadow...@me.com wrote: Ok, this gets strange... when I do this in rna_scene.c Line 120-128: EnumPropertyItem proportional_editing_items[] = { {PROP_EDIT_OFF, DISABLED, ICON_PROP_OFF, Disable, Proportional Editing disabled}, {PROP_EDIT_ON, ENABLED, ICON_PROP_ON, Enable, Proportional Editing enabled}, {PROP_EDIT_PROJECTED, PROJECTED, ICON_PROP_ON, Projected (2D), Proportional Editing using screen space locations}, {PROP_EDIT_CONNECTED, CONNECTED, ICON_PROP_CON, Connected, Proportional Editing using connected geometry only}/*, {0, NULL, 0, NULL, NULL
Re: [Bf-committers] Blender roadmap article on code blog
Crash reporting might be useful but integrating this in a manner that makes sense might be very intensive work. You're not really trying to lure us into coding integral parts of blender in python, c# or mono, are you? A new/additional scripting language might be cool and is definitely something we should think about. There is a reason why coders always fall back to c/c++, that reason is speed. Imho Type safety in c++ is not as critical as you present it here. Ok you could replace some parts of blender with scripted code, but I don't agree with your arguments at all. /Jürgen Am 25.06.2013 um 21:14 schrieb David Jeske dav...@gmail.com: On Tue, Jun 25, 2013 at 7:19 AM, Campbell Barton ideasma...@gmail.comwrote: 1) Include opt-in usage and automatic crash reporting in *every* blender build, and a web dashboard to live usage/crash stats to devs and the community. There is the case where users get crashes and dont report them- so it would serve a purpose, but I suspect this would end up being used as more of a statistic then something we actually use to fix bugs My intent is not to create more work for devs, but less work. Ubiquitious crash reporting is not for devs to crawl through individual reports, but to create a strategic source of *real* stats about when there are too many crashes and when things are stable. It's simply applying the simple mantra of to improve it, measure it. For example, my 2.67b crashed 5+ times in 14 hours doing a trivial VFX toy project. Other than me emailing people, nobody even sees these crash stats. If I email people, I waste their time with non-reproducable crash anecdotes. I think an automatic crash report onto a graph would be better than being blind to the data, or being distracted by the anicdotes. Also, this kind of tool is incredibly useful when a dev is working on fixing a bug, because user comments can be searched to see if there is a pattern. It might also be possible to track the last several operators, or the time spent in different areas, also to see if there is a pattern. 4) Incorporate an extension language which can support Intellisense, type-checking, and fast execution. This is really big project and not something a dev is likely to do for-fun unless there is a high likely hood its going to be accepted in trunk. Agreed. This is why I'm starting with socializing. Also keep in mind that these new options are really only now becoming possible. Back when Blender integrated Python, Mono/C# was not great, and V8 didn't exist. Today Mono is embedded in many notable things, including Unity. I think TypeScript looks pretty incredible, but it's also very bleeding edge. (They just released generics/type-parametrics in 0.9 a couple weeks ago). We could make the C++ RNA api more generally useful (what cycles is currently using), I think I should back up and better explain my motivation. In short, I want to help more of the blender community turn into blender devs and debuggers. Setting up a blender build is too big a hurdle. Python isn't used for enough of blender, and the code which is there is very hard to read, understand, change because there are no types and there is no compile typechecking. (though I admit types are not as powerful as tests) As a result, I'd like to see more blender code written in a language/environment which is easier to code-in (type-aware-completion), easier to understand (static typing), unlikely to crash blender (type-safety), unlikely to do bad things (sandboxing), performs well (fast execution), and can be debugged/patched without setting up a C blender build. These are similar to the motivations which created Open Shading Language, but that solution is very domain specific. C++ isn't typesafe and requires setting up the whole blender build to touch. This is fine for core-development like Cycles or parts of the blender Core, but not great for rapid development, addons and community debugging. Python type-safety is nice, and users can touch it without a blender build setup. However, not much of blender is written in it! I don't think this is mostly because of limitations in the Python API, but because code without types is fragile and hard to read, and CPython is very very slow (though PyPy could help). Really this isn't about providing a language which is more attractive than Blender Python, but one which is more attractive than Blender-C ! C#/.NET is pretty fantastic in this respect, because it's pretty darn comfortable for C programmers, moreso even than Java, yet has all the features above. However, it has some drawbacks, including a fairly large runtime and unclear sandboxing situation. Google's Javascript V8 engine is small, decently close to Mono performance, has excellent sandboxing, and with TypeScript can support static typing and type-aware-completion. I suspect the C-to-V8 data-structure marshaling is probably
Re: [Bf-committers] OSL 1.3.2 compile issues - msvc 2008
Hi Thomas, I'll take a look at that right away ;) Maybe I forgot to commit this or it was not installed by the installation routine of LLVM. Am 26. Juni 2013 um 07:25 schrieb Thomas Dinges blen...@dingto.org: Oh forgot to mention, I talk about x64 atm. Seems that x32 libs at least have the IRBuilder.h Also, why is there a clang and clang-c folder in the x32 libs (/include), but not in the x64? Am 26.06.2013 07:20, schrieb Thomas Dinges: Hi Jürgen, I wanted to update OSL to 1.3.2, but I get errors. First of all the compiler complained about a missing IRBuilder.h in llvm\Support. I just copy and paste that from the llvm 3.2 source now. Have you forgotten to commit that? But that doesn't help much, as the next error is already on its way: llvm/Target/TargetData.h: No such file or directory I guess that one is generated, so I cannot simply copy/paste it. Could you please check on those missing files? If the LLVM files in SVN are not working or incomplete I will remove them again and build it locally as before... That worked at least ;) Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] MinGW Win64 Buildbot
Hi there, I realized that there seems to be a problem with the MinGW64 Buildbots lately. I could spare some more processing power to provide an additional one, if needed. I use rubenvb's MinGW-w64 4.7.4 on my machine and everything seems to work well so far. /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] MinGW Win64 Buildbot
Hmm that's strange, I did a buildbot test with my mingw and it compiled fine. I have no idea what causes this problem with your BB. I can't reproduce this error on my system. Am 25.06.2013 um 02:51 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: I had to disable the fix again, seems to give link errors still on windows/linux while it built fine on mac. On Tue, Jun 25, 2013 at 1:56 AM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Regarding the command length limit, the windows limitation is 32767. Dividing that by 272 .cpp files in this module gives you less than 120 characters per file. A line like this is 121 characters. I'm not sure if that's the exact path that would be used, but you can see how we're pushing against the limit, the buildbot names make it quite long. C:\bb\mingw64-scons\mingw_win64_scons\build\mingw_win64_scons\source\blender\compositing\operations\COM_KeyingOperation.o I committed a possible fix now, splitting bf_composite into 3 parts. Brecht. On Tue, Jun 25, 2013 at 12:25 AM, Jeffrey H italic.rendezv...@gmail.com wrote: There is also supposedly a bug limiting the command line length in mingw-w64, but I have my buildslaves in the drive's root. Not only that, but I have built from far longer paths than where I have buildbot. Anyway, I hope this information helps in diagnosing some sort of problem. -- Jeffrey On Mon, Jun 24, 2013 at 8:23 AM, Jürgen Herrmann shadow...@me.com wrote: Hi there, I realized that there seems to be a problem with the MinGW64 Buildbots lately. I could spare some more processing power to provide an additional one, if needed. I use rubenvb's MinGW-w64 4.7.4 on my machine and everything seems to work well so far. /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Jeffrey Italic_ Hoover ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] MinGW Win64 Buildbot
Just one question ;) Do you start the buildbot from MSYS or windows console? Am 25.06.2013 um 06:35 schrieb Jürgen Herrmann shadow...@me.com: Hmm that's strange, I did a buildbot test with my mingw and it compiled fine. I have no idea what causes this problem with your BB. I can't reproduce this error on my system. Am 25.06.2013 um 02:51 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: I had to disable the fix again, seems to give link errors still on windows/linux while it built fine on mac. On Tue, Jun 25, 2013 at 1:56 AM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Regarding the command length limit, the windows limitation is 32767. Dividing that by 272 .cpp files in this module gives you less than 120 characters per file. A line like this is 121 characters. I'm not sure if that's the exact path that would be used, but you can see how we're pushing against the limit, the buildbot names make it quite long. C:\bb\mingw64-scons\mingw_win64_scons\build\mingw_win64_scons\source\blender\compositing\operations\COM_KeyingOperation.o I committed a possible fix now, splitting bf_composite into 3 parts. Brecht. On Tue, Jun 25, 2013 at 12:25 AM, Jeffrey H italic.rendezv...@gmail.com wrote: There is also supposedly a bug limiting the command line length in mingw-w64, but I have my buildslaves in the drive's root. Not only that, but I have built from far longer paths than where I have buildbot. Anyway, I hope this information helps in diagnosing some sort of problem. -- Jeffrey On Mon, Jun 24, 2013 at 8:23 AM, Jürgen Herrmann shadow...@me.com wrote: Hi there, I realized that there seems to be a problem with the MinGW64 Buildbots lately. I could spare some more processing power to provide an additional one, if needed. I use rubenvb's MinGW-w64 4.7.4 on my machine and everything seems to work well so far. /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Jeffrey Italic_ Hoover ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Builders: please upgrade to CUDA 5.0
Just a little update: The bug report is out to NVidia and they could reproduce the issue. It is filed as [CBS] 298362 and they are trying to find a solution. Until then MSVC 2012 x86 builds without sm_35 kernels. /Jürgen Am 23.06.2013 um 20:18 schrieb Jürgen Herrmann shadow...@me.com: Hi Brecht, When building cycles cuda kernels on VS2012 with cuda 5.5 ptxas.exe crashes on generating the sm_35.cubin. This happen on 32 bits only 64bits is fine. I found out that the --maxrregcount=32 option is the problem here, changing this to any other value makes it work fine (even 31 works, but as I read the documentation it says that the value is rounded to the next multiple of 4 O_o). This helped to work around this issue on my system: Index: intern/cycles/kernel/CMakeLists.txt === --- intern/cycles/kernel/CMakeLists.txt(revision 57664) +++ intern/cycles/kernel/CMakeLists.txt(working copy) @@ -170,7 +170,12 @@ set(cuda_arch_flags --maxrregcount=32) else() # sm_3x -set(cuda_arch_flags --maxrregcount=32) +# Workaround for Cuda 5.5 crashes with VC 2012 32-bits let the compiler determine maxrregcount itself +if(CUDA_VERSION GREATER 50 AND ${arch} MATCHES sm_35 AND MSVC11 AND CUDA_BITS MATCHES 32) +set(cuda_arch_flags --maxrregcount=0) +else() +set(cuda_arch_flags --maxrregcount=32) +endif() endif() set(cuda_math_flags --use_fast_math) -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Brecht Van Lommel Gesendet: Freitag, 21. Juni 2013 12:15 An: bf-blender developers Betreff: Re: [Bf-committers] Builders: please upgrade to CUDA 5.0 See the blenderartists threads starting from here: http://www.blenderartists.org/forum/showthread.php?216113-Brecht-s-easter-eg g-surprise-Modernizing-shading-and-renderingp=2404699viewfull=1#post240469 9 On Fri, Jun 21, 2013 at 11:26 AM, Knapp magick.c...@gmail.com wrote: * Significant Cycles speedups for some scenes and graphics cards Which? -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Compilation error
