Re: [Bf-committers] Importing Assets: FBX VS Collada

2014-05-01 Thread Jürgen Herrmann
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

2014-04-23 Thread Jürgen Herrmann
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
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Re: [Bf-committers] Vertex Buffer Object/Vertex Buffer Array

2014-04-04 Thread Jürgen Herrmann
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.
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Re: [Bf-committers] Blender compiled but cannot run

2014-03-13 Thread Jürgen Herrmann
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
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Re: [Bf-committers] Blender compiled but cannot run

2014-03-13 Thread Jürgen Herrmann
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
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Re: [Bf-committers] Can't recompile after interruption

2014-03-13 Thread Jürgen Herrmann
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
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Centerhttp://africacenter.net|
WiR https://outreach.wikimedia.org/wiki/Wikipedian_in_Residence |
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Re: [Bf-committers] numpy for 2.70

2014-02-24 Thread Jürgen Herrmann
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
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[Bf-committers] State of Visual Studio 201X... Warning: may contain chaotic content ...

2014-02-17 Thread Jürgen Herrmann
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

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Re: [Bf-committers] State of Visual Studio 201X... Warning: may contain chaotic content ...

2014-02-17 Thread Jürgen Herrmann
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

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Re: [Bf-committers] State of Visual Studio 201X... Warning: may contain chaotic content ...

2014-02-17 Thread Jürgen Herrmann
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
 
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Re: [Bf-committers] New game engine-no GPL

2014-02-06 Thread Jürgen Herrmann
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.
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Re: [Bf-committers] State of VS2012 support...

2013-12-12 Thread 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
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Re: [Bf-committers] State of VS2012 support...

2013-12-12 Thread Jürgen Herrmann
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

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Re: [Bf-committers] State of VS2012 support...

2013-12-12 Thread Jürgen Herrmann
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

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Re: [Bf-committers] State of VS2012 support...

2013-12-12 Thread Jürgen Herrmann
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
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[Bf-committers] State of VS2012 support...

2013-12-11 Thread Jürgen Herrmann
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
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Re: [Bf-committers] State of VS2012 support...

2013-12-11 Thread Jürgen Herrmann
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--
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Re: [Bf-committers] State of VS2012 support...

2013-12-11 Thread Jürgen Herrmann
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
--
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Re: [Bf-committers] State of VS2012 support...

2013-12-11 Thread Jürgen Herrmann
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
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Re: [Bf-committers] Blender on Windows - some thoughts about XPand32bit

2013-12-06 Thread Jürgen Herrmann
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
 
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 -- 
 With best regards, Sergey Sharybin
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Re: [Bf-committers] Blender on Windows - some thoughts about XP and32bit

2013-12-05 Thread Jürgen Herrmann
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

2013-12-05 Thread Jürgen Herrmann
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

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57215] trunk/lib/win64_vc11/ffmpeg/lib: VS 2012 libs maintenance:

2013-08-13 Thread Jürgen Herrmann
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.

2013-07-29 Thread Jürgen Herrmann
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
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Re: [Bf-committers] Avoiding regressions, changes to the release cycle.

2013-07-29 Thread Jürgen Herrmann
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
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Re: [Bf-committers] error building with cuda, r57982

2013-07-19 Thread Jürgen Herrmann
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
 
 
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Re: [Bf-committers] error building with cuda, r57982

2013-07-18 Thread Jürgen Herrmann
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

  
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Re: [Bf-committers] Blender 2.68 release AHOY!

2013-07-18 Thread Jürgen Herrmann
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
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Re: [Bf-committers] Blender 2.68 release AHOY!

2013-07-18 Thread Jürgen Herrmann
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
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Re: [Bf-committers] error building with cuda, r57982

2013-07-04 Thread Jürgen Herrmann
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
 
 
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Re: [Bf-committers] error building with cuda, r57982

2013-07-04 Thread Jürgen Herrmann
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
 
 
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Re: [Bf-committers] error building with cuda, r57982

2013-07-03 Thread Jürgen Herrmann
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
 
 
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Re: [Bf-committers] Blender roadmap article on code blog

2013-07-02 Thread Jürgen Herrmann
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?
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Re: [Bf-committers] Blender roadmap article on code blog

2013-06-30 Thread Jürgen Herrmann
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.
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Re: [Bf-committers] Blender developer meeting minutes - June 30, 2013

2013-06-30 Thread 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
 
 
 
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Re: [Bf-committers] Blender developer meeting minutes - June 30, 2013

2013-06-30 Thread Jürgen Herrmann
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
 
 
 
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 www.dingto.org
 
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Re: [Bf-committers] Blender developer meeting minutes - June 30, 2013

2013-06-30 Thread Jürgen Herrmann
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
 
 
 
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Re: [Bf-committers] VS 2013 + Blender = ???

2013-06-29 Thread Jürgen Herrmann
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
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[Bf-committers] VS 2013 + Blender = ???

2013-06-28 Thread Jürgen Herrmann
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
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Re: [Bf-committers] VS 2013 + Blender = ???

2013-06-28 Thread Jürgen Herrmann
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
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Re: [Bf-committers] VS 2013 + Blender = ???

2013-06-28 Thread 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
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Re: [Bf-committers] VS 2013 + Blender = ???