I can reproduce this on 3 machines with different hardware configurations. Am 23.06.2013 um 07:24 schrieb Doug Gale doug65...@gmail.com: Can you reproduce it on another machine? If deleting a comment fixed a compiler issue, I would strongly suspect a hardware problem. Most likely bad RAM. On 06/22/2013 02:24 PM, Jürgen Herrmann wrote: I can't stop laughing ... I think found a bug in the compiler ... RNA_blender_cpp.h is too long. That's it! I fooled around with the file and deleted a random comment line from the file. After that it compiled fine ;) I asked myself it is possible to tell makesrna not to generate comments for this header as a workaround? I'll report the bug to MS tomorrow, they should definitely take a look at this. /Jürgen Am 22.06.2013 um 16:40 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Ok, I also couldn't yet find the culprit from the error log and code you posted, and still can't redo it here locally. I'll try some more to figure this out but might not have enough time to do it this weekend, so maybe monday. On Sat, Jun 22, 2013 at 4:21 PM, Jürgen Herrmann shadow...@me.com wrote: I give up, I just can't find the error. I tested 3 PCs with VS 2012 Pro and Express with and without Update 1, 2 and 3 RC. It is strange but I think it's some sort of strange Bug in VS 2012. Some change made in 57608 seems to trigger this bug, every revision before is ok. I'll restart the Buildbots after my System is back in a useable state, I think on Monday, just in case someone wants to test ;) /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Samstag, 22. Juni 2013 11:37 An: bf-blender developers Betreff: Re: [Bf-committers] Compilation error Status update: Seems to be a problem with VS2012 Pro. I did a complete clean reinstall of my computer (Windows, VS 2012 and all the prerequisites) over night and it still fails to compile. /Jürgen Am 21.06.2013 um 15:24 schrieb Jürgen Herrmann shadow...@me.com: Alright, I repaired my VS2012 installation, rebooted my system reinstallest he Updates for VS2012, rebooted again. I deleted an redownloaded the sources from svn, cleaned my build directories and started everything from scratch... Something is really strange here :( Win64 and Win32 fail building with scons and CMake, all get the same error: http://www.pasteall.org/43377 That’s the RNA_blender_cpp.h generated: http://www.pasteall.org/43376 /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Freitag, 21. Juni 2013 14:48 An: bf-blender developers Betreff: Re: [Bf-committers] Compilation error In in this case I'll first try to find the error on my side. I use vs 2012 professional and compile with the x64 native tool chain. Maybe using the x64 cross toolchain solves the problem. And a windows typical reboot might help too ;) Am 21.06.2013 um 14:07 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Hi, I'm not sure what is causing this, could you post the RNA_blender_cpp.h file? It might give a clue. I don't see anything specifically wrong at the line numbers from that build log, in the RNA_blender_cpp.h that is generated here. I also tried this with a visual studio 2012 express build (64 bit), and didn't get any error. Thanks, Brecht. On Fri, Jun 21, 2013 at 9:02 AM, Jürgen Herrmann shadow...@me.com wrote: Ok, this gets strange... when I do this in rna_scene.c Line 120-128: EnumPropertyItem proportional_editing_items[] = { {PROP_EDIT_OFF, DISABLED, ICON_PROP_OFF, Disable, Proportional Editing disabled}, {PROP_EDIT_ON, ENABLED, ICON_PROP_ON, Enable, Proportional Editing enabled}, {PROP_EDIT_PROJECTED, PROJECTED, ICON_PROP_ON, Projected (2D), Proportional Editing using screen space locations}, {PROP_EDIT_CONNECTED, CONNECTED, ICON_PROP_CON, Connected, Proportional Editing using connected geometry only}/*, {0, NULL, 0, NULL, NULL}*/ }; (You can comment out any of these items to make it work...) It compiles fine. But I just don't see how this is related to the RNA_blender_cpp.h file When I recompile RNA_blender_cpp.h is regenerated but the contents doesn't seem to change at all, but the build error is gone. Am 21. Juni 2013 um 08:01 schrieb Jürgen Herrmann shadow...@me.com: I tried to isolate the Problem and it seems to be r57608 that breaks the compilation on VC 2012. Am 20. Juni 2013 um 23:24 schrieb Jürgen Herrmann shadow...@me.com: Hi, somewhere between r57600 and r57620 a strange error creeped into my CMake Builds: http://www.pasteall.org/43357 This seems to be a problem with the RNA generated files, when I
Re: [Bf-committers] Building error with VS2012
Try building with: Python.exe scons\scons.py MSVS_VERSION=11.0 Am 23.06.2013 um 11:40 schrieb Fabio Russo rues...@gmail.com: Hello guys, here the link: http://www.pasteall.org/43428 there is the log of a compilation error. I'm compiling under windows 7 64bit, visual studio 2012 scons. Thank you, ruesp83 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Building error with VS2012
You need Cuda 5.5 to compile with MSVC 2012 Cuda prior to 5.5 doesn't support VC 11 Am 23.06.2013 um 13:04 schrieb Fabio Russo rues...@gmail.com: Thank you very much now reports this error: nvcc : fatal error : nvcc cannot find a supported cl version. Only MSVC 9.0 and MSVC 10.0 are supported 2013/6/23, Jürgen Herrmann shadow...@me.com: Try building with: Python.exe scons\scons.py MSVS_VERSION=11.0 Am 23.06.2013 um 11:40 schrieb Fabio Russo rues...@gmail.com: Hello guys, here the link: http://www.pasteall.org/43428 there is the log of a compilation error. I'm compiling under windows 7 64bit, visual studio 2012 scons. Thank you, ruesp83 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Compilation error
Hi Brecht, now everything compiles fine, no more errors... We should really consider splitting this Monster into smaller headers. Thanks for the help ;) /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Brecht Van Lommel Gesendet: Sonntag, 23. Juni 2013 15:59 An: bf-blender developers Betreff: Re: [Bf-committers] Compilation error I've removed the comments for now. This file is ridiculously large anyway, will need some changes if we ever make this a public API. On Sat, Jun 22, 2013 at 8:24 PM, Jürgen Herrmann shadow...@me.com wrote: I can't stop laughing ... I think found a bug in the compiler ... RNA_blender_cpp.h is too long. That's it! I fooled around with the file and deleted a random comment line from the file. After that it compiled fine ;) I asked myself it is possible to tell makesrna not to generate comments for this header as a workaround? I'll report the bug to MS tomorrow, they should definitely take a look at this. /Jürgen Am 22.06.2013 um 16:40 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Ok, I also couldn't yet find the culprit from the error log and code you posted, and still can't redo it here locally. I'll try some more to figure this out but might not have enough time to do it this weekend, so maybe monday. On Sat, Jun 22, 2013 at 4:21 PM, Jürgen Herrmann shadow...@me.com wrote: I give up, I just can't find the error. I tested 3 PCs with VS 2012 Pro and Express with and without Update 1, 2 and 3 RC. It is strange but I think it's some sort of strange Bug in VS 2012. Some change made in 57608 seems to trigger this bug, every revision before is ok. I'll restart the Buildbots after my System is back in a useable state, I think on Monday, just in case someone wants to test ;) /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Samstag, 22. Juni 2013 11:37 An: bf-blender developers Betreff: Re: [Bf-committers] Compilation error Status update: Seems to be a problem with VS2012 Pro. I did a complete clean reinstall of my computer (Windows, VS 2012 and all the prerequisites) over night and it still fails to compile. /Jürgen Am 21.06.2013 um 15:24 schrieb Jürgen Herrmann shadow...@me.com: Alright, I repaired my VS2012 installation, rebooted my system reinstallest he Updates for VS2012, rebooted again. I deleted an redownloaded the sources from svn, cleaned my build directories and started everything from scratch... Something is really strange here :( Win64 and Win32 fail building with scons and CMake, all get the same error: http://www.pasteall.org/43377 Thats the RNA_blender_cpp.h generated: http://www.pasteall.org/43376 /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Freitag, 21. Juni 2013 14:48 An: bf-blender developers Betreff: Re: [Bf-committers] Compilation error In in this case I'll first try to find the error on my side. I use vs 2012 professional and compile with the x64 native tool chain. Maybe using the x64 cross toolchain solves the problem. And a windows typical reboot might help too ;) Am 21.06.2013 um 14:07 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Hi, I'm not sure what is causing this, could you post the RNA_blender_cpp.h file? It might give a clue. I don't see anything specifically wrong at the line numbers from that build log, in the RNA_blender_cpp.h that is generated here. I also tried this with a visual studio 2012 express build (64 bit), and didn't get any error. Thanks, Brecht. On Fri, Jun 21, 2013 at 9:02 AM, Jürgen Herrmann shadow...@me.com wrote: Ok, this gets strange... when I do this in rna_scene.c Line 120-128: EnumPropertyItem proportional_editing_items[] = { {PROP_EDIT_OFF, DISABLED, ICON_PROP_OFF, Disable, Proportional Editing disabled}, {PROP_EDIT_ON, ENABLED, ICON_PROP_ON, Enable, Proportional Editing enabled}, {PROP_EDIT_PROJECTED, PROJECTED, ICON_PROP_ON, Projected (2D), Proportional Editing using screen space locations}, {PROP_EDIT_CONNECTED, CONNECTED, ICON_PROP_CON, Connected, Proportional Editing using connected geometry only}/*, {0, NULL, 0, NULL, NULL}*/ }; (You can comment out any of these items to make it work...) It compiles fine. But I just don't see how this is related to the RNA_blender_cpp.h file When I recompile RNA_blender_cpp.h is regenerated but the contents doesn't seem to change at all, but the build error is gone. Am 21. Juni 2013 um 08:01 schrieb Jürgen Herrmann shadow...@me.com: I tried to isolate the Problem and it seems to be r57608 that breaks the compilation on VC 2012. Am 20. Juni 2013 um 23:24 schrieb Jürgen Herrmann
Re: [Bf-committers] Building error with VS2012
You are welcome ;) -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Fabio Russo Gesendet: Sonntag, 23. Juni 2013 16:21 An: bf-blender developers Betreff: Re: [Bf-committers] Building error with VS2012 Thanks for the tips! ;-) 2013/6/23, Jürgen Herrmann shadow...@me.com: You need Cuda 5.5 to compile with MSVC 2012 Cuda prior to 5.5 doesn't support VC 11 Am 23.06.2013 um 13:04 schrieb Fabio Russo rues...@gmail.com: Thank you very much now reports this error: nvcc : fatal error : nvcc cannot find a supported cl version. Only MSVC 9.0 and MSVC 10.0 are supported 2013/6/23, Jürgen Herrmann shadow...@me.com: Try building with: Python.exe scons\scons.py MSVS_VERSION=11.0 Am 23.06.2013 um 11:40 schrieb Fabio Russo rues...@gmail.com: Hello guys, here the link: http://www.pasteall.org/43428 there is the log of a compilation error. I'm compiling under windows 7 64bit, visual studio 2012 scons. Thank you, ruesp83 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Builders: please upgrade to CUDA 5.0
Hi Brecht, When building cycles cuda kernels on VS2012 with cuda 5.5 ptxas.exe crashes on generating the sm_35.cubin. This happen on 32 bits only 64bits is fine. I found out that the --maxrregcount=32 option is the problem here, changing this to any other value makes it work fine (even 31 works, but as I read the documentation it says that the value is rounded to the next multiple of 4 O_o). This helped to work around this issue on my system: Index: intern/cycles/kernel/CMakeLists.txt === --- intern/cycles/kernel/CMakeLists.txt (revision 57664) +++ intern/cycles/kernel/CMakeLists.txt (working copy) @@ -170,7 +170,12 @@ set(cuda_arch_flags --maxrregcount=32) else() # sm_3x - set(cuda_arch_flags --maxrregcount=32) + # Workaround for Cuda 5.5 crashes with VC 2012 32-bits let the compiler determine maxrregcount itself + if(CUDA_VERSION GREATER 50 AND ${arch} MATCHES sm_35 AND MSVC11 AND CUDA_BITS MATCHES 32) + set(cuda_arch_flags --maxrregcount=0) + else() + set(cuda_arch_flags --maxrregcount=32) + endif() endif() set(cuda_math_flags --use_fast_math) -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Brecht Van Lommel Gesendet: Freitag, 21. Juni 2013 12:15 An: bf-blender developers Betreff: Re: [Bf-committers] Builders: please upgrade to CUDA 5.0 See the blenderartists threads starting from here: http://www.blenderartists.org/forum/showthread.php?216113-Brecht-s-easter-eg g-surprise-Modernizing-shading-and-renderingp=2404699viewfull=1#post240469 9 On Fri, Jun 21, 2013 at 11:26 AM, Knapp magick.c...@gmail.com wrote: * Significant Cycles speedups for some scenes and graphics cards Which? -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Compilation error
Status update: Seems to be a problem with VS2012 Pro. I did a complete clean reinstall of my computer (Windows, VS 2012 and all the prerequisites) over night and it still fails to compile. /Jürgen Am 21.06.2013 um 15:24 schrieb Jürgen Herrmann shadow...@me.com: Alright, I repaired my VS2012 installation, rebooted my system reinstallest he Updates for VS2012, rebooted again. I deleted an redownloaded the sources from svn, cleaned my build directories and started everything from scratch... Something is really strange here :( Win64 and Win32 fail building with scons and CMake, all get the same error: http://www.pasteall.org/43377 That’s the RNA_blender_cpp.h generated: http://www.pasteall.org/43376 /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Freitag, 21. Juni 2013 14:48 An: bf-blender developers Betreff: Re: [Bf-committers] Compilation error In in this case I'll first try to find the error on my side. I use vs 2012 professional and compile with the x64 native tool chain. Maybe using the x64 cross toolchain solves the problem. And a windows typical reboot might help too ;) Am 21.06.2013 um 14:07 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Hi, I'm not sure what is causing this, could you post the RNA_blender_cpp.h file? It might give a clue. I don't see anything specifically wrong at the line numbers from that build log, in the RNA_blender_cpp.h that is generated here. I also tried this with a visual studio 2012 express build (64 bit), and didn't get any error. Thanks, Brecht. On Fri, Jun 21, 2013 at 9:02 AM, Jürgen Herrmann shadow...@me.com wrote: Ok, this gets strange... when I do this in rna_scene.c Line 120-128: EnumPropertyItem proportional_editing_items[] = { {PROP_EDIT_OFF, DISABLED, ICON_PROP_OFF, Disable, Proportional Editing disabled}, {PROP_EDIT_ON, ENABLED, ICON_PROP_ON, Enable, Proportional Editing enabled}, {PROP_EDIT_PROJECTED, PROJECTED, ICON_PROP_ON, Projected (2D), Proportional Editing using screen space locations}, {PROP_EDIT_CONNECTED, CONNECTED, ICON_PROP_CON, Connected, Proportional Editing using connected geometry only}/*, {0, NULL, 0, NULL, NULL}*/ }; (You can comment out any of these items to make it work...) It compiles fine. But I just don't see how this is related to the RNA_blender_cpp.h file When I recompile RNA_blender_cpp.h is regenerated but the contents doesn't seem to change at all, but the build error is gone. Am 21. Juni 2013 um 08:01 schrieb Jürgen Herrmann shadow...@me.com: I tried to isolate the Problem and it seems to be r57608 that breaks the compilation on VC 2012. Am 20. Juni 2013 um 23:24 schrieb Jürgen Herrmann shadow...@me.com: Hi, somewhere between r57600 and r57620 a strange error creeped into my CMake Builds: http://www.pasteall.org/43357 This seems to be a problem with the RNA generated files, when I change RNA_blender_cpp.h lines 35299 – 35306 like this: /* Interpolation */ enum ts_interpolation_enum { interpolation_NONE = 0, interpolation_BILINEAR = 1, interpolation_BICUBIC = 2, }; inline ts_interpolation_enum interpolation(void); inline void interpolation(ts_interpolation_enum value); and RNA_blender_cpp.h line 53860 to this: ENUM_PROPERTY(ts_interpolation_enum, TransformSequence, interpolation) Everything compiles fine. I don’t get the problem though, interpolation_enum is used in many classes within RNA_blender_cpp.h. but this one misbehaves O_o Building with scons/MinGW64 seems to be fine. VC 2008 Win64 buildbot compiles fine too (I started it accidentally) VC 2012 Win64 buildbot fails too… So it seems to be a problem with the VC 11 compiler in some way :/ /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Compilation error
I give up, I just can't find the error. I tested 3 PCs with VS 2012 Pro and Express with and without Update 1, 2 and 3 RC. It is strange but I think it's some sort of strange Bug in VS 2012. Some change made in 57608 seems to trigger this bug, every revision before is ok. I'll restart the Buildbots after my System is back in a useable state, I think on Monday, just in case someone wants to test ;) /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Samstag, 22. Juni 2013 11:37 An: bf-blender developers Betreff: Re: [Bf-committers] Compilation error Status update: Seems to be a problem with VS2012 Pro. I did a complete clean reinstall of my computer (Windows, VS 2012 and all the prerequisites) over night and it still fails to compile. /Jürgen Am 21.06.2013 um 15:24 schrieb Jürgen Herrmann shadow...@me.com: Alright, I repaired my VS2012 installation, rebooted my system reinstallest he Updates for VS2012, rebooted again. I deleted an redownloaded the sources from svn, cleaned my build directories and started everything from scratch... Something is really strange here :( Win64 and Win32 fail building with scons and CMake, all get the same error: http://www.pasteall.org/43377 That’s the RNA_blender_cpp.h generated: http://www.pasteall.org/43376 /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Freitag, 21. Juni 2013 14:48 An: bf-blender developers Betreff: Re: [Bf-committers] Compilation error In in this case I'll first try to find the error on my side. I use vs 2012 professional and compile with the x64 native tool chain. Maybe using the x64 cross toolchain solves the problem. And a windows typical reboot might help too ;) Am 21.06.2013 um 14:07 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Hi, I'm not sure what is causing this, could you post the RNA_blender_cpp.h file? It might give a clue. I don't see anything specifically wrong at the line numbers from that build log, in the RNA_blender_cpp.h that is generated here. I also tried this with a visual studio 2012 express build (64 bit), and didn't get any error. Thanks, Brecht. On Fri, Jun 21, 2013 at 9:02 AM, Jürgen Herrmann shadow...@me.com wrote: Ok, this gets strange... when I do this in rna_scene.c Line 120-128: EnumPropertyItem proportional_editing_items[] = { {PROP_EDIT_OFF, DISABLED, ICON_PROP_OFF, Disable, Proportional Editing disabled}, {PROP_EDIT_ON, ENABLED, ICON_PROP_ON, Enable, Proportional Editing enabled}, {PROP_EDIT_PROJECTED, PROJECTED, ICON_PROP_ON, Projected (2D), Proportional Editing using screen space locations}, {PROP_EDIT_CONNECTED, CONNECTED, ICON_PROP_CON, Connected, Proportional Editing using connected geometry only}/*, {0, NULL, 0, NULL, NULL}*/ }; (You can comment out any of these items to make it work...) It compiles fine. But I just don't see how this is related to the RNA_blender_cpp.h file When I recompile RNA_blender_cpp.h is regenerated but the contents doesn't seem to change at all, but the build error is gone. Am 21. Juni 2013 um 08:01 schrieb Jürgen Herrmann shadow...@me.com: I tried to isolate the Problem and it seems to be r57608 that breaks the compilation on VC 2012. Am 20. Juni 2013 um 23:24 schrieb Jürgen Herrmann shadow...@me.com: Hi, somewhere between r57600 and r57620 a strange error creeped into my CMake Builds: http://www.pasteall.org/43357 This seems to be a problem with the RNA generated files, when I change RNA_blender_cpp.h lines 35299 – 35306 like this: /* Interpolation */ enum ts_interpolation_enum { interpolation_NONE = 0, interpolation_BILINEAR = 1, interpolation_BICUBIC = 2, }; inline ts_interpolation_enum interpolation(void); inline void interpolation(ts_interpolation_enum value); and RNA_blender_cpp.h line 53860 to this: ENUM_PROPERTY(ts_interpolation_enum, TransformSequence, interpolation) Everything compiles fine. I don’t get the problem though, interpolation_enum is used in many classes within RNA_blender_cpp.h. but this one misbehaves O_o Building with scons/MinGW64 seems to be fine. VC 2008 Win64 buildbot compiles fine too (I started it accidentally) VC 2012 Win64 buildbot fails too… So it seems to be a problem with the VC 11 compiler in some way :/ /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf
Re: [Bf-committers] Compilation error
I can't stop laughing ... I think found a bug in the compiler ... RNA_blender_cpp.h is too long. That's it! I fooled around with the file and deleted a random comment line from the file. After that it compiled fine ;) I asked myself it is possible to tell makesrna not to generate comments for this header as a workaround? I'll report the bug to MS tomorrow, they should definitely take a look at this. /Jürgen Am 22.06.2013 um 16:40 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Ok, I also couldn't yet find the culprit from the error log and code you posted, and still can't redo it here locally. I'll try some more to figure this out but might not have enough time to do it this weekend, so maybe monday. On Sat, Jun 22, 2013 at 4:21 PM, Jürgen Herrmann shadow...@me.com wrote: I give up, I just can't find the error. I tested 3 PCs with VS 2012 Pro and Express with and without Update 1, 2 and 3 RC. It is strange but I think it's some sort of strange Bug in VS 2012. Some change made in 57608 seems to trigger this bug, every revision before is ok. I'll restart the Buildbots after my System is back in a useable state, I think on Monday, just in case someone wants to test ;) /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Samstag, 22. Juni 2013 11:37 An: bf-blender developers Betreff: Re: [Bf-committers] Compilation error Status update: Seems to be a problem with VS2012 Pro. I did a complete clean reinstall of my computer (Windows, VS 2012 and all the prerequisites) over night and it still fails to compile. /Jürgen Am 21.06.2013 um 15:24 schrieb Jürgen Herrmann shadow...@me.com: Alright, I repaired my VS2012 installation, rebooted my system reinstallest he Updates for VS2012, rebooted again. I deleted an redownloaded the sources from svn, cleaned my build directories and started everything from scratch... Something is really strange here :( Win64 and Win32 fail building with scons and CMake, all get the same error: http://www.pasteall.org/43377 That’s the RNA_blender_cpp.h generated: http://www.pasteall.org/43376 /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Freitag, 21. Juni 2013 14:48 An: bf-blender developers Betreff: Re: [Bf-committers] Compilation error In in this case I'll first try to find the error on my side. I use vs 2012 professional and compile with the x64 native tool chain. Maybe using the x64 cross toolchain solves the problem. And a windows typical reboot might help too ;) Am 21.06.2013 um 14:07 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Hi, I'm not sure what is causing this, could you post the RNA_blender_cpp.h file? It might give a clue. I don't see anything specifically wrong at the line numbers from that build log, in the RNA_blender_cpp.h that is generated here. I also tried this with a visual studio 2012 express build (64 bit), and didn't get any error. Thanks, Brecht. On Fri, Jun 21, 2013 at 9:02 AM, Jürgen Herrmann shadow...@me.com wrote: Ok, this gets strange... when I do this in rna_scene.c Line 120-128: EnumPropertyItem proportional_editing_items[] = { {PROP_EDIT_OFF, DISABLED, ICON_PROP_OFF, Disable, Proportional Editing disabled}, {PROP_EDIT_ON, ENABLED, ICON_PROP_ON, Enable, Proportional Editing enabled}, {PROP_EDIT_PROJECTED, PROJECTED, ICON_PROP_ON, Projected (2D), Proportional Editing using screen space locations}, {PROP_EDIT_CONNECTED, CONNECTED, ICON_PROP_CON, Connected, Proportional Editing using connected geometry only}/*, {0, NULL, 0, NULL, NULL}*/ }; (You can comment out any of these items to make it work...) It compiles fine. But I just don't see how this is related to the RNA_blender_cpp.h file When I recompile RNA_blender_cpp.h is regenerated but the contents doesn't seem to change at all, but the build error is gone. Am 21. Juni 2013 um 08:01 schrieb Jürgen Herrmann shadow...@me.com: I tried to isolate the Problem and it seems to be r57608 that breaks the compilation on VC 2012. Am 20. Juni 2013 um 23:24 schrieb Jürgen Herrmann shadow...@me.com: Hi, somewhere between r57600 and r57620 a strange error creeped into my CMake Builds: http://www.pasteall.org/43357 This seems to be a problem with the RNA generated files, when I change RNA_blender_cpp.h lines 35299 – 35306 like this: /* Interpolation */ enum ts_interpolation_enum { interpolation_NONE = 0, interpolation_BILINEAR = 1, interpolation_BICUBIC = 2, }; inline ts_interpolation_enum interpolation(void); inline void interpolation(ts_interpolation_enum value); and RNA_blender_cpp.h line 53860