2013-06-28 Thread Jürgen Herrmann
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
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Re: [Bf-committers] OSL 1.3.2 compile issues - msvc 2008

2013-06-26 Thread 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
 
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Re: [Bf-committers] OSL 1.3.2 compile issues - msvc 2008

2013-06-26 Thread Jürgen Herrmann
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
 
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Re: [Bf-committers] OSL 1.3.2 compile issues - msvc 2008

2013-06-26 Thread 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. ;)
 
 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
 
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Re: [Bf-committers] OSL 1.3.2 compile issues - msvc 2008

2013-06-26 Thread Jürgen Herrmann
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
 
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Re: [Bf-committers] OSL Lib update to 1.3.2

2013-06-26 Thread Jürgen Herrmann
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
 
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Re: [Bf-committers] OSL Lib update to 1.3.2

2013-06-26 Thread Jürgen Herrmann
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
 
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Re: [Bf-committers] MinGW Win64 Buildbot

2013-06-25 Thread Jürgen Herrmann


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
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Re: [Bf-committers] MinGW Win64 Buildbot

2013-06-25 Thread Jürgen Herrmann
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
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Re: [Bf-committers] MinGW Win64 Buildbot

2013-06-25 Thread Jürgen Herrmann
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
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Re: [Bf-committers] Compilation error

2013-06-25 Thread Jürgen Herrmann
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

2013-06-25 Thread Jürgen Herrmann
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

2013-06-25 Thread Jürgen Herrmann
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

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[Bf-committers] MinGW Win64 Buildbot

2013-06-24 Thread Jürgen Herrmann
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

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Re: [Bf-committers] MinGW Win64 Buildbot

2013-06-24 Thread Jürgen Herrmann
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
 
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Re: [Bf-committers] MinGW Win64 Buildbot

2013-06-24 Thread Jürgen Herrmann
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
 
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Re: [Bf-committers] Builders: please upgrade to CUDA 5.0

2013-06-24 Thread Jürgen Herrmann
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/
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Re: [Bf-committers] Compilation error

2013-06-23 Thread Jürgen Herrmann
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

2013-06-23 Thread Jürgen Herrmann
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
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Re: [Bf-committers] Building error with VS2012

2013-06-23 Thread Jürgen Herrmann
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
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Re: [Bf-committers] Compilation error

2013-06-23 Thread Jürgen Herrmann
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}*/ };

 (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

2013-06-23 Thread Jürgen Herrmann
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
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Re: [Bf-committers] Builders: please upgrade to CUDA 5.0

2013-06-23 Thread Jürgen Herrmann
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

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 http://douglas.bespin.org/tcm/ztab1.htm
 Please link to me and trade links with me!

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Re: [Bf-committers] Compilation error

2013-06-22 Thread Jürgen Herrmann
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
 
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Re: [Bf-committers] Compilation error

2013-06-22 Thread Jürgen Herrmann
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
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Re: [Bf-committers] Compilation error

2013-06-22 Thread Jürgen Herrmann
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

2013-06-21 Thread Jürgen Herrmann
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

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 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
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Re: [Bf-committers] Compilation error

2013-06-21 Thread Jürgen Herrmann
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
 
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Re: [Bf-committers] Compilation error

2013-06-21 Thread Jürgen Herrmann
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
 ___
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 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
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Re: [Bf-committers] Compilation error

2013-06-21 Thread Jürgen Herrmann
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
 
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Re: [Bf-committers] Builders: please upgrade to CUDA 5.0

2013-06-20 Thread Jürgen Herrmann
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!
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[Bf-committers] Compilation error

2013-06-20 Thread Jürgen Herrmann
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

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Re: [Bf-committers] Blender no longer builds with vs 2008 when Cycles is enabled.

2013-06-19 Thread Jürgen Herrmann
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-
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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

2013-06-19 Thread Jürgen Herrmann
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

2013-06-19 Thread Jürgen Herrmann
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
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Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds

2013-06-18 Thread Jürgen Herrmann
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*

2013-06-18 Thread Jürgen Herrmann
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
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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.

2013-06-18 Thread Jürgen Herrmann
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
 
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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.

2013-06-18 Thread Jürgen Herrmann
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
 
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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_

2013-06-18 Thread Jürgen Herrmann
Thank you Bastien for the hint.
Fixed in r57556 ;)


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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

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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.

2013-06-18 Thread Jürgen Herrmann
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
 
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Re: [Bf-committers] VC11 (2012 express for Windows Desktop)

2013-06-18 Thread Jürgen Herrmann
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

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[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?
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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.

2013-06-18 Thread Jürgen Herrmann
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

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Re: [Bf-committers] How to mix C and C++ in Blender

2013-06-18 Thread Jürgen Herrmann
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
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Re: [Bf-committers] Windows buildbot naming

2013-06-18 Thread Jürgen Herrmann
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
 
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Re: [Bf-committers] Blender roadmap article on code blog

2013-06-17 Thread Jürgen Herrmann
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
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Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds

2013-06-17 Thread Jürgen Herrmann
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
 
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Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds

2013-06-17 Thread 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
 
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Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds

2013-06-17 Thread Jürgen Herrmann
Sorry, my fault ... getting tired ;)

http://www.pasteall.org/43245



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[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

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 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
 ___
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 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
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Blender Developer, Artist and Musician

www.dingto.org

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Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds

2013-06-17 Thread Jürgen Herrmann
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

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Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds

2013-06-17 Thread Jürgen Herrmann
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

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Re: [Bf-committers] Buildbot setup for MSVC 2012 testbuilds

2013-06-17 Thread Jürgen Herrmann
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

2013-06-17 Thread Jürgen Herrmann
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

2013-06-16 Thread 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

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Re: [Bf-committers] How to build official binaries for Blender

2013-06-16 Thread Jürgen Herrmann
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

___
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[Bf-committers] Buildbot setup for MSVC 2012 testbuilds

2013-06-16 Thread Jürgen Herrmann
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

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Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Jürgen Herrmann
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



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Re: [Bf-committers] Materials Library for Blender

2013-06-16 Thread Jürgen Herrmann
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.
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Re: [Bf-committers] Blender roadmap article on code blog

2013-06-16 Thread Jürgen Herrmann
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
 
 
 
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