Re: [Bf-committers] Compilation error
I tried to isolate the Problem and it seems to be r57608 that breaks the compilation on VC 2012. Am 20. Juni 2013 um 23:24 schrieb Jürgen Herrmann shadow...@me.com: Hi, somewhere between r57600 and r57620 a strange error creeped into my CMake Builds: http://www.pasteall.org/43357 This seems to be a problem with the RNA generated files, when I change RNA_blender_cpp.h lines 35299 35306 like this: /* Interpolation */ enum ts_interpolation_enum { interpolation_NONE = 0, interpolation_BILINEAR = 1, interpolation_BICUBIC = 2, }; inline ts_interpolation_enum interpolation(void); inline void interpolation(ts_interpolation_enum value); and RNA_blender_cpp.h line 53860 to this: ENUM_PROPERTY(ts_interpolation_enum, TransformSequence, interpolation) Everything compiles fine. I dont get the problem though, interpolation_enum is used in many classes within RNA_blender_cpp.h. but this one misbehaves O_o Building with scons/MinGW64 seems to be fine. VC 2008 Win64 buildbot compiles fine too (I started it accidentally) VC 2012 Win64 buildbot fails too So it seems to be a problem with the VC 11 compiler in some way :/ /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Compilation error
Ok, this gets strange... when I do this in rna_scene.c Line 120-128: EnumPropertyItem proportional_editing_items[] = { {PROP_EDIT_OFF, DISABLED, ICON_PROP_OFF, Disable, Proportional Editing disabled}, {PROP_EDIT_ON, ENABLED, ICON_PROP_ON, Enable, Proportional Editing enabled}, {PROP_EDIT_PROJECTED, PROJECTED, ICON_PROP_ON, Projected (2D), Proportional Editing using screen space locations}, {PROP_EDIT_CONNECTED, CONNECTED, ICON_PROP_CON, Connected, Proportional Editing using connected geometry only}/*, {0, NULL, 0, NULL, NULL}*/ }; (You can comment out any of these items to make it work...) It compiles fine. But I just don't see how this is related to the RNA_blender_cpp.h file When I recompile RNA_blender_cpp.h is regenerated but the contents doesn't seem to change at all, but the build error is gone. Am 21. Juni 2013 um 08:01 schrieb Jürgen Herrmann shadow...@me.com: I tried to isolate the Problem and it seems to be r57608 that breaks the compilation on VC 2012. Am 20. Juni 2013 um 23:24 schrieb Jürgen Herrmann shadow...@me.com: Hi, somewhere between r57600 and r57620 a strange error creeped into my CMake Builds: http://www.pasteall.org/43357 This seems to be a problem with the RNA generated files, when I change RNA_blender_cpp.h lines 35299 35306 like this: /* Interpolation */ enum ts_interpolation_enum { interpolation_NONE = 0, interpolation_BILINEAR = 1, interpolation_BICUBIC = 2, }; inline ts_interpolation_enum interpolation(void); inline void interpolation(ts_interpolation_enum value); and RNA_blender_cpp.h line 53860 to this: ENUM_PROPERTY(ts_interpolation_enum, TransformSequence, interpolation) Everything compiles fine. I dont get the problem though, interpolation_enum is used in many classes within RNA_blender_cpp.h. but this one misbehaves O_o Building with scons/MinGW64 seems to be fine. VC 2008 Win64 buildbot compiles fine too (I started it accidentally) VC 2012 Win64 buildbot fails too So it seems to be a problem with the VC 11 compiler in some way :/ /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Compilation error
In in this case I'll first try to find the error on my side. I use vs 2012 professional and compile with the x64 native tool chain. Maybe using the x64 cross toolchain solves the problem. And a windows typical reboot might help too ;) Am 21.06.2013 um 14:07 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Hi, I'm not sure what is causing this, could you post the RNA_blender_cpp.h file? It might give a clue. I don't see anything specifically wrong at the line numbers from that build log, in the RNA_blender_cpp.h that is generated here. I also tried this with a visual studio 2012 express build (64 bit), and didn't get any error. Thanks, Brecht. On Fri, Jun 21, 2013 at 9:02 AM, Jürgen Herrmann shadow...@me.com wrote: Ok, this gets strange... when I do this in rna_scene.c Line 120-128: EnumPropertyItem proportional_editing_items[] = { {PROP_EDIT_OFF, DISABLED, ICON_PROP_OFF, Disable, Proportional Editing disabled}, {PROP_EDIT_ON, ENABLED, ICON_PROP_ON, Enable, Proportional Editing enabled}, {PROP_EDIT_PROJECTED, PROJECTED, ICON_PROP_ON, Projected (2D), Proportional Editing using screen space locations}, {PROP_EDIT_CONNECTED, CONNECTED, ICON_PROP_CON, Connected, Proportional Editing using connected geometry only}/*, {0, NULL, 0, NULL, NULL}*/ }; (You can comment out any of these items to make it work...) It compiles fine. But I just don't see how this is related to the RNA_blender_cpp.h file When I recompile RNA_blender_cpp.h is regenerated but the contents doesn't seem to change at all, but the build error is gone. Am 21. Juni 2013 um 08:01 schrieb Jürgen Herrmann shadow...@me.com: I tried to isolate the Problem and it seems to be r57608 that breaks the compilation on VC 2012. Am 20. Juni 2013 um 23:24 schrieb Jürgen Herrmann shadow...@me.com: Hi, somewhere between r57600 and r57620 a strange error creeped into my CMake Builds: http://www.pasteall.org/43357 This seems to be a problem with the RNA generated files, when I change RNA_blender_cpp.h lines 35299 – 35306 like this: /* Interpolation */ enum ts_interpolation_enum { interpolation_NONE = 0, interpolation_BILINEAR = 1, interpolation_BICUBIC = 2, }; inline ts_interpolation_enum interpolation(void); inline void interpolation(ts_interpolation_enum value); and RNA_blender_cpp.h line 53860 to this: ENUM_PROPERTY(ts_interpolation_enum, TransformSequence, interpolation) Everything compiles fine. I don’t get the problem though, interpolation_enum is used in many classes within RNA_blender_cpp.h. but this one misbehaves O_o Building with scons/MinGW64 seems to be fine. VC 2008 Win64 buildbot compiles fine too (I started it accidentally) VC 2012 Win64 buildbot fails too… So it seems to be a problem with the VC 11 compiler in some way :/ /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Compilation error
Alright, I repaired my VS2012 installation, rebooted my system reinstallest he Updates for VS2012, rebooted again. I deleted an redownloaded the sources from svn, cleaned my build directories and started everything from scratch... Something is really strange here :( Win64 and Win32 fail building with scons and CMake, all get the same error: http://www.pasteall.org/43377 That’s the RNA_blender_cpp.h generated: http://www.pasteall.org/43376 /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Freitag, 21. Juni 2013 14:48 An: bf-blender developers Betreff: Re: [Bf-committers] Compilation error In in this case I'll first try to find the error on my side. I use vs 2012 professional and compile with the x64 native tool chain. Maybe using the x64 cross toolchain solves the problem. And a windows typical reboot might help too ;) Am 21.06.2013 um 14:07 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Hi, I'm not sure what is causing this, could you post the RNA_blender_cpp.h file? It might give a clue. I don't see anything specifically wrong at the line numbers from that build log, in the RNA_blender_cpp.h that is generated here. I also tried this with a visual studio 2012 express build (64 bit), and didn't get any error. Thanks, Brecht. On Fri, Jun 21, 2013 at 9:02 AM, Jürgen Herrmann shadow...@me.com wrote: Ok, this gets strange... when I do this in rna_scene.c Line 120-128: EnumPropertyItem proportional_editing_items[] = { {PROP_EDIT_OFF, DISABLED, ICON_PROP_OFF, Disable, Proportional Editing disabled}, {PROP_EDIT_ON, ENABLED, ICON_PROP_ON, Enable, Proportional Editing enabled}, {PROP_EDIT_PROJECTED, PROJECTED, ICON_PROP_ON, Projected (2D), Proportional Editing using screen space locations}, {PROP_EDIT_CONNECTED, CONNECTED, ICON_PROP_CON, Connected, Proportional Editing using connected geometry only}/*, {0, NULL, 0, NULL, NULL}*/ }; (You can comment out any of these items to make it work...) It compiles fine. But I just don't see how this is related to the RNA_blender_cpp.h file When I recompile RNA_blender_cpp.h is regenerated but the contents doesn't seem to change at all, but the build error is gone. Am 21. Juni 2013 um 08:01 schrieb Jürgen Herrmann shadow...@me.com: I tried to isolate the Problem and it seems to be r57608 that breaks the compilation on VC 2012. Am 20. Juni 2013 um 23:24 schrieb Jürgen Herrmann shadow...@me.com: Hi, somewhere between r57600 and r57620 a strange error creeped into my CMake Builds: http://www.pasteall.org/43357 This seems to be a problem with the RNA generated files, when I change RNA_blender_cpp.h lines 35299 – 35306 like this: /* Interpolation */ enum ts_interpolation_enum { interpolation_NONE = 0, interpolation_BILINEAR = 1, interpolation_BICUBIC = 2, }; inline ts_interpolation_enum interpolation(void); inline void interpolation(ts_interpolation_enum value); and RNA_blender_cpp.h line 53860 to this: ENUM_PROPERTY(ts_interpolation_enum, TransformSequence, interpolation) Everything compiles fine. I don’t get the problem though, interpolation_enum is used in many classes within RNA_blender_cpp.h. but this one misbehaves O_o Building with scons/MinGW64 seems to be fine. VC 2008 Win64 buildbot compiles fine too (I started it accidentally) VC 2012 Win64 buildbot fails too… So it seems to be a problem with the VC 11 compiler in some way :/ /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Builders: please upgrade to CUDA 5.0
Hi Brecht, Cuda 5.0 doesn't build with VS2012 when using scons. The VS2012 build bot uses Cuda 5.5 RC already. It is a bit slower than cuda 5.0 but I hope this gets better when NVidia releases the final 5.5. /Jürgen Am 20.06.2013 um 15:47 schrieb Brecht Van Lommel brechtvanlom...@gmail.com: Hi all, I'd like to switch from CUDA 4.2 to 5.0 for official builds and buildbots, and I suggest everyone making own builds to switch too. https://developer.nvidia.com/cuda-downloads Reasons: * Support NVidia Titan graphics cards (sm_35) * Significant Cycles speedups for some scenes and graphics cards * Builds with visual studio 2012 * Means we can remove some workarounds for CUDA 4.2 bugs I've updated the configurations to include sm_35, but it will not give a build error yet if this can't be compiled, just a warning. If you get an error installing it regarding incompatible GCC versions, you can run the installer with the -override flag and remove this line from /usr/local/cuda-5.0/include/host_config.h after installation. Since we do no directly link the CUDA code into our C/C++ code this is not a real compatibility issue for us. #error -- unsupported GNU version! gcc 4.7 and up are not supported! Thanks! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Compilation error
Hi, somewhere between r57600 and r57620 a strange error creeped into my CMake Builds: http://www.pasteall.org/43357 This seems to be a problem with the RNA generated files, when I change RNA_blender_cpp.h lines 35299 35306 like this: /* Interpolation */ enum ts_interpolation_enum { interpolation_NONE = 0, interpolation_BILINEAR = 1, interpolation_BICUBIC = 2, }; inline ts_interpolation_enum interpolation(void); inline void interpolation(ts_interpolation_enum value); and RNA_blender_cpp.h line 53860 to this: ENUM_PROPERTY(ts_interpolation_enum, TransformSequence, interpolation) Everything compiles fine. I dont get the problem though, interpolation_enum is used in many classes within RNA_blender_cpp.h. but this one misbehaves O_o Building with scons/MinGW64 seems to be fine. VC 2008 Win64 buildbot compiles fine too (I started it accidentally) VC 2012 Win64 buildbot fails too So it seems to be a problem with the VC 11 compiler in some way :/ /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender no longer builds with vs 2008 when Cycles is enabled.
Hi Gaia, this is fixed in r57579 ;) The Debug CXX_Flags were accidentally overwritten with /Ox. This caused the build error. Should work fine now. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Gaia Gesendet: Mittwoch, 19. Juni 2013 15:31 An: bf-blender developers Betreff: [Bf-committers] Blender no longer builds with vs 2008 when Cycles is enabled. Hi; After a recent subversion update i keep getting an error when i do a Debug build with vs 2008 Pro on windows 7 (64 bit): Command line error D8016 : '/Ox' and '/RTC1' command-line options are incompatible I tried by completely deleting the build directory and started by regenerating the build folder with CMake. However the only way i can fix that, is by removing the /Ox flags (thaks to amino) from blender/intern/cycles/CMakeLists.txt I have not tried with release builds. -gaia- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57580] trunk/blender/intern/cycles: Cycles: prepare to make CUDA 5.0 the official version we use
Hi Brecht, nice work on Cycles performance in the last days, thank you very much ;-) I realized that you didn't introduce the -O3 flag for nvcc yet. Are there problem when using it? This could boost performance a little bit more on all platforms. /Jürgen -Ursprüngliche Nachricht- Von: bf-blender-cvs-boun...@blender.org [mailto:bf-blender-cvs-boun...@blender.org] Im Auftrag von Brecht Van Lommel Gesendet: Mittwoch, 19. Juni 2013 19:54 An: bf-blender-...@blender.org Betreff: [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57580] trunk/blender/intern/cycles: Cycles: prepare to make CUDA 5.0 the official version we use Revision: 57580 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision =57580 Author: blendix Date: 2013-06-19 17:54:23 + (Wed, 19 Jun 2013) Log Message: --- Cycles: prepare to make CUDA 5.0 the official version we use * Add CUDA compiler version detection to cmake/scons/runtime * Remove noinline in kernel_shader.h and reenable --use_fast_math if CUDA 5.x is used, these were workarounds for CUDA 4.2 bugs * Change max number of registers to 32 for sm 2.x (based on performance tests from Martijn Berger and confirmed here), and also for NVidia OpenCL. Overall it seems that with these changes and the latest CUDA 5.0 download, that performance is as good as or better than the 2.67b release with the scenes and graphics cards I tested. Modified Paths: -- trunk/blender/intern/cycles/device/device_cuda.cpp trunk/blender/intern/cycles/device/device_opencl.cpp trunk/blender/intern/cycles/kernel/CMakeLists.txt trunk/blender/intern/cycles/kernel/SConscript trunk/blender/intern/cycles/kernel/kernel_jitter.h trunk/blender/intern/cycles/kernel/kernel_shader.h trunk/blender/intern/cycles/util/util_cuda.cpp trunk/blender/intern/cycles/util/util_cuda.h Modified: trunk/blender/intern/cycles/device/device_cuda.cpp === --- trunk/blender/intern/cycles/device/device_cuda.cpp 2013-06-19 17:17:51 UTC (rev 57579) +++ trunk/blender/intern/cycles/device/device_cuda.cpp 2013-06-19 17:54:23 UTC (rev 57580) @@ -271,21 +271,65 @@ return ; } + int cuda_version = cuCompilerVersion(); + + if(cuda_version == 0) { + cuda_error_message(CUDA nvcc compiler version could not be parsed.); + return ; + } + + if(cuda_version != 50) + printf(CUDA version %d.%d detected, build may succeed but only CUDA +5.0 is officially supported.\n, cuda_version/10, cuda_version%10); + /* compile */ string kernel = path_join(kernel_path, kernel.cu); string include = kernel_path; const int machine = system_cpu_bits(); - const int maxreg = 24; + string arch_flags; + /* build flags depending on CUDA version and arch */ + if(cuda_version 50) { + /* CUDA 4.x */ + if(major == 1) { + /* sm_1x */ + arch_flags = --maxrregcount=24 --opencc-options -OPT:Olimit=0; + } + else if(major == 2) { + /* sm_2x */ + arch_flags = --maxrregcount=24; + } + else { + /* sm_3x */ + arch_flags = --maxrregcount=32; + } + } + else { + /* CUDA 4.x */ + if(major == 1) { + /* sm_1x */ + arch_flags = --maxrregcount=24 --opencc-options -OPT:Olimit=0 --use_fast_math; + } + else if(major == 2) { + /* sm_2x */ + arch_flags = --maxrregcount=32 --use_fast_math; + } + else { + /* sm_3x */ + arch_flags = --maxrregcount=32 --use_fast_math; + } + } + double starttime = time_dt(); printf(Compiling CUDA kernel ...\n); path_create_directories(cubin); string command = string_printf(\%s\ -arch=sm_%d%d -m%d --cubin \%s\ - -o \%s\ --ptxas-options=\-v\ --maxrregcount=%d --opencc-options -OPT:Olimit=0 -I\%s\ -DNVCC, - nvcc.c_str(), major, minor, machine, kernel.c_str(), cubin.c_str(), maxreg, include.c_str()); + -o \%s\ --ptxas-options=\-v\ %s -I\%s\ -DNVCC -D__KERNEL_CUDA_VERSION__=%d, + nvcc.c_str(),
Re: [Bf-committers] Game Development with Blender - bge book release 20/6/13
Hey ;) Conratulations on your first published Book Mike and Dalai. -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Dalai Felinto Gesendet: Mittwoch, 19. Juni 2013 21:13 An: bf-blender developers Betreff: [Bf-committers] Game Development with Blender - bge book release 20/6/13 Dear fellow Blender developers and artists, After a long waiting period, Game Development with Blender book Mike Pan and I wrote together will be released this Thursday, the 20th. To read more about the book, download a sample file and find links to buy it online, visit: http://www.dalaifelinto.com/?p=930 We would like to express our gratitude towards everyone behind Blender as awesome as it is. Thank you all! :) And don't wait long, the book release is tomorrow, and Amazon 41% discount pre-sale campaign may end up any soon: http://www.amazon.com/dp/1435456629 Best regards, Dalai and Mike -- blendernetwork.org/member/dalai-felinto www.dalaifelinto.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds
Hi Brecht, I'll change that and commit the change ASAP. Thanks for review ;) Am 18.06.2013 um 11:50 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Looks good to me, please commit! Maybe make one change, replacing if builder.endswith('win64_scons_vc2012') or builder.endswith('win32_scons_vc2012'): by: if builder.endswith('vc2012'): On Mon, Jun 17, 2013 at 10:06 PM, Jürgen Herrmann shadow...@me.com wrote: Ok, i am tired, postet the wrong version oft he patch :( The porper versin is here: http://www.pasteall.org/43250 I'll go to bed now ^_^ The build bot is tested locally and can be started as soon as scons is patched ;) -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 21:46 An: 'bf-blender developers' Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Alright, this little problem bugged me, so I fixed it! I got rid of the second config file and found a way to detect the used MSVC Version within the config. Patch for scons and buildbot attached ;) http://www.pasteall.org/43249 -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 20:14 An: 'bf-blender developers' Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Hi again, i prepared buildbot and scons fort he buildbot builds. Now buildbot will create a package named blender-VERSION-REVISION-PLATFORM-vc11.zip for VC 2012 builds. Compiling and Packaging works well now, I'll try to start the Buildbot for x64 as soon as the patch is approved and commited ;) X86 will follow after that. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 19:16 An: 'bf-blender developers' Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Hi Brecht, I tried that by usingf if env['MSVC_VERSION'] == '11.0': But it seems that env is not present in the scope of this config file, it always fails :( The MacOSX config file uses system commands to determine their versions, but this is quite hard for windows. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Brecht Van Lommel Gesendet: Montag, 17. Juni 2013 19:12 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds It looks good to me, except that perhaps we can avoid copying the config file. Can we add if/else in the win64-vc-config.py based on the MSVS version? It's only 4 lines or so that are actually different. Brecht. On Mon, Jun 17, 2013 at 6:43 PM, Jürgen Herrmann shadow...@me.com wrote: Sorry, my fault ... getting tired ;) http://www.pasteall.org/43245 -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Thomas Dinges Gesendet: Montag, 17. Juni 2013 18:39 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Hi Jürgen, the patch didn't get attached, maybe upload it to pasteall.org. Thanks, Thomas Am 17.06.2013 18:37, schrieb Jürgen Herrmann: Hi Brecht and Thomas, I attached my patch for SCons. I tested this with VC 2008 and 2012 and MinGW64. I don't have other systems to test right now :/ It works quite well though this is a little hacky because I don't get into the internals of SCons that good. I set it to default to MSVC 2008 so - calling py scons/scons.py will build with MSVC2008 - calling py scons\scons.py MSVS_VERSION=11.0 will build with VS 2012 - calling py scons/scons.py BF_TOOLSET=mingw builds MinGW as usual. Could you two have a look at this please, I bet you'll have some ideas how to make it better. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 14:50 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Thanks Brecht ;) I'll try to get this running this evening. I'll still have to look into scons build. I got it to work by querying env['MSVS_VERSION'] which is automatically set to 11.0 when vs2012 is installed. But I'll have to test in another machine without VS2012 and with VS2008 if it doesn't break things. And with MinGW... After that test I'll commit the scons changes and set up the buildbot ;) /Jürgen Am 17.06.2013 um 14:23 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: I've sent you a mail with all the details. On Sun, Jun 16, 2013
Re: [Bf-committers] Cycles CPU Kernel on MSVC *all versions*
Hi Brecht, Cool stuff ;) I submitted a little Build patch for VS2012 to include intrin.h which is needed for _BitScanForward an _BitScanReverse I am curious what vs2012 makes of this. Am 18.06.2013 um 13:59 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Hi Jürgen , BVH / triangle intersection is always going to take up a major part of rendering time, but I managed to optimize it some. For MSVC the BVH intersection is now twice as fast for e.g. the BMW scene, which gives a 30% render time reduction overall. I also added the /Ox compiler flag (which contains the other /O compiler flags you posted for the benchmark), that helps maybe 2% here. On Fri, Jun 7, 2013 at 9:32 AM, Jürgen Herrmann shadow...@me.com wrote: Hi there, after the Benchmarking I did I decided to try analyze the diferences between MinGW and MSVC build in depth. First of all I ran several Benchmarks of math functions in both GCC an MSVC and found out: Amazing! they are both equally fast! So math functions isn't the bottleneck here. So I tried to get a grip on real data and tried out Very Sleepy ( free download at: http://www.codersnotes.com/sleepy ) to profile cycles on MSVC. What I found here was quite interresting: While rendering the most time is spent in ccl::bvh_intersect_instancing with 1292.15s (53.70%) O_o Within this call the most time is spent in ccl::bvh_node_intersect with 872.47s (36.26%) . So this is the part we'll have to look at ... I wonder how MinGW builds perform here, but I don't have a proper optimized build with debug info to compare :/ /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57543] trunk/blender/intern/cycles: Cycles: optimization for BVH traveral on CPU's with SSE3, using code from Embree.
Hi Brecht, It compiled fine on VS 2012 could you please change your compile fix patch to compile with the previous settings in MSVC11? The exception is only needed for VS2008. Am 18.06.2013 um 15:21 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Looks like a compiler bug. I didn't get that here but I committed some more changes to try to fix it. If it doesn't fix things can you tell me if this is 32 or 64 bit and cmake or scons? On Tue, Jun 18, 2013 at 12:09 PM, Thomas Dinges blen...@dingto.org wrote: Hi Brecht, great work, thank you! On Linux I get a nice speedup. :) Windows fails to compile for me though (vc2008). Linking library == 'bf_intern_cycles_sse2.lib' kernel_sse3.cpp d:\blender_dev\code\trunk\intern\cycles\kernel\svm\svm_noise.h(38) : fatal error C1001: Internal compile error. (Compilerdatei f:\dd\vctools\compiler\utc\src\p2\main.c[0x604E:0x00 00604E], Zeile 182) Any idea? I tried a full clean build already. Thanks, Thomas Am 18.06.2013 11:36, schrieb Brecht Van Lommel: Revision: 57543 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=57543 Author: blendix Date: 2013-06-18 09:36:06 + (Tue, 18 Jun 2013) Log Message: --- Cycles: optimization for BVH traveral on CPU's with SSE3, using code from Embree. On the BMW scene, this gives roughly a 10% speedup overall with clang/gcc, and 30% speedup with visual studio (2008). It turns out visual studio was optimizing the existing code quite poorly compared to pretty good autovectorization by clang/gcc, but hand written SSE code also gives a smaller speed boost there. This code isn't enabled when using the hair minimum width feature yet, need to make that work with the SSE code still. -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57543] trunk/blender/intern/cycles: Cycles: optimization for BVH traveral on CPU's with SSE3, using code from Embree.
I just tested r57548 (MSVC 2012) on my Core i5 system and got a 23,38% speed up ;) BMW test scene rendered in 530,60 seconds that is nearly the speed of MinGW build r57169 (512,67 seconds) Great work, thanks Brecht! I'll test on my other systems later today. Am 18.06.2013 um 15:26 schrieb Jürgen Herrmann shadow...@me.com: Hi Brecht, It compiled fine on VS 2012 could you please change your compile fix patch to compile with the previous settings in MSVC11? The exception is only needed for VS2008. Am 18.06.2013 um 15:21 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Looks like a compiler bug. I didn't get that here but I committed some more changes to try to fix it. If it doesn't fix things can you tell me if this is 32 or 64 bit and cmake or scons? On Tue, Jun 18, 2013 at 12:09 PM, Thomas Dinges blen...@dingto.org wrote: Hi Brecht, great work, thank you! On Linux I get a nice speedup. :) Windows fails to compile for me though (vc2008). Linking library == 'bf_intern_cycles_sse2.lib' kernel_sse3.cpp d:\blender_dev\code\trunk\intern\cycles\kernel\svm\svm_noise.h(38) : fatal error C1001: Internal compile error. (Compilerdatei f:\dd\vctools\compiler\utc\src\p2\main.c[0x604E:0x00 00604E], Zeile 182) Any idea? I tried a full clean build already. Thanks, Thomas Am 18.06.2013 11:36, schrieb Brecht Van Lommel: Revision: 57543 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=57543 Author: blendix Date: 2013-06-18 09:36:06 + (Tue, 18 Jun 2013) Log Message: --- Cycles: optimization for BVH traveral on CPU's with SSE3, using code from Embree. On the BMW scene, this gives roughly a 10% speedup overall with clang/gcc, and 30% speedup with visual studio (2008). It turns out visual studio was optimizing the existing code quite poorly compared to pretty good autovectorization by clang/gcc, but hand written SSE code also gives a smaller speed boost there. This code isn't enabled when using the hair minimum width feature yet, need to make that work with the SSE code still. -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57555] trunk/blender/source/blender/ blenlib/BLI_path_util.h: Compile fix for r57554 missing include BLI_string .h in BLI_path_
Thank you Bastien for the hint. Fixed in r57556 ;) -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Bastien Montagne Gesendet: Dienstag, 18. Juni 2013 21:01 An: bf-committers@blender.org Betreff: Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57555] trunk/blender/source/blender/ blenlib/BLI_path_util.h: Compile fix for r57554 missing include BLI_string .h in BLI_path_util.h Hi Juergen, Not sure this fix is right... We usually avoid including into other includes, afaik, except for a few specific cases. As I’m on Linux I can't check it, but right way to go would rather be to add include of BLI_string.h into the .c files that are newly including BLI_path_util.h, imho. At the very least, if we want to make an exception here (granted, it's rather easy to skip that, esp. as it's only needed for Windows), the BLI_string.h include should be placed inside an #ifdef WIN32 (and perhaps also moved inside the extern C block?)... Cheers, Bastien On 18/06/2013 20:42, Juergen Herrmann wrote: Revision: 57555 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=57555 Author: shadowrom Date: 2013-06-18 18:42:29 + (Tue, 18 Jun 2013) Log Message: --- Compile fix for r57554 missing include BLI_string.h in BLI_path_util.h Revision Links: -- http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderre vision=57554 Modified Paths: -- trunk/blender/source/blender/blenlib/BLI_path_util.h Modified: trunk/blender/source/blender/blenlib/BLI_path_util.h === --- trunk/blender/source/blender/blenlib/BLI_path_util.h 2013-06-18 18:11:52 UTC (rev 57554) +++ trunk/blender/source/blender/blenlib/BLI_path_util.h 2013-06-18 18:42:29 UTC (rev 57555) @@ -31,6 +31,8 @@ * \ingroup bli */ +#include BLI_string.h + #ifdef __cplusplus extern C { #endif @@ -162,7 +164,7 @@ bool BLI_path_is_rel(const char *path); /* path string comparisons: case-insensitive for Windows, case-sensitive otherwise */ -#ifdef WIN32 +#if defined(WIN32) # define BLI_path_cmp BLI_strcasecmp # define BLI_path_ncmp BLI_strncasecmp #else ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57543] trunk/blender/intern/cycles: Cycles: optimization for BVH traveral on CPU's with SSE3, using code from Embree.
I updated my Benchmark with the new builds and the results are astonishing! http://download.shadowrom.de/Benchmark.pdf More than 35% performance gain *yay* -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Dienstag, 18. Juni 2013 15:34 An: bf-blender developers Betreff: Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57543] trunk/blender/intern/cycles: Cycles: optimization for BVH traveral on CPU's with SSE3, using code from Embree. I just tested r57548 (MSVC 2012) on my Core i5 system and got a 23,38% speed up ;) BMW test scene rendered in 530,60 seconds that is nearly the speed of MinGW build r57169 (512,67 seconds) Great work, thanks Brecht! I'll test on my other systems later today. Am 18.06.2013 um 15:26 schrieb Jürgen Herrmann shadow...@me.com: Hi Brecht, It compiled fine on VS 2012 could you please change your compile fix patch to compile with the previous settings in MSVC11? The exception is only needed for VS2008. Am 18.06.2013 um 15:21 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: Looks like a compiler bug. I didn't get that here but I committed some more changes to try to fix it. If it doesn't fix things can you tell me if this is 32 or 64 bit and cmake or scons? On Tue, Jun 18, 2013 at 12:09 PM, Thomas Dinges blen...@dingto.org wrote: Hi Brecht, great work, thank you! On Linux I get a nice speedup. :) Windows fails to compile for me though (vc2008). Linking library == 'bf_intern_cycles_sse2.lib' kernel_sse3.cpp d:\blender_dev\code\trunk\intern\cycles\kernel\svm\svm_noise.h(38) : fatal error C1001: Internal compile error. (Compilerdatei f:\dd\vctools\compiler\utc\src\p2\main.c[0x604E:0x00 00604E], Zeile 182) Any idea? I tried a full clean build already. Thanks, Thomas Am 18.06.2013 11:36, schrieb Brecht Van Lommel: Revision: 57543 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=57543 Author: blendix Date: 2013-06-18 09:36:06 + (Tue, 18 Jun 2013) Log Message: --- Cycles: optimization for BVH traveral on CPU's with SSE3, using code from Embree. On the BMW scene, this gives roughly a 10% speedup overall with clang/gcc, and 30% speedup with visual studio (2008). It turns out visual studio was optimizing the existing code quite poorly compared to pretty good autovectorization by clang/gcc, but hand written SSE code also gives a smaller speed boost there. This code isn't enabled when using the hair minimum width feature yet, need to make that work with the SSE code still. -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] VC11 (2012 express for Windows Desktop)
Hi Angus, are you building with CMake or SCons? Building in Debug mode is not supported right now, I am still working on the debug libs and CMake/Scons adaption for VS 2012. But you should be able to build a Release Build with CMake or by calling python.exe scons/scons.py MSVS_VERSION=11.0 /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Angus Hollands Gesendet: Dienstag, 18. Juni 2013 21:40 An: bf-committers@blender.org Betreff: [Bf-committers] VC11 (2012 express for Windows Desktop) Hi all, I was having trouble compiling for Windows 32 Bit using 2012; It seems that there is a flag error for the compiler in the cycles kernel; /Zi /Ox (something like that) and also the Python33_d.gz isn't included in the WindowsVC11 libs. Any ideas? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57558] trunk/blender/build_files/scons/ config/win32-vc-config.py: VS 2012 x86 SCons update.
Hi Thomas, sorry for beign careless. I changed the compiler flags to reflect the compiler flags we use in CMake for VS 2008+2012. - Debug Builds with SCons were made without /Od and /Ob0 flags - Release builds were compiled with /O2 /Ob1 , Changed to /O2 /Ob2 as in CMake - The usual libs if blocks for VS2012 (not changing vs2008 libs) I could enclose the build flags in if-else blocks too but this actually shouldn't harm VS2008 builds, they work well on my systems. -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Thomas Dinges Gesendet: Dienstag, 18. Juni 2013 22:31 An: bf-committers@blender.org Betreff: Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57558] trunk/blender/build_files/scons/ config/win32-vc-config.py: VS 2012 x86 SCons update. Hi Jürgen, could you be a bit more precise in your commit messages please? This does not only change vc2012 related stuff, you also change some compiler flags which also affect vc2008. Thomas Am 18.06.2013 22:12, schrieb Juergen Herrmann: Revision: 57558 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision =57558 Author: shadowrom Date: 2013-06-18 20:11:58 + (Tue, 18 Jun 2013) Log Message: --- VS 2012 x86 SCons update. -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] How to mix C and C++ in Blender
Hi Alexander, I personally don't like this, but it is possible: http://stackoverflow.com/questions/7281441/elegantly-call-c-from-c http://stackoverflow.com/questions/2399344/calling-c-code-from-c http://stackoverflow.com/questions/2744181/how-to-call-c-function-from-c Google is your friend ;) Sometimes... I don't know exactly what the blender coding conventions say about this, but I would consider this bad style, because you have to introduce wrappers that might easily break when a external lib is updated. I am curious what the other devs say ;) /Jürgen Am 18.06.2013 um 23:02 schrieb Alexander Pinzon Fernandez apinz...@gmail.com: Hi all. I am working on Bmesh operator for perform laplacian editing for sketch mesh gsoc project. If the library to solve the linear system is SuperLU and Eigen3 for matrix operations, then I must learn how to mix C code (SuperLU) and C ++ (Eigen3) in Blender. (elegant and organized way). I have c code file in source\blender\bmesh\operators\bmo_deform_laplacian.c in bmo_deform_laplacian.c i call several c++ functions (ej. au = ftest(4 ,5);) declare in bmo_deform_utils.h and implemented in bmo_deform_utils.cpp. this two files are in source\blender\bmesh\operators\ What are the directories where the files should put bmo_deform_utils.h and bmo_deform_utils.cpp? What are policies and style guides in Blender to mix C code and C ++? Example bmo_deform_laplacian.c // #Include bmo_deform_utils.h ... au = ftest(4 ,5); ... /// bmo_deform_utils.h /// #ifndef __BMO_DEFORM_UTILS_H__ #define __BMO_DEFORM_UTILS_H__ #ifdef __cplusplus extern C { #endif int ftest(int x, int y); #ifdef __cplusplus }; #endif #endif //__BMO_DEFORM_UTILS_H__ /// bmo_deform_utils.cpp /// #include bmo_deform_utils.h class ABC{ public: int a,b; ABC(int ax, int by ){ a = ax; b = by; } int fsum(){ return a + b; } }; int ftest(int x, int y){ ABC A(x, y); return A.fsum(); } /// Thanks in advance. Att Alexander Pinzon Fernandez ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Windows buildbot naming
Hi, That is a Great idea, I too had problems to find the right builds after the vs2012 x64 buildbot finished for the first time. We should also indicate that the vs2012 build won't run on win XP for now. I found a solution for this but it'll take some time to redeploy the libs involved. /Jürgen Am 18.06.2013 um 22:57 schrieb Thomas Dinges blen...@dingto.org: Hi, a few people and I just had a discussion in IRC about buildbot being confusing. Imho the current state is a bit problematic, most people will just search for Windows 64 and download a build. Could we please communicate better that the vc2008 is the official one still and vc2012 and multi view are experimental? Maybe add a label like for MinGW. Or maybe the web UI allows some grouping of Official Trunk builds and Branches / Experimental? Thanks, Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender roadmap article on code blog
Hi Bastien, Good to hear that I am not totally alone with my point of view ;-) Ton sent in some interesting statistics of the blender.org website visitors: http://lists.blender.org/pipermail/bf-committers/2013-May/040268.html http://lists.blender.org/pipermail/bf-committers/2013-May/040269.html http://lists.blender.org/pipermail/bf-committers/2013-May/040274.html And I started a poll in blenderartists : http://www.blenderartists.org/forum/showthread.php?291199-32-or-64bit The results speak for themselves ... /Jürgen Am 17.06.2013 um 09:43 schrieb Bastien Montagne montagn...@wanadoo.fr: Please don’t be stupid! Comparing XP and Linux on a market share basis is just pure nonsense. There’s at least two huge differences between those OS's: *One is 12 years old, the other one is plain modern (don’t think anyone would care to maintain Blender for over 10 years old linux, nor even for OSX!). *Even though a few XP are listed in http://wiki.blender.org/index.php/Dev:Ref/Supported_platforms (and I’m not sure this list is really up-to-date), you’ll find far more Blender devs under linux. And despite the fact that XP is still about 40% of PCs connecting to the web, you’ll have a hard time finding any commercial 3D software supporting it (most don’t even support Vista anymore). While a fare amount of them do support Linux. It would interesting to know the amount of XP PCs that download Blender, btw. My guess is that it would be far less than 40%. So in a word, if we drop OpenGL below 2.1 (or even 3.0), it makes sense to me to also drop XP. You can’t waist time (and even often limit your app possibilities) to support obsolete stuff forever! On 17/06/2013 06:52, Alexandr Kuznetsov wrote: Drop linux. It has 1% market share, less than xp. No more x11 hacks. And Mac OS X Tiger. Oops, too late. Somebody already did it. On 6/17/2013 12:46 AM, Harley Acheson wrote: Jürgen, If we are considering dropping Windows XP we should probably also consider dropping the other operating systems that have even less usage. Which is everything else besides Windows 7. So every version of Mac and all flavors of Linux combined. LOL Harley ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds
Thanks Brecht ;) I'll try to get this running this evening. I'll still have to look into scons build. I got it to work by querying env['MSVS_VERSION'] which is automatically set to 11.0 when vs2012 is installed. But I'll have to test in another machine without VS2012 and with VS2008 if it doesn't break things. And with MinGW... After that test I'll commit the scons changes and set up the buildbot ;) /Jürgen Am 17.06.2013 um 14:23 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: I've sent you a mail with all the details. On Sun, Jun 16, 2013 at 3:45 PM, Jürgen Herrmann shadow...@me.com wrote: Hi there, as I have scons working with MSVC2012 now, I’d like to set up a buildbot for testbuilds. I found the documentation on this in the wiki. It seems that I need a buildbot name and password, who is willing to provide me these? :D /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds
Hi Brecht and Thomas, I attached my patch for SCons. I tested this with VC 2008 and 2012 and MinGW64. I don't have other systems to test right now :/ It works quite well though this is a little hacky because I don't get into the internals of SCons that good. I set it to default to MSVC 2008 so - calling py scons/scons.py will build with MSVC2008 - calling py scons\scons.py MSVS_VERSION=11.0 will build with VS 2012 - calling py scons/scons.py BF_TOOLSET=mingw builds MinGW as usual. Could you two have a look at this please, I bet you'll have some ideas how to make it better. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 14:50 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Thanks Brecht ;) I'll try to get this running this evening. I'll still have to look into scons build. I got it to work by querying env['MSVS_VERSION'] which is automatically set to 11.0 when vs2012 is installed. But I'll have to test in another machine without VS2012 and with VS2008 if it doesn't break things. And with MinGW... After that test I'll commit the scons changes and set up the buildbot ;) /Jürgen Am 17.06.2013 um 14:23 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: I've sent you a mail with all the details. On Sun, Jun 16, 2013 at 3:45 PM, Jürgen Herrmann shadow...@me.com wrote: Hi there, as I have scons working with MSVC2012 now, I’d like to set up a buildbot for testbuilds. I found the documentation on this in the wiki. It seems that I need a buildbot name and password, who is willing to provide me these? :D /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds
Sorry, my fault ... getting tired ;) http://www.pasteall.org/43245 -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Thomas Dinges Gesendet: Montag, 17. Juni 2013 18:39 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Hi Jürgen, the patch didn't get attached, maybe upload it to pasteall.org. Thanks, Thomas Am 17.06.2013 18:37, schrieb Jürgen Herrmann: Hi Brecht and Thomas, I attached my patch for SCons. I tested this with VC 2008 and 2012 and MinGW64. I don't have other systems to test right now :/ It works quite well though this is a little hacky because I don't get into the internals of SCons that good. I set it to default to MSVC 2008 so - calling py scons/scons.py will build with MSVC2008 - calling py scons\scons.py MSVS_VERSION=11.0 will build with VS 2012 - calling py scons/scons.py BF_TOOLSET=mingw builds MinGW as usual. Could you two have a look at this please, I bet you'll have some ideas how to make it better. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 14:50 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Thanks Brecht ;) I'll try to get this running this evening. I'll still have to look into scons build. I got it to work by querying env['MSVS_VERSION'] which is automatically set to 11.0 when vs2012 is installed. But I'll have to test in another machine without VS2012 and with VS2008 if it doesn't break things. And with MinGW... After that test I'll commit the scons changes and set up the buildbot ;) /Jürgen Am 17.06.2013 um 14:23 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: I've sent you a mail with all the details. On Sun, Jun 16, 2013 at 3:45 PM, Jürgen Herrmann shadow...@me.com wrote: Hi there, as I have scons working with MSVC2012 now, I'd like to set up a buildbot for testbuilds. I found the documentation on this in the wiki. It seems that I need a buildbot name and password, who is willing to provide me these? :D /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds
Hi Brecht, I tried that by usingf if env['MSVC_VERSION'] == '11.0': But it seems that env is not present in the scope of this config file, it always fails :( The MacOSX config file uses system commands to determine their versions, but this is quite hard for windows. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Brecht Van Lommel Gesendet: Montag, 17. Juni 2013 19:12 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds It looks good to me, except that perhaps we can avoid copying the config file. Can we add if/else in the win64-vc-config.py based on the MSVS version? It's only 4 lines or so that are actually different. Brecht. On Mon, Jun 17, 2013 at 6:43 PM, Jürgen Herrmann shadow...@me.com wrote: Sorry, my fault ... getting tired ;) http://www.pasteall.org/43245 -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Thomas Dinges Gesendet: Montag, 17. Juni 2013 18:39 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Hi Jürgen, the patch didn't get attached, maybe upload it to pasteall.org. Thanks, Thomas Am 17.06.2013 18:37, schrieb Jürgen Herrmann: Hi Brecht and Thomas, I attached my patch for SCons. I tested this with VC 2008 and 2012 and MinGW64. I don't have other systems to test right now :/ It works quite well though this is a little hacky because I don't get into the internals of SCons that good. I set it to default to MSVC 2008 so - calling py scons/scons.py will build with MSVC2008 - calling py scons\scons.py MSVS_VERSION=11.0 will build with VS 2012 - calling py scons/scons.py BF_TOOLSET=mingw builds MinGW as usual. Could you two have a look at this please, I bet you'll have some ideas how to make it better. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 14:50 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Thanks Brecht ;) I'll try to get this running this evening. I'll still have to look into scons build. I got it to work by querying env['MSVS_VERSION'] which is automatically set to 11.0 when vs2012 is installed. But I'll have to test in another machine without VS2012 and with VS2008 if it doesn't break things. And with MinGW... After that test I'll commit the scons changes and set up the buildbot ;) /Jürgen Am 17.06.2013 um 14:23 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: I've sent you a mail with all the details. On Sun, Jun 16, 2013 at 3:45 PM, Jürgen Herrmann shadow...@me.com wrote: Hi there, as I have scons working with MSVC2012 now, I'd like to set up a buildbot for testbuilds. I found the documentation on this in the wiki. It seems that I need a buildbot name and password, who is willing to provide me these? :D /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds
Hi again, i prepared buildbot and scons fort he buildbot builds. Now buildbot will create a package named blender-VERSION-REVISION-PLATFORM-vc11.zip for VC 2012 builds. Compiling and Packaging works well now, I'll try to start the Buildbot for x64 as soon as the patch is approved and commited ;) X86 will follow after that. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 19:16 An: 'bf-blender developers' Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Hi Brecht, I tried that by usingf if env['MSVC_VERSION'] == '11.0': But it seems that env is not present in the scope of this config file, it always fails :( The MacOSX config file uses system commands to determine their versions, but this is quite hard for windows. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Brecht Van Lommel Gesendet: Montag, 17. Juni 2013 19:12 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds It looks good to me, except that perhaps we can avoid copying the config file. Can we add if/else in the win64-vc-config.py based on the MSVS version? It's only 4 lines or so that are actually different. Brecht. On Mon, Jun 17, 2013 at 6:43 PM, Jürgen Herrmann shadow...@me.com wrote: Sorry, my fault ... getting tired ;) http://www.pasteall.org/43245 -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Thomas Dinges Gesendet: Montag, 17. Juni 2013 18:39 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Hi Jürgen, the patch didn't get attached, maybe upload it to pasteall.org. Thanks, Thomas Am 17.06.2013 18:37, schrieb Jürgen Herrmann: Hi Brecht and Thomas, I attached my patch for SCons. I tested this with VC 2008 and 2012 and MinGW64. I don't have other systems to test right now :/ It works quite well though this is a little hacky because I don't get into the internals of SCons that good. I set it to default to MSVC 2008 so - calling py scons/scons.py will build with MSVC2008 - calling py scons\scons.py MSVS_VERSION=11.0 will build with VS 2012 - calling py scons/scons.py BF_TOOLSET=mingw builds MinGW as usual. Could you two have a look at this please, I bet you'll have some ideas how to make it better. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 14:50 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Thanks Brecht ;) I'll try to get this running this evening. I'll still have to look into scons build. I got it to work by querying env['MSVS_VERSION'] which is automatically set to 11.0 when vs2012 is installed. But I'll have to test in another machine without VS2012 and with VS2008 if it doesn't break things. And with MinGW... After that test I'll commit the scons changes and set up the buildbot ;) /Jürgen Am 17.06.2013 um 14:23 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: I've sent you a mail with all the details. On Sun, Jun 16, 2013 at 3:45 PM, Jürgen Herrmann shadow...@me.com wrote: Hi there, as I have scons working with MSVC2012 now, I'd like to set up a buildbot for testbuilds. I found the documentation on this in the wiki. It seems that I need a buildbot name and password, who is willing to provide me these? :D /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds
Alright, this little problem bugged me, so I fixed it! I got rid of the second config file and found a way to detect the used MSVC Version within the config. Patch for scons and buildbot attached ;) http://www.pasteall.org/43249 -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 20:14 An: 'bf-blender developers' Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Hi again, i prepared buildbot and scons fort he buildbot builds. Now buildbot will create a package named blender-VERSION-REVISION-PLATFORM-vc11.zip for VC 2012 builds. Compiling and Packaging works well now, I'll try to start the Buildbot for x64 as soon as the patch is approved and commited ;) X86 will follow after that. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 19:16 An: 'bf-blender developers' Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Hi Brecht, I tried that by usingf if env['MSVC_VERSION'] == '11.0': But it seems that env is not present in the scope of this config file, it always fails :( The MacOSX config file uses system commands to determine their versions, but this is quite hard for windows. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Brecht Van Lommel Gesendet: Montag, 17. Juni 2013 19:12 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds It looks good to me, except that perhaps we can avoid copying the config file. Can we add if/else in the win64-vc-config.py based on the MSVS version? It's only 4 lines or so that are actually different. Brecht. On Mon, Jun 17, 2013 at 6:43 PM, Jürgen Herrmann shadow...@me.com wrote: Sorry, my fault ... getting tired ;) http://www.pasteall.org/43245 -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Thomas Dinges Gesendet: Montag, 17. Juni 2013 18:39 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Hi Jürgen, the patch didn't get attached, maybe upload it to pasteall.org. Thanks, Thomas Am 17.06.2013 18:37, schrieb Jürgen Herrmann: Hi Brecht and Thomas, I attached my patch for SCons. I tested this with VC 2008 and 2012 and MinGW64. I don't have other systems to test right now :/ It works quite well though this is a little hacky because I don't get into the internals of SCons that good. I set it to default to MSVC 2008 so - calling py scons/scons.py will build with MSVC2008 - calling py scons\scons.py MSVS_VERSION=11.0 will build with VS 2012 - calling py scons/scons.py BF_TOOLSET=mingw builds MinGW as usual. Could you two have a look at this please, I bet you'll have some ideas how to make it better. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 14:50 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Thanks Brecht ;) I'll try to get this running this evening. I'll still have to look into scons build. I got it to work by querying env['MSVS_VERSION'] which is automatically set to 11.0 when vs2012 is installed. But I'll have to test in another machine without VS2012 and with VS2008 if it doesn't break things. And with MinGW... After that test I'll commit the scons changes and set up the buildbot ;) /Jürgen Am 17.06.2013 um 14:23 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: I've sent you a mail with all the details. On Sun, Jun 16, 2013 at 3:45 PM, Jürgen Herrmann shadow...@me.com wrote: Hi there, as I have scons working with MSVC2012 now, I'd like to set up a buildbot for testbuilds. I found the documentation on this in the wiki. It seems that I need a buildbot name and password, who is willing to provide me these? :D /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician
Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds
Ok, i am tired, postet the wrong version oft he patch :( The porper versin is here: http://www.pasteall.org/43250 I'll go to bed now ^_^ The build bot is tested locally and can be started as soon as scons is patched ;) -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 21:46 An: 'bf-blender developers' Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Alright, this little problem bugged me, so I fixed it! I got rid of the second config file and found a way to detect the used MSVC Version within the config. Patch for scons and buildbot attached ;) http://www.pasteall.org/43249 -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 20:14 An: 'bf-blender developers' Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Hi again, i prepared buildbot and scons fort he buildbot builds. Now buildbot will create a package named blender-VERSION-REVISION-PLATFORM-vc11.zip for VC 2012 builds. Compiling and Packaging works well now, I'll try to start the Buildbot for x64 as soon as the patch is approved and commited ;) X86 will follow after that. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 19:16 An: 'bf-blender developers' Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Hi Brecht, I tried that by usingf if env['MSVC_VERSION'] == '11.0': But it seems that env is not present in the scope of this config file, it always fails :( The MacOSX config file uses system commands to determine their versions, but this is quite hard for windows. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Brecht Van Lommel Gesendet: Montag, 17. Juni 2013 19:12 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds It looks good to me, except that perhaps we can avoid copying the config file. Can we add if/else in the win64-vc-config.py based on the MSVS version? It's only 4 lines or so that are actually different. Brecht. On Mon, Jun 17, 2013 at 6:43 PM, Jürgen Herrmann shadow...@me.com wrote: Sorry, my fault ... getting tired ;) http://www.pasteall.org/43245 -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Thomas Dinges Gesendet: Montag, 17. Juni 2013 18:39 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Hi Jürgen, the patch didn't get attached, maybe upload it to pasteall.org. Thanks, Thomas Am 17.06.2013 18:37, schrieb Jürgen Herrmann: Hi Brecht and Thomas, I attached my patch for SCons. I tested this with VC 2008 and 2012 and MinGW64. I don't have other systems to test right now :/ It works quite well though this is a little hacky because I don't get into the internals of SCons that good. I set it to default to MSVC 2008 so - calling py scons/scons.py will build with MSVC2008 - calling py scons\scons.py MSVS_VERSION=11.0 will build with VS 2012 - calling py scons/scons.py BF_TOOLSET=mingw builds MinGW as usual. Could you two have a look at this please, I bet you'll have some ideas how to make it better. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Jürgen Herrmann Gesendet: Montag, 17. Juni 2013 14:50 An: bf-blender developers Betreff: Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds Thanks Brecht ;) I'll try to get this running this evening. I'll still have to look into scons build. I got it to work by querying env['MSVS_VERSION'] which is automatically set to 11.0 when vs2012 is installed. But I'll have to test in another machine without VS2012 and with VS2008 if it doesn't break things. And with MinGW... After that test I'll commit the scons changes and set up the buildbot ;) /Jürgen Am 17.06.2013 um 14:23 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: I've sent you a mail with all the details. On Sun, Jun 16, 2013 at 3:45 PM, Jürgen Herrmann shadow...@me.com wrote: Hi there, as I have scons working with MSVC2012 now, I'd like to set up a buildbot for testbuilds. I found the documentation on this in the wiki. It seems that I need a buildbot name and password, who is willing to provide me these? :D /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] How to build official binaries for Blender
Hi, i am currently working on scons compilation with VS2012. Since the update to scons 2.3 by Nathan Letwory yesterday I finally got it to compile ;) I also tested the nsis installer stuff and everything works quite good, except one little thing: How do I tell scons to include the VC110 runtime dlls into the installer? Where do I have to put them? /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] How to build official binaries for Blender
Hi Thomas, sounds easy enough ;) Thanks a lot. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Thomas Dinges Gesendet: Sonntag, 16. Juni 2013 15:33 An: bf-blender developers Betreff: Re: [Bf-committers] How to build official binaries for Blender Hi, I always do that manually. Start the Blender compilation and as soon as it creates the install dir, simply copy the .dlls next to the already created 2.67 folder for example. When nsis does the packing then, it will include the dlls. Thomas Am 16.06.2013 15:27, schrieb Jürgen Herrmann: Hi, i am currently working on scons compilation with VS2012. Since the update to scons 2.3 by Nathan Letwory yesterday I finally got it to compile ;) I also tested the nsis installer stuff and everything works quite good, except one little thing: How do I tell scons to include the VC110 runtime dlls into the installer? Where do I have to put them? /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Buildbot setup for MSVC 2012 testbuilds
Hi there, as I have scons working with MSVC2012 now, Id like to set up a buildbot for testbuilds. I found the documentation on this in the wiki. It seems that I need a buildbot name and password, who is willing to provide me these? :D /Jürgen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender roadmap article on code blog
Hi Ton, sounds great at a first glance ;) I really like the 2.7 targets. Imho we should also think about dropping WinXP support and 32bit code in the future. (Maybe for 2.8?) This would make life easier for devs as we don't have to care about legacy compatibility stuff and can focus on writing neat and fast 64bit code. And a major code cleanup might be overdue. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Ton Roosendaal Gesendet: Sonntag, 16. Juni 2013 15:45 An: bf-blender developers Betreff: [Bf-committers] Blender roadmap article on code blog Hi all, Here's a write-up for projects and focus the next years: http://code.blender.org/ Feedback welcome :) -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Materials Library for Blender
The question is what does it take to implement an interface for saving material presets in a stripped blend file format? There should be a save and load function in the material panel and a decent, easy to use library for these. I personally like how this is done in Vue by e-on. (Vue 11 pioneer is free : http://www.cornucopia3d.com/products/vue/vue_11_pioneer/ ) But we could do even better by adding meta data into the material files and maintain a simple library db within the presets folder of the users machine. Am 16.06.2013 um 17:38 schrieb Brecht Van Lommel brechtvanlom...@pandora.be: In another discussion about using .blend files for this type of thing, the big size of .blend files came up, which can be easily 400 kb even with a single cube in it. This is because it also saves the user interface and some other things which aren't needed here. For a library.blend with many datablocks in it the overhead doesn't matter as much, but if there are many files or some online material library it could be useful. I did a little experiment to see how small you could get a .blend file with a single datablock in it. By stripping all datablocks except some specified types, stripping unused DNA data, and using gzip compression, we can store a simple node material in 4.4 kb. Note 4 kb is the minimum file size on many file systems. Script strip_blend.py: http://www.pasteall.org/43203/python Example terminal output: http://www.pasteall.org/43212 http://www.pasteall.org/43211 Brecht. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender roadmap article on code blog
Hi Alexandr, I am actually not fooling on this. One example for API not present in XP is : InterlockedCompareExchange64 ( http://msdn.microsoft.com/en-us/library/windows/desktop/ms683562(v=vs.85).aspx) But that is actually not the problem! MS drops XP support next year, so XP users will get rare. Why should we support XP in blender 2.7/2.8? 32/64 bit portability is just more work to do. You loose speed in some places but you might be right. Just for portability this might be good. But on the other hand who uses 32bit applications in 3D? It makes absolutely no sense to stay in 32bits when you can have more Memory in a 3D application ;) /Jürgen Am 17.06.2013 um 04:18 schrieb Alexandr Kuznetsov kuzsa...@gmail.com: Hi Jürgen Herrmann. Stop stealing my april fools prank. Afaik, there aren't any significant Windows API additions in vista/7/8 which we might use (Like raw input) Plus, if a program has pointers right, x32/x64 compatibility isn't that hard. Plus, we already have DNA conversion, including endiness. On the countrary, I would encourage to support x32 ( and even PPC architecture) to ensure portability. Best, Alex On 6/16/2013 9:53 AM, Jürgen Herrmann wrote: Hi Ton, sounds great at a first glance ;) I really like the 2.7 targets. Imho we should also think about dropping WinXP support and 32bit code in the future. (Maybe for 2.8?) This would make life easier for devs as we don't have to care about legacy compatibility stuff and can focus on writing neat and fast 64bit code. And a major code cleanup might be overdue. /Jürgen -Ursprüngliche Nachricht- Von: bf-committers-boun...@blender.org [mailto:bf-committers-boun...@blender.org] Im Auftrag von Ton Roosendaal Gesendet: Sonntag, 16. Juni 2013 15:45 An: bf-blender developers Betreff: [Bf-committers] Blender roadmap article on code blog Hi all, Here's a write-up for projects and focus the next years: http://code.blender.org/ Feedback welcome :) -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers