Re: [Bf-committers] Probe Message Privacy Issue

2018-02-28 Thread Jeffrey H
Mailing list subscribers are already exposed on the list member page on
lists.blender.org. I am unsure if they page is protected by a script, but
they are available to anyone to see in a browser.

On Feb 28, 2018 3:37 PM, "Harley Acheson"  wrote:

> Hello,
>
> I just got a message from the list manager with a subject of "Bf-committers
> mailing list probe message"
>
> I certainly understand the process and reason for the message. However, the
> contents *exposes* the email addresses of all the 50 members listed to each
> other.  Yes, the message that came to me lists my own email address
> alongside 49 others.
>
> Not that I care that anyone here knows my email address. But normally
> organizations don't publish lists of addresses like this. It could be used
> for spam, or could be used to make an unofficial list server, as examples.
>
> As for the message itself, it appears that these indicate bounces from the
> mail servers of Google bouncing messages from Yahoo because of an issue
> with Yahoo's 550-5.7.1 DMARC policy. It looks like the message includes 50
> address as a maximum number as it appears to be an alphabetically-sorted
> list of gmail addresses from a-j.
>
> Not a big issue, but thought you should know.
>
>
> Cheers, Harley
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Re: [Bf-committers] Audaspace 1.3 for Blender 2.8

2017-08-19 Thread Jeffrey
My main concern with bumping cmake version is that the user will then
have to maintain their own extra copy of cmake and include a few extra
lines in their build scripts. Mostly I just want to make sure this is
well-documented in the build instructions, since it's easy enough to
override a system binary with a user binary with PATH=/path/to:$PATH

Yes, Centos 7 is locked at 2.8.12. It's also locked at GCC 4.8.5, but
that is less of an issue because there is an official development
toolset based on gcc6 (devtoolset-6 in the epel repo).

On 08/19/2017 11:23 AM, Sergey Sharybin wrote:
> Hi,
> 
> The question here is: do we want Blender 2.8 be compilable on CentOS? To my
> knowledge even latest CentOS 7 is still on cmake 2.8.12.
> 
> Also, if we really bumping CMake version it's nice to explicitly mention in
> in the list.
> 
> On Sat, Aug 19, 2017 at 12:00 PM, Jörg Müller  wrote:
> 
>> Hi Jeffrey,
>>
>> there is already a discussion going on in D2716. In sum:
>>
>> - I reverted the change Campbell suggested, going back to cmake 3.0 which
>> is required for building audaspace.
>> - Campbell and I would like to bump to cmake 3.0 for blender 2.8 anyway,
>> so I propose this hereby.
>> - Updating cmake from 2.8.12 to 3.0 is not such a major update, 2.8.12 was
>> released in October 2013 and the next version is 3.0 from June 2014.
>>
>> Cheers,
>> Jörg
>>
>>
>> On 2017-08-18 10:09 Jeffrey wrote:
>>
>>> Just a heads-up for the Audaspace update: Audaspace requires cmake 3.1+
>>> while the rest of blender is on 2.8. RHEL and Centos 7 are stuck at
>>> 2.8.12 and large version upgrades very unlikely.
>>>
>>>
>>> On 08/17/2017 11:51 PM, Jörg Müller wrote:
>>>
>>>> Hi everyone,
>>>>
>>>> it has been done! I just pushed the changes to use audaspace 1.3 instead
>>>> of the old non-C++11 version to the blender2.8 branch.
>>>>
>>>> Windows and Mac developers please update your library folders as numpy
>>>> headers are needed for building. If you experience any problems: I'm on
>>>> IRC for at least the next 8 hours and of course also respond to mail.
>>>>
>>>> Let me recap the major changes we get from this:
>>>> - The whole library was refactored to use C++11, no more Boost!
>>>> - Many stability and performance improvements.
>>>> - Major Python API refactor [1]:
>>>>- Most requested: Play self generated sounds using numpy arrays.
>>>>- For games: Sound list, random sounds and dynamic music.
>>>>- Writing sounds to files.
>>>>- Sequencing API.
>>>>- Opening sound devices, eg. Jack.
>>>> - Blender UI: Ability to choose different OpenAL devices in the user
>>>> settings.
>>>> - In sum since the refactor audaspace got almost 600 commits [2].
>>>>
>>>> Cheers,
>>>> Jörg
>>>>
>>>> [1] http://audaspace.github.io/bindings/index.html
>>>> [2] https://github.com/audaspace/audaspace
>>>>
>>>> On 2017-06-18 20:53, Jörg Müller wrote:
>>>>
>>>>> Hi everyone,
>>>>>
>>>>> it's time to get rid of the old audaspace and use the new one in the
>>>>> Blender 2.8 branch, so I created a patch [1].
>>>>>
>>>>> I would like to ask anyone who is interested to have a look, try it
>>>>> and comment on it. I've only tested it on my computer running linux
>>>>> here, so it would be especially helpful if developers from the other
>>>>> supported platforms (Windows and MacOS) could have a look.
>>>>>
>>>>> Thanks and cheers,
>>>>> Jörg
>>>>>
>>>>> [1] https://developer.blender.org/D2716
>>>>>
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>>
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> 
> 
> 

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Re: [Bf-committers] Audaspace 1.3 for Blender 2.8

2017-08-18 Thread Jeffrey
Just a heads-up for the Audaspace update: Audaspace requires cmake 3.1+
while the rest of blender is on 2.8. RHEL and Centos 7 are stuck at
2.8.12 and large version upgrades very unlikely.


On 08/17/2017 11:51 PM, Jörg Müller wrote:
> Hi everyone,
> 
> it has been done! I just pushed the changes to use audaspace 1.3 instead
> of the old non-C++11 version to the blender2.8 branch.
> 
> Windows and Mac developers please update your library folders as numpy
> headers are needed for building. If you experience any problems: I'm on
> IRC for at least the next 8 hours and of course also respond to mail.
> 
> Let me recap the major changes we get from this:
> - The whole library was refactored to use C++11, no more Boost!
> - Many stability and performance improvements.
> - Major Python API refactor [1]:
>   - Most requested: Play self generated sounds using numpy arrays.
>   - For games: Sound list, random sounds and dynamic music.
>   - Writing sounds to files.
>   - Sequencing API.
>   - Opening sound devices, eg. Jack.
> - Blender UI: Ability to choose different OpenAL devices in the user
> settings.
> - In sum since the refactor audaspace got almost 600 commits [2].
> 
> Cheers,
> Jörg
> 
> [1] http://audaspace.github.io/bindings/index.html
> [2] https://github.com/audaspace/audaspace
> 
> On 2017-06-18 20:53, Jörg Müller wrote:
>> Hi everyone,
>>
>> it's time to get rid of the old audaspace and use the new one in the
>> Blender 2.8 branch, so I created a patch [1].
>>
>> I would like to ask anyone who is interested to have a look, try it
>> and comment on it. I've only tested it on my computer running linux
>> here, so it would be especially helpful if developers from the other
>> supported platforms (Windows and MacOS) could have a look.
>>
>> Thanks and cheers,
>> Jörg
>>
>> [1] https://developer.blender.org/D2716
>>
> 
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Re: [Bf-committers] Weekly Blender developer meeting notes, 14 August 2016

2016-08-14 Thread Jeffrey
Hi Ton. What if 2.79 wasn't aligned with the regular release schedule
and instead delayed until all GSOC projects are ready? Of course that
opens the possibility for release to be constantly delayed for "the next
big feature," which is of course the reason for the cycle in the first
place, but what about limiting big new features to the GSOC projects and
some other open projects?


On 08/14/2016 09:44 AM, Ton Roosendaal wrote:
> Hi all,
> 
> Here are the notes from today's 14 UTC meeting in irc.freenode.net 
> #blendercoders.
> 
> 1) 2.78 release
> 
> - Projects and planning overview:
> https://wiki.blender.org/index.php/Dev:Doc/Projects
> 
> - Call: we need another OS X platform maintainer, to help building releases.
> The main issue is to have someone who can sign the binaries (using Foundation 
> account) and to do basic minimal tests with the binary before releasing it.
> 
> - Everyone: check on if the logs are complete?
> https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.78
> 
> - The 2D stabilization patch is nearly ready, we give it two more days to get
> in master. That means that the testbuild "Ahoy" will be done Tuesday again.
> 
> - Joshua Leung proposes to add another Screen layout in the default Blender 
> startup .blend, for Grease Pencil users. Meeting is OK, but it should be done
> by a Linux user, and very carefully to prevent it gets polluted by personal
> startup settings. Undefined yet who will help with it.
> 
> 2) Other projects and 2.8 project
> 
> - Bastien Montagne reports he worked on previews for the new asset engine.
> 
> - Ton reports: Clement Foucault (PBR branch) is very happy to align his work 
> well 
> with what 2.8 viewport is going to be, and will be in close contact with Mike 
> Erwin.
> 
> - Lukas asks for feedback on his Node system proposal:
> https://download.blender.org/institute/nodes-design/
> Not many people read it yet. Ton suggests to have a meeting about this in 
> Blender
> Institute instead, and invite Bastien and Mike Erwin as well. 
> Invitations/planning
> will follow.
> 
> - Antonio Vazquez (Grease Pencil) would like to know if a 2.79 would happen, 
> and what
> the policy is for (bigger) new projects. Meeting confirms we should put all 
> efforts
> on getting the 2.8 project started up instead. New features go to 2.8.
> A 2.79 release is well possible though, for ongoing current development and 
> for some
> of the Google Summer of Code projects.
> 
> 3) Google Summer of Code
> 
> - A couple of students are almost done and checked on whether the work would 
> go to
> current git master (potential 2.79) or to 2.8 for later. At least for the 
> Cycles projects
> and the UV project we should aim for adding it in the 2.7x code base.
> 
> - Tomorrow is 'soft pencils down'. In 9 days is the final deadline.
> All students are being reminded to make sure their presentations are update 
> and inviting
> for users and developers to check on their work. Talk to mentors if in doubt.
> 
> Thanks,
> 
> -Ton-
> 
> 
> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
> Chairman Blender Foundation, Producer Blender Institute
> Support us - join blender.cloud or Blender Dev Fund.
> 
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Re: [Bf-committers] Bring multiple objects to edit mode

2016-02-26 Thread Jeffrey
 Baranov >> >:
>>>>>
>>>>>> Actually, there is MultiEdit addon for that. Check it out. You can
>>>>>> participate in development if you want.
>>>>>>
>>>>>>
>> http://www.blenderartists.org/forum/showthread.php?339369-MultiEdit
>>>>>> -version-5-Multiple-Objects-Editing
>>>>>>
>>>>>> 2016-02-18 22:15 GMT+03:00 Doeke Wartena >> >:
>>>>>>
>>>>>>>>
>>>>>>>> I think blender could definitely benefit from allowing multiple
>>>>>>>> objects
>>>>>>>> in edit mode, but it should only
>>>>>>>> work on selected objects, not on the whole scene.
>>>>>>>
>>>>>>>
>>>>>>> true
>>>>>>>
>>>>>>> 2016-02-18 20:04 GMT+01:00 Jeffrey >> >:
>>>>>>>
>>>>>>>> I have experience modeling in Maya as well as blender, and I
>>>>>>>> prefer the
>>>>>>>> blender way because of Maya's obnoxious automatic mode
>>>>>>>> switching when
>>>>>>>> you accidentally select another object. I think blender could
>>>>>> definitely
>>>>>>>> benefit from allowing multiple objects in edit mode, but it
>>>>>>>> should only
>>>>>>>> work on selected objects, not on the whole scene. If it acts on
>>>>>>>> the
>>>>>>>> whole scene, it opens up armature edit mode, curves, metaballs,
>>>>>>>> etc. It
>>>>>>>> should only act on selected objects of the same type as the
>>>>>>>> active
>>>>>>>> object. If a couple meshes and a metaball are selected, the
>>>>>>>> metaball
>>>>>>>> will not go into edit mode if a mesh is active.
>>>>>>>>
>>>>>>>> I do not think you should be allowed to add an object to edit
>>>>>>>> mode if
>>>>>>>> you are already in edit mode; you would switch back to object,
>>>>>>>> select
>>>>>>>> the other, then switch back to edit. This avoids automatic mode
>>>>>>> switching.
>>>>>>>>
>>>>>>>> Because edit mode ultimately modifies only the base mesh,
>>>>>>>> modifiers are
>>>>>>>> not an issue here. Likewise, shapekeys store vertex position on
>>>>>> existing
>>>>>>>> vertex indices, so adding geometry is already bad form when
>>>>>>>> working
>>>>>> with
>>>>>>>> shapekeys. I'm less familiar with vcols, but I would imagine
>>>>>>>> the data
>>>>>> is
>>>>>>>> stored similarly.
>>>>>>>>
>>>>>>>> Multiple object editing is no doubt beneficial, but it needs to
>>>>>>>> be
>>>>>>>> improved. This is my two cents after using both. I have not
>>>>>>>> used XSI or
>>>>>>>> Max for modeling, so I cannot vouch for their functionality.
>>>>>>>>
>>>>>>>> On 02/18/2016 09:55 AM, Doeke Wartena wrote:
>>>>>>>>>>
>>>>>>>>>> It is actually something that is better in Blender, to only
>>>>>>>>>> be
>>>>>> editing
>>>>>>>> one
>>>>>>>>>> object at a time, as it can cause errors in other programs
>>>>>>>>>> where
>>>>>>>> multiple
>>>>>>>>>> objects are selected.
>>>>>>>>>
>>>>>>>>> ...
>>>>>>>>>
>>>>>>>>> ...you can just join them together but pressing
>>>>>>>>>> Ctrl J.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> I never had a error with Softimage when editing multiple
>>>>>>>>> objects at
>>>>>> the
>>>>>>>>> same time. For maya and max I can't remember cause it's way
>>>>&g

Re: [Bf-committers] Bring multiple objects to edit mode

2016-02-18 Thread Jeffrey
I have experience modeling in Maya as well as blender, and I prefer the
blender way because of Maya's obnoxious automatic mode switching when
you accidentally select another object. I think blender could definitely
benefit from allowing multiple objects in edit mode, but it should only
work on selected objects, not on the whole scene. If it acts on the
whole scene, it opens up armature edit mode, curves, metaballs, etc. It
should only act on selected objects of the same type as the active
object. If a couple meshes and a metaball are selected, the metaball
will not go into edit mode if a mesh is active.

I do not think you should be allowed to add an object to edit mode if
you are already in edit mode; you would switch back to object, select
the other, then switch back to edit. This avoids automatic mode switching.

Because edit mode ultimately modifies only the base mesh, modifiers are
not an issue here. Likewise, shapekeys store vertex position on existing
vertex indices, so adding geometry is already bad form when working with
shapekeys. I'm less familiar with vcols, but I would imagine the data is
stored similarly.

Multiple object editing is no doubt beneficial, but it needs to be
improved. This is my two cents after using both. I have not used XSI or
Max for modeling, so I cannot vouch for their functionality.

On 02/18/2016 09:55 AM, Doeke Wartena wrote:
>>
>> It is actually something that is better in Blender, to only be editing one
>> object at a time, as it can cause errors in other programs where multiple
>> objects are selected.
> 
> ...
> 
> ...you can just join them together but pressing
>> Ctrl J.
> 
> 
> I never had a error with Softimage when editing multiple objects at the
> same time. For maya and max I can't remember cause it's way to long ago I
> used those programs. And I think if something is prone for error then it is
> the join thing, that doesn't work in so many cases (multiple objects being
> animated for example).
> 
> 
> I don't wan't to be rude, but saying that it's not necessary is clearly a
>> lack of production experience with blender AND other software. It is
>> absolutely necessary if blender wants to be on par or better with other
>> software.
> 
> 
> Amen!
> 
> Also, it might be a few clicks more. But those few clicks really add up
> sometimes. I had a simple task a few weeks ago that could have been done in
> like 3 minutes but it took me around 20 minutes.
> 
> Object separation and edit mode are very good design decisions, which
>> actually are keeping things SIMPLE.
> 
> 
> It is not about the separate modes. While those modes are good, they focus
> to much on the active object and not the selection.
> Blender could shine a lot in the workflow regarding multiple selections.
> Both for edit mode and object mode. In my opinion stating otherwise
> is truly a lack of vision regarding this matter.
> 
> 
> 
> 
> 
> 
> 
> 2016-02-18 16:03 GMT+01:00 David Fenner :
> 
>> I don't wan't to be rude, but saying that it's not necessary is clearly a
>> lack of production experience with blender AND other software. It is
>> absolutely necessary if blender wants to be on par or better with other
>> software. You see, ptex isn't necessary because you have UVs, ik's aren't
>> necessary since you can do fk, sculpting isn't necessary since you can
>> paint displacement maps in photoshop, etc etc. So it's not about being
>> necessary, is about how useful it is. Multiple object editing would be very
>> useful, since basically joining stuff would kill thousands of different
>> workflows that involve modifiers, vcol, shapekeys, any type of linking,
>> animation, etc.  And having to edit objects one by one is too technical and
>> old fashioned, any "modern" 3D artist needs to be able to be able to shape
>> and work on the "whole thing" when he needs to.
>>
>> 2016-02-18 11:48 GMT-03:00 Daniel Salazar - patazstudio.com <
>> zan...@gmail.com>:
>>
>>> It has nothing to do with instancing. Its about sculpting/editing a
>>> compound shape without having to join it.
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Re: [Bf-committers] Are there any plans to build against ffmpeg 3.0 before the next release?

2016-02-16 Thread Jeffrey
I've had issues building with official ffmpeg through install_deps.sh,
but my system ffmpeg seems to work fine. It gives errors during linking.

build log: http://www.pasteall.org/64695

ffmpeg 2.8.4 in /opt/lib/ffmpeg
system ffmpeg - 2.6.5-1

Centos 7 x64

On 02/15/2016 11:49 PM, Sergey Sharybin wrote:
> I'll look into solving compilation error, but official releases will be
> using FFmpeg-2.8.4 still.
> 
> On Tue, Feb 16, 2016 at 6:54 AM, Dave Plater  wrote:
> 
>> Hi, I maintain blender for openSUSE and 2.76b is failing to build
>> against ffmpeg-3.0 :
>> [  873s]
>>
>> /home/abuild/rpmbuild/BUILD/blender-2.76b/intern/audaspace/ffmpeg/AUD_FFMPEGReader.cpp:
>> In member function 'int AUD_FFMPEGReader::decode(AVPacket&, AUD_Buffer&)':
>> [  873s]
>>
>> /home/abuild/rpmbuild/BUILD/blender-2.76b/intern/audaspace/ffmpeg/AUD_FFMPEGReader.cpp:61:32:
>> error: 'avcodec_alloc_frame' was not declared in this scope
>> [  873s] frame = avcodec_alloc_frame();
>> [  873s] ^
>> [  873s]
>>
>> /home/abuild/rpmbuild/BUILD/blender-2.76b/intern/audaspace/ffmpeg/AUD_FFMPEGReader.cpp:63:36:
>> error: 'avcodec_get_frame_defaults' was not declared in this scope
>> [  873s] avcodec_get_frame_defaults(frame);
>>
>> Are there any plans to fix this before the next release?
>> Thanks
>> Dave Plater
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> 
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Re: [Bf-committers] OSL 1.6.9 build failure

2016-01-11 Thread Jeffrey
That seems to have done it. Thanks, Bastien. The libs built and blender 
built and runs. Thanks!

On 01/11/2016 12:58 AM, Bastien Montagne wrote:
> Hi Jeffrey,
>
> Thanks for the logs. Added wave to our built boost modules, let's hope
> it'll fix things... Please let me know. :)
>
> Bastien
>
> Le 11/01/2016 04:18, Jeffrey a écrit :
>> Hi coders. I saw a couple recent commits upgrading OSL, FFMPEG and OIIO.
>> I cleaned my lib directories and did a build from scratch, but OSL 1.6.9
>> can't build. My build log is at [1]. The part that sticks out to me is
>> seemingly a dependency problem between boost and OSL, where OSL calls
>> for boost_wave lib. I can revert to the commit just before the upgrades
>> and everything builds and I can run blender. For the sake of comparison,
>> I've included the pre-upgrade lib build log at [2].
>>
>> Centos 7 x64
>>
>> [1] http://www.pasteall.org/63334/text
>> [2] http://www.pasteall.org/63335/text
>>
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[Bf-committers] OSL 1.6.9 build failure

2016-01-10 Thread Jeffrey
Hi coders. I saw a couple recent commits upgrading OSL, FFMPEG and OIIO. 
I cleaned my lib directories and did a build from scratch, but OSL 1.6.9 
can't build. My build log is at [1]. The part that sticks out to me is 
seemingly a dependency problem between boost and OSL, where OSL calls 
for boost_wave lib. I can revert to the commit just before the upgrades 
and everything builds and I can run blender. For the sake of comparison, 
I've included the pre-upgrade lib build log at [2].

Centos 7 x64

[1] http://www.pasteall.org/63334/text
[2] http://www.pasteall.org/63335/text

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Re: [Bf-committers] Get Cmake on-par with scons (docs, batch files and configuration scripts)

2015-12-31 Thread Jeffrey
Hi Campbell. This is awesome, thanks. I don't do building on windows 
anymore because the libs take up so much space (linux libs are half the 
size or less), but it will help very much if I decide to set up a 
builder again. From what I'm seeing, the script itself is easy enough to 
understand, so I'm looking forward to this being a good primary or 
secondary way to build for the casual builder.

Hope you all are having a nice holiday season, and happy New Year!

On 12/31/2015 11:00 AM, Campbell Barton wrote:
> Committed make.bat for windows devs, it follows our makefile for linux/osx.
> https://developer.blender.org/diffusion/B/browse/master/make.bat
>
> Example Use
>
> Build with most options enabled (as for Linux/OSX), simply:
>make
> Build with all release options:
>make full
> Build with debug, and few options:
>make debug lite
>
> If you have git & svn in your PATH
>make update
>
> Currently not too verbose:
>make --help
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Re: [Bf-committers] CMake minimum version increased to 3.0

2015-11-09 Thread Jeffrey
The issue is making the dev (or user, like me) jump through hoop after 
hoop just to get it building. It's difficult enough to build and 
troubleshoot your system, but adding new, not-readily-available 
requirements only compounds the problem. By "readily available" I mean a 
package update or additional package in your package manager like yum or 
apt. Then if you have to rebuild a system, or build a new one, you need 
to redo or remember how the system was modified in order to recreate it. 
Granted, install_deps.sh does a pretty good job of getting the required 
libs for blender, but this is a safeguard for building locally only. 
Would it be realistic to provide this automated build method for every 
new lib a new cmake will require?

Then what about cmake-gui? Not everybody can or wants to use the 
terminal to the extent a power user can. You can't use an older version 
of the gui on a new version of cmake, so then you'd have to build the 
gui as well. What else does this mean? Maybe newer library versions than 
your distribution provides. I've had this problem numerous times when 
trying to build less complex software, to the point of not being able to 
or getting too frustrated with the requirements to do it (some 
essentially required a whole rebuild of my system).

The issue is that distros like CentOS, Debian and Ubuntu LTS are built 
to be stable, which inherently means using older, harshly-tested, proven 
software. For example, Fedora 23 is the current version, which is 
approximately three years ahead of CentOS 7, the most recent release. 
How can you support both of these systems when their software versions 
are lightyears apart?

On 11/09/2015 05:45 PM, Howard Trickey wrote:
>> the issue isn't about Ubuntu 14.10 specifically, its mainly that
>> someone can have a year-old installation which wouldn't be able to
>> build Blender (without manually getting CMake at least).
>>
>>
> I was in the situation (Ubuntu with 2.8 CMake); it only took a few minutes
> to download the latest CMake release and put it in a private place and fix
> my PATH to use it.  So maybe this isn't such an onerous requirement.
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Re: [Bf-committers] CMake minimum version increased to 3.0

2015-11-09 Thread Jeffrey
CentOS systems are still locked to 2.8.11 (C7) and 2.8.12 (C6.5). There 
seem to be no plans to upgrade C7 beyond 2.8.11, but it has only been 
out for a year.

On 11/09/2015 08:44 AM, Sybren A. Stüvel wrote:
> On Tue, Nov 10, 2015 at 03:04:53AM +1100, Campbell Barton wrote:
>> It turns out Ubuntu 14.10 still users CMake 2.8, so better not break
>> building for one year old distros,
> If you'd argued support for Ubuntu 14.04 LTS I would have understood,
> but why should we support a version of Ubuntu that's already past its
> end of life?
>
>
>
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Re: [Bf-committers] OpenSubdiv with Blender local builds

2015-10-25 Thread Jeffrey
You need to include OSD when you build the libs with install_deps.sh. I 
use the flag "--force-osd" in my deps script. This will automatically 
pick up the right repository for OSD (it's either the Pixar repo or 
Sergey's fork). Then when you open up cmake-gui, it will not autofind 
the OSD directory. You'll have to direct it to each library manually (at 
least I haven't gotten it to autofill those fields). /Then/ you can 
build blender.

On that note, can someone give default paths for OSD in the build 
system? Python and all the other libs are autodetected properly, but not 
OSD. Is that something in our build system or in cmake itself?

On 10/25/2015 10:21 AM, Nkansah Rexford wrote:
> I enabled OpenSubdiv when trying to build blender locally. Complains of
> missing opensubdiv directory not found in cmake-gui. I couldn't locate any
> package in ubuntu ppa specific for opensubdiv.
>
> To enable opensubdiv for local builds, should I build opensubdiv using
> this[1] and then include it as directory to cmake for building blender for
> the missing opensubdiv directory?
>
> Or there's another way?
>
> 1. https://github.com/PixarAnimationStudios/OpenSubdiv
>
>

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Re: [Bf-committers] OpenSubdiv status

2015-08-05 Thread Jeffrey
Those must be the issues I've run into. Thanks, Sergey!

On 08/05/2015 10:28 AM, Sergey Sharybin wrote:
> Hey everyone,
>
> Just another quick update.
>
> OpenSubdiv is now enabled by default and i've just poked buildbots to
> deliver latest builds.
>
> There are some last-minute issues appeared, most of them i've fixed. Two
> remained ones:
>
> - Selection is quite slow, workaround is to go to user Preferences ->
> System and switch selection mode to OpenGL occlusion
> - Ordering in the OpenSubdiv C-API is not always happening correct, causing
> crashes :( No workaround :'( i'll try to fix it before going to Siggraph.
>
> Thanks it for now, catch you next time!
>
> On Wed, Aug 5, 2015 at 9:44 AM, Sergey Sharybin 
> wrote:
>
>> Hahah! Thanks guys for such a positive feedback!
>>
>> OpenSubdiv is becoming official feature, so sure enough all the bugs you
>> ever encounter are to be reported to regular bug tracker at
>> developer.blender.org.
>>
>> P.S. Some bugs might be considered a TODOs. But those will be listed in
>> the wiki page.
>>
>> On Wed, Aug 5, 2015 at 7:20 AM, Marc Dion  wrote:
>>
>>> How is it that you can work on such difficult projects at the same
>>> time and
>>> get them done?? (Cycles, kernel split, depsgraph refractor,
>>> opensubdiv...)
>>>
>>> Sergey's organic signal processor does appear to be well ordered and quite
>>> noise free. :)
>>>
>>> On Tue, Aug 4, 2015 at 12:43 PM, Jacob Merrill <
>>> blueprintrand...@gmail.com>
>>> wrote:
>>>
>>>> Thanks for all your hard work!
>>>> You make the blend go round :)
>>>> On Aug 4, 2015 9:39 AM, "Jeffrey"  wrote:
>>>>
>>>>> And a big thank you from me, as well! Is there a particular place you
>>>>> want us to file reports or just on the bug tracker like normal?
>>>>>
>>>>> On 08/04/2015 05:56 AM, Johnny Matthews wrote:
>>>>>> I think David sums it up well. Sergey, once again great work.
>>>>>>
>>>>>> And to all the developers who have been busting their tails on
>>> Blender
>>>>>> these last few years, you have gone so far beyond anyone's
>>>> expectations.
>>>>>> Thank you all!
>>>>>>
>>>>>> Johnny Matthews
>>>>>> johnny.matth...@gmail.com
>>>>>>
>>>>>> On Tue, Aug 4, 2015 at 7:50 AM David Fenner 
>>>>> wrote:
>>>>>>> Sergey... you rock. Simple as that.
>>>>>>>
>>>>>>> How is it that you can work on such difficult projects at the same
>>>> time
>>>>> and
>>>>>>> get them done?? (Cycles, kernel split, depsgraph refractor,
>>>>> opensubdiv...)
>>>>>>> Congratulations for being such an awesome, smart and hardworking
>>>> brain.
>>>>>>> 2015-08-04 8:18 GMT-04:00 Sergey Sharybin :
>>>>>>>
>>>>>>>> Hey everyone,
>>>>>>>>
>>>>>>>> Just wanted to give a quick update on OpenSubdiv project.
>>>>>>>>
>>>>>>>> It is becoming quite close to the point when we can enable it for
>>> the
>>>>>>>> buildbot builds. Mainly only technical TODOs are remained:
>>>>>>>>
>>>>>>>> * Update OpenSubdiv library on the platforms (some crucial for us
>>>> fixes
>>>>>>>> were merged to upstream, meaning we can now switch from my branch
>>> to
>>>>>>>> official OpenSubdiv repo).
>>>>>>>> * Make sure Blender is still compilable with OpenSubdiv enabled
>>> with
>>>>>>> CMake
>>>>>>>> and SCons.
>>>>>>>> * Enable OpenSubdiv and enjoy.
>>>>>>>>
>>>>>>>> Surely there are some known limitations which we can't easily
>>> solve
>>>>> from
>>>>>>>> our side, but OpenSubdiv team is helping us a lot  making the
>>>> stoppers
>>>>>>>> solved for us. Since OpenSubdiv became a modifier option now it
>>>> should
>>>>> be
>>>>>>>> pretty safe (in terms, there should be no regressions for existing
>>>>> files
>>>>>&

Re: [Bf-committers] OpenSubdiv status

2015-08-04 Thread Jeffrey
And a big thank you from me, as well! Is there a particular place you 
want us to file reports or just on the bug tracker like normal?

On 08/04/2015 05:56 AM, Johnny Matthews wrote:
> I think David sums it up well. Sergey, once again great work.
>
> And to all the developers who have been busting their tails on Blender
> these last few years, you have gone so far beyond anyone's expectations.
> Thank you all!
>
> Johnny Matthews
> johnny.matth...@gmail.com
>
> On Tue, Aug 4, 2015 at 7:50 AM David Fenner  wrote:
>
>> Sergey... you rock. Simple as that.
>>
>> How is it that you can work on such difficult projects at the same time and
>> get them done?? (Cycles, kernel split, depsgraph refractor, opensubdiv...)
>>
>> Congratulations for being such an awesome, smart and hardworking brain.
>>
>> 2015-08-04 8:18 GMT-04:00 Sergey Sharybin :
>>
>>> Hey everyone,
>>>
>>> Just wanted to give a quick update on OpenSubdiv project.
>>>
>>> It is becoming quite close to the point when we can enable it for the
>>> buildbot builds. Mainly only technical TODOs are remained:
>>>
>>> * Update OpenSubdiv library on the platforms (some crucial for us fixes
>>> were merged to upstream, meaning we can now switch from my branch to
>>> official OpenSubdiv repo).
>>> * Make sure Blender is still compilable with OpenSubdiv enabled with
>> CMake
>>> and SCons.
>>> * Enable OpenSubdiv and enjoy.
>>>
>>> Surely there are some known limitations which we can't easily solve from
>>> our side, but OpenSubdiv team is helping us a lot  making the stoppers
>>> solved for us. Since OpenSubdiv became a modifier option now it should be
>>> pretty safe (in terms, there should be no regressions for existing files
>>> for until OpenSubdiv is explicitly enabled for some objects).
>>>
>>> So in the next couple of days i'll be solving this last stoppers and will
>>> enable OpenSubdiv around Thursday.
>>>
>>> I also started to update documentation which i started working on like an
>>> year ago or so [1]. Still some work is needed on that page, but think
>>> majority of the information is in there.
>>>
>>> [1] http://wiki.blender.org/index.php/User:Nazg-gul/OpenSubdiv
>>>
>>> --
>>> With best regards, Sergey Sharybin
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Re: [Bf-committers] Blender 2.8 - the Workflow release

2015-07-20 Thread Jeffrey
 Four days of workshops and design sessions, in the week before
>>> Blender
>>>> Conference.
>>>>> - Travel and hotel covered for by BF (and Dev Fund, or a new fund
>>>> raiser?)
>>>>> - We should try to get someone from every (active, involved) module
>>> team
>>>> on board. Also key user/contributors have to be on board. But it's also
>>>> more efficient to keep it compact.
>>>>> - Proposal: we do this invitation-only: First we invite the 5 most
>>>> active contributors of past years. Together they then invite persons
>>> more,
>>>> until we have 12 (?) people.
>>>>> - Sprint sessions can be in parallel too - UI, Viewport, Physics,
>> etc.
>>>> Let's make it public as good as possible.
>>>>> - The Sprint results get presented and reviewed during further on
>>>> sessions during the Blender Conference.
>>>>> Seven years ago, back in 2008, we also took a break of over a year,
>> to
>>>> get the 2.5 project started up. It was a very exciting period where a
>> lot
>>>> of new things were possible and could happen, even though we didn't
>>> finish
>>>> everything... it gave us quite a solid foundation to build on,
>>> attracting a
>>>> lot of new developers and great features.
>>>>> I realize we have to realistic now, not everything will possible. But
>>> we
>>>> also shouldn't stop dreaming up a good future for Blender. Let's take a
>>>> break from our demanding release cycle, rethink it all, but not for too
>>>> long. Let's cherish what we agree on and enjoy the freedom of a
>>>> configurable workflow that will enable you to do what you think is
>>> best...
>>>> for making 3d art, games, film and animation!
>>>>> Feedback very 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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>>>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>> --
>>>> Yuri Kovelenov
>>>>
>>>> Development Lead
>>>> y...@blend4web.com
>>>> +7 495 676 3660
>>>>
>>>> Blend4Web - an open source framework for creating 3D web apps
>>>> https://www.blend4web.com/en/
>>>> Triumph LLC | Moscow, Russian Federation
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
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Re: [Bf-committers] New 'missing-libs' branch - first step in handling better broken libs

2015-07-16 Thread Jeffrey
You're amazing, Bastien. Thank you

On 07/15/2015 11:53 AM, Bastien Montagne wrote:
> Hi everyone,
>
> Justs finished initial step of better broken libs handling work, and
> pushed it as 'missing-libs' branch on our repo.
>
> For details and plans ahead, see https://developer.blender.org/T45351.
>
> In this branch, you should already be able to load a file with some of
> its libraries missing, edit it, save it, and, once missing libs are
> fixed and you reopen your file, you'll get your missing linked data back
> as if nothing had happened.
>
> You can also edit broken libs path in outliner, save & reload, and done.
> Nothing lost anymore.
>
> Next step is being able to reload a lib without having to reload the
> whole .blend file, and probably being able to 'reassign' a given linked
> data to another lib/data, etc.
>
> Cheers,
> Bastien
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Re: [Bf-committers] Weekly Blender developer meeting minutes, 12 July 2015

2015-07-13 Thread Jeffrey
Thanks very much, Sergey. I can get rid of two copies of source now. 
Good luck and thank you for doing this.

On 07/13/2015 02:28 AM, Sergey Sharybin wrote:
> We've totally switched to OpenSubdiv 3.0 API, compiling with 2.x branch is
> not possible anymore.
>
> I'm using latest dev branch of OSD with some local changes to workaround
> GCC linking issues which i'm in process of backporting to an upstream.
>
> On Sun, Jul 12, 2015 at 5:38 PM, Jeffrey 
> wrote:
>
>> I had a question about OpenSubdiv. I noticed in the commit logs there
>> was a recent update to start supporting the 3.x API. Is this the current
>> version to build the branch with or is it still built with 2.x? If this
>> is a move toward 3, is there a specific version we should be using or
>> can we simply pull from master and build the current commit?
>>
>> On 07/12/2015 08:28 AM, Ton Roosendaal wrote:
>>> Hi all,
>>>
>>> Here are the notes from today's 14 UTC meeting in irc.freenode.net
>> #blendercoders.
>>> 1) Release targets for Blender 2.76
>>>
>>> - Planning:
>>> http://wiki.blender.org/index.php/Dev:Doc/Projects
>>>
>>> - According to schedule, we move to BCon3 today. That means that the
>> release targets
>>> are defined, only what's agreed on and listed will go to git master.
>>>
>>> - Target 'PTex' is going to be postpned again... we might need another
>> developer to
>>> assist. Also to check on UDIM texture support.
>>>
>>> - OpenSubdiv is in progress. Sergey suggests to make it a build option,
>> because of OS X
>>> not supporting a mix of OpenGL 4 calls and older versions. Discussion on
>> this is open...
>>> will be done here and/or in IRC.
>>>
>>> - AMD news: OS X driver team managed to get the old Cycles ("Mega
>> Kernel") compile and
>>> work, the next update of the beta "El Capitan" OS X should (might?) have
>> this driver,
>>> we'll keep you posted. The OS X team is working with us on getting split
>> kernel to work too.
>>> - Interesting article, AMD writing about their Blender commitment:
>>>
>> http://developer.amd.com/community/blog/2015/07/10/collaboration-and-open-source-at-amd-blender-cycles/
>>> - Antonis Ryakiotakis: speed optimizations for viewport are ready for
>> master. Doc coming.
>>>
>>> 2) Other projects
>>>
>>> - Joshua Leung works on new Grease Pencil 'sculpt' feature for 2.77:
>>> https://www.youtube.com/watch?v=krpuHYhOmOw
>>>
>>> - Joerg Mueller: the new Audaspace library will go to the system
>> libraries and not into
>>> external, so that we can check how building with that works out.
>>>
>>> - Campbell worked on script setup to do more exact OpenGL performance
>> benchmarking.
>>> https://gitlab.com/ideasman42/blender-fps-bench/tree/master
>>> (Volunteers needed to add content and create a great Blender bench for
>> gfx cards).
>>> - Gooseberry final dev report is still in progress...
>>>
>>> -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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>> --
>> Jeffrey "Italic_" Hoover
>>
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>
>

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Re: [Bf-committers] Weekly Blender developer meeting minutes, 12 July 2015

2015-07-12 Thread Jeffrey
I had a question about OpenSubdiv. I noticed in the commit logs there 
was a recent update to start supporting the 3.x API. Is this the current 
version to build the branch with or is it still built with 2.x? If this 
is a move toward 3, is there a specific version we should be using or 
can we simply pull from master and build the current commit?

On 07/12/2015 08:28 AM, Ton Roosendaal wrote:
> Hi all,
>
> Here are the notes from today's 14 UTC meeting in irc.freenode.net 
> #blendercoders.
>
> 1) Release targets for Blender 2.76
>
> - Planning:
> http://wiki.blender.org/index.php/Dev:Doc/Projects
>
> - According to schedule, we move to BCon3 today. That means that the release 
> targets
> are defined, only what's agreed on and listed will go to git master.
>
> - Target 'PTex' is going to be postpned again... we might need another 
> developer to
> assist. Also to check on UDIM texture support.
>
> - OpenSubdiv is in progress. Sergey suggests to make it a build option, 
> because of OS X
> not supporting a mix of OpenGL 4 calls and older versions. Discussion on this 
> is open...
> will be done here and/or in IRC.
>
> - AMD news: OS X driver team managed to get the old Cycles ("Mega Kernel") 
> compile and
> work, the next update of the beta "El Capitan" OS X should (might?) have this 
> driver,
> we'll keep you posted. The OS X team is working with us on getting split 
> kernel to work too.
>
> - Interesting article, AMD writing about their Blender commitment:
>
> http://developer.amd.com/community/blog/2015/07/10/collaboration-and-open-source-at-amd-blender-cycles/
>
> - Antonis Ryakiotakis: speed optimizations for viewport are ready for master. 
> Doc coming.
>
>
> 2) Other projects
>
> - Joshua Leung works on new Grease Pencil 'sculpt' feature for 2.77:
> https://www.youtube.com/watch?v=krpuHYhOmOw
>
> - Joerg Mueller: the new Audaspace library will go to the system libraries 
> and not into
> external, so that we can check how building with that works out.
>
> - Campbell worked on script setup to do more exact OpenGL performance 
> benchmarking.
>https://gitlab.com/ideasman42/blender-fps-bench/tree/master
> (Volunteers needed to add content and create a great Blender bench for gfx 
> cards).
>
> - Gooseberry final dev report is still in progress...
>
> -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] Blend4Web nodes awaiting for review

2015-07-03 Thread Jeffrey
Hey Blend4Web team. Thanks for doing what you do! It's great to see 
interest in BI.

On 07/03/2015 09:22 AM, Evgeny Rodygin wrote:
> Hello from Blend4Web to everyone!
> Ton recently told me that he is interested in further Blender Internal
> improvements, and so we are! Thus, I think it would be great if someone
> could spent some time and review our patches which we have listed in
> this topic:
> http://wiki.blender.org/index.php/Dev:Doc/Projects/Blend4Web_proposals
>
> I believe, this can be a nice improvement for Blender's real-time
> component and even for Cycles because all of our patches bring better
> glsl rendering. So we kindly ask for some more attention from active devs =)
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Re: [Bf-committers] Video editing in blender

2015-07-01 Thread Jeffrey
Some of the issues with these media formats is the licensing on the 
format itself. For example, you want MP3 support, but using MP3 requires 
licensing from a company to use it. Blender is strictly in the GPL 
branch of open source licenses (see more here: 
https://www.blender.org/about/license/) and does not package software 
that does not meet the same or a looser (Apache, for example) license.

On 07/01/2015 08:51 PM, Jacob Godfrey wrote:
> I use blender for video editing because for a free software it can do a
> lot. The only problem I have run across is it's supports for video codecs
> and audio codecs. The biggest being it does not support MP3. If blender
> were to allow for more common codecs, I believe it could be taken seriously
> as a video editor. I have limited knowledge in software development, but I
> believe adding this capability in a new version of blender would be easy.
> So I just wanted to know if any talented developers could make this
> possible so blender can be a very effective video editor.
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[Bf-committers] VSE placeholders

2015-06-23 Thread Jeffrey
Hi devs.

I noticed there was a placeholder feature added recently, so I went to 
try it out today. It seems it uses placeholders for images within the 
available sequence (ex: 1-200, 150 and 152 are missing) but that's all. 
I was expecting it to fill in placeholders until the ending frame you 
specify when importing the sequence (ex: 1-200, but 150 is the last 
available image file). It simply ends the imported sequence at frame 150 
and will not gather new frames when the sequencer is refreshed. Would it 
be practical to allow blender to fill in the remainder of the frame 
range with placeholders? This allows cutting together sequences that 
aren't quite finished rendering yet. I have wanted this feature for a 
number of projects, produced from both blender and external applications 
like Maya.

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Re: [Bf-committers] Is MSVC2008 still to be supported?

2015-06-20 Thread Jeffrey
 From what I recall of that time period, MSVC 2010 was dropped because 
support was never fully developed. Development favored 2013. Now that 
we've got 2013 established, I see no reason to go backwards. I don't 
remember if there were particular advantages in 2010 versus 2008.

On 06/20/2015 09:18 AM, Jambay wrote:
> not to stir things up but would think MSVC 2010 is still valid; older
> versions, agreed.
>
> But then I'm out of date on a lot of source for my system. If it goes away
> won't affect me until I get into builds.
>
> - Original Message -
> From: "Martijn Berger" 
> To: "bf-blender developers" 
> Sent: Saturday, June 20, 2015 5:54 AM
> Subject: Re: [Bf-committers] Is MSVC2008 still to be supported?
>
>
>> Hi Campbell,
>>
>> I think some people actually started cleaning up work-arounds for ancient
>> MSVC 's not sure if 2008 still builds.
>> I think of all pre 2012 versions as ancient and to broken to want to
>> support. Whole reason for doing MSVC 2013 work was to move up the lowest
>> common denominator for everyone.
>>
>> I would like to propose officially abandoning 2005, 2008, 2010 versions of
>> MSVC.
>>
>> Martijn
>>
>>
>>
>>
>> On Sat, Jun 20, 2015 at 12:56 PM, Campbell Barton 
>> wrote:
>>
>>> Hi, I was under the impression MSVC2008 was dropped (committed removal
>>> of some MSVC version checks).
>>> But looks like there wasn't official decision here?
>>>
>>> Is the intention to keep supporting MSVC2008?
>>> Is anyone using it for development?
>>>
>>> --
>>> - Campbell
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Re: [Bf-committers] VSE render times really huge!

2015-05-22 Thread Jeffrey
I've found that's true particularly with fast encodes, but not 
necessarily with a slower encode speed (high quality setting). From what 
I've read in the past, ffmpeg and encoders have developed enough that 
multithreading doesn't make a significant impact on quality anymore. 
This is, of course, from the ffmpeg command line interface rather than 
blender's GUI. I know of no such options within blender, so it's kind of 
moot anyway. If you want a high quality file, you'd encode slowly, 
regardless of the number of threads.

On 05/21/2015 05:00 AM, Troy Sobotka wrote:
> It is also worth noting that some encoding schemas will see a degradation
> in quality when encoding across threads.
>
> With respect,
> TJS
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Re: [Bf-committers] VSE caching

2015-04-07 Thread Jeffrey
I've had this question for years and never bothered to ask it. Is the 
VSE cache memory limit tied to or separate from the undo memory limit in 
the editing portion of the user prefs? It's not very clear from the wiki 
docs or from tooltips.

On 04/07/2015 02:26 PM, David Fenner wrote:
> In fact it would be quite nice if the memory cap came in percentage of
> total memory instead of megabytes.
>
>
> 2015-04-07 17:24 GMT-04:00 Knapp :
>
>> On Mon, Mar 23, 2015 at 3:36 PM, Bassam Kurdali  wrote:
>>
>>> Does the sequence editor in it's current state do any caching during
>>> playback?
>>> If you're editing exr sequences it might really make sense to work with
>>> jpg proxies.
>>
>> Just to be sure, you do have the cach turned up in the preferences? The
>> default is set at a super low setting for memory usage.
>>
>>
>> --
>> 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] Viewport GL background

2015-03-25 Thread Jeffrey
I was unaware of the GL render settings up in the info bar. That did the 
trick for me, but perhaps the setting could be more obvious? For 
example, I always go to the header of the 3d view to playblast and check 
the render panel for render settings. Perhaps we could add a GL section 
in the general render settings for this? This might be better discussed 
with the UI team, since it seems there is a separation of render 
settings going on. There's every setting under the sun in the standard 
properties editor, with the exception of just a few settings which are 
hidden under a menu in another window entirely, _plus_ the GL render in 
the 3d view. It just seems a little disconnected to me.

Thanks for pointing that out, though. I rarely ever go to the info bar 
menus.

On 03/25/2015 01:52 AM, Antony Riakiotakis wrote:
> There were some fixes there recently, can you try the latest buildbot
> and see if it works for you?
>
> Note: Blender internal's transparency setting will influence both
> cycles and blender internal.
>
> On 25 March 2015 at 09:49, gandalf3  wrote:
>> Works fine for me.. Perhaps you accidentally enabled *Transparent* in
>> *Info panel (top bar) > Render > OpenGL render options > Alpha Mode*?
>> Try setting to *Sky* instead.
>>
>> On 03/24/15 17:36, Jeffrey wrote:
>>> Hey devs. It occurred to me today that while in Cycles mode, it is
>>> impossible to render a viewport playblast using the world background
>>> (even with "World Background" and "Only Rendered" enabled in the display
>>> properties). This is possible in BI, as shown in [1]. Currently, the
>>> viewport only renders as transparent, which is then rendered black in
>>> any standard video format. I also disabled transparency in the Cycles
>>> "film" settings, but that also does not show the world color.
>>>
>>> My use case is when I do animatics in grease pencil, where I have a
>>> solid world background and draw in line. I then do a viewport playblast
>>> into quicktime h.264 with audio and everything works like I need to,
>>> with the exception of the viewport background.
>>>
>>> It would be great to include this option in Cycles mode, too, for the
>>> sake of continuity and completeness. Thanks!
>>>
>>> [1] http://www.pasteall.org/pic/show.php?id=85782
>>>
>>
>> --
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>>
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[Bf-committers] Viewport GL background

2015-03-24 Thread Jeffrey
Hey devs. It occurred to me today that while in Cycles mode, it is 
impossible to render a viewport playblast using the world background 
(even with "World Background" and "Only Rendered" enabled in the display 
properties). This is possible in BI, as shown in [1]. Currently, the 
viewport only renders as transparent, which is then rendered black in 
any standard video format. I also disabled transparency in the Cycles 
"film" settings, but that also does not show the world color.

My use case is when I do animatics in grease pencil, where I have a 
solid world background and draw in line. I then do a viewport playblast 
into quicktime h.264 with audio and everything works like I need to, 
with the exception of the viewport background.

It would be great to include this option in Cycles mode, too, for the 
sake of continuity and completeness. Thanks!

[1] http://www.pasteall.org/pic/show.php?id=85782

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Re: [Bf-committers] Alembic support in Blender

2015-03-08 Thread Jeffrey
Sure thing. The packages I had to install I found through failed 
compiling attempts, so your required packages might vary.


Install glew-devel, libXmu-devel

Skip bootstrap.py and go straight into cmake-gui

Point ILM libs to /opt/lib/openexr/lib/...

Enable HDF5 and point HDF5_DIR to /usr/bin

Disable USE_PYALEMBIC or it will give you errors about missing pyilm 
(which I cannot build). If disabled, you do not need to specify the 
pyilm libs to build.

In the options, the only options I have selected are USE_HDF5, 
USE_LIB64, USE_STATIC_BOOST, USE_STATIC_HDF5 (a total of 4 options). You 
must use HDF5 or Blender's cmake configure will throw an error.

make

make install




On 03/08/2015 04:21 AM, Thomas Volkmann wrote:
> Hey Jeffrey,
>
> can you give a short overview how you managed to build Alembic on Fedora?
> That would be awesome!
>
> Thx,
> Thomas
>
> On 03/08/2015 07:06 AM, Jeffrey wrote:
>> I got Alembic building thanks to Martijn's fork on github and got
>> blender building with support. I've tested that it works within blender
>> and reads from stored caches. Where is the best place we can ask
>> questions or give feedback? Here or on the patch tracker?
>>
>> On 03/05/2015 04:15 AM, Sergey Sharybin wrote:
>>> Just  quick update,
>>>
>>> Linux build environment should be now ready for alembic.
>>>
>>> On Tue, Mar 3, 2015 at 9:45 PM, Jeffrey  wrote:
>>>
>>>> Neither can I. For what it's worth, I have tried building from their
>>>> sources, which gives me a linking error, as well as with
>>>> install_deps.sh, which tells me "getopt: unrecognized option
>>>> --with-alembic" and --with-all does not download or build it.
>>>>
>>>> Also Fedora 20 x64
>>>>
>>>> On 03/03/2015 05:34 AM, Thomas Volkmann wrote:
>>>>> I guess I have to wait for the buildbot. I didn't manage to compile
>>>> Alembic on
>>>>> my system (Fedora20).
>>>>> Is there an estimated time when you want to set it up?
>>>>>
>>>>> thx,
>>>>> Thomas
>>>>>
>>>>>
>>>>>

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Re: [Bf-committers] Alembic support in Blender

2015-03-07 Thread Jeffrey
I got Alembic building thanks to Martijn's fork on github and got 
blender building with support. I've tested that it works within blender 
and reads from stored caches. Where is the best place we can ask 
questions or give feedback? Here or on the patch tracker?

On 03/05/2015 04:15 AM, Sergey Sharybin wrote:
> Just  quick update,
>
> Linux build environment should be now ready for alembic.
>
> On Tue, Mar 3, 2015 at 9:45 PM, Jeffrey  wrote:
>
>> Neither can I. For what it's worth, I have tried building from their
>> sources, which gives me a linking error, as well as with
>> install_deps.sh, which tells me "getopt: unrecognized option
>> --with-alembic" and --with-all does not download or build it.
>>
>> Also Fedora 20 x64
>>
>> On 03/03/2015 05:34 AM, Thomas Volkmann wrote:
>>> I guess I have to wait for the buildbot. I didn't manage to compile
>> Alembic on
>>> my system (Fedora20).
>>> Is there an estimated time when you want to set it up?
>>>
>>> thx,
>>> Thomas
>>>
>>>
>>>> Lukas Tönne  hat am 3. März 2015 um 13:49
>> geschrieben:
>>>> Martijn Berger (Juicyfruit) has done a great job making an Alembic fork
>> on
>>>> github, to get rid of all the annoying cmake errors in Alembic sources.
>>>>
>>>> https://github.com/martijnberger/alembic
>>>>
>>>> A pull request has been made to try and get these changes into Alembic.
>> For
>>>> the time being i would suggest using Martijn's version, which apart from
>>>> build file fixes is the same as official Alembic.
>>>>
>>>> On Tue, Mar 3, 2015 at 11:48 AM, Lukas Tönne
>> wrote:
>>>>> I didn't manage to compile with scons yet, but that's mostly because of
>>>>> library path issues and time constraints on my side. The buildbot also
>> uses
>>>>> scons, so if there are remaining issues we will fix them in the
>> process of
>>>>> getting the buildbot updated.
>>>>>
>>>>> On Tue, Mar 3, 2015 at 10:54 AM, Piotr Arlukowicz <
>>>>> pio...@polskikursblendera.pl> wrote:
>>>>>
>>>>>> WOW, that's a long awaited news! Thank you Lucas!!!
>>>>>>
>>>>>> what about scons integration? Can I check this out?
>>>>>>
>>>>>> regards
>>>>>> Pio
>>>>>>
>>>>>> Piotr
>>>>>> Arlukowicz, BFCT
>>>>>>
>>>>>> *YT: /user/piotao?feature=guide*
>>>>>> *FB:* */polskikursblendera* *TW:*
>>>>>> */piotao*
>>>>>> *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz
>>>>>> <https://www.blendernetwork.org/piotr-arlukowicz>*
>>>>>> *Polski Kurs Blendera:*http://polskikursblendera.pl
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> 2015-03-02 19:24 GMT+01:00 Lukas Tönne:
>>>>>>
>>>>>>> It's about to get real!
>>>>>>>
>>>>>>> The Gooseberry team would like to start using the new caching system
>>>>>> with
>>>>>>> Alembic ASAP. This means that we should make sure Alembic
>> dependencies
>>>>>> and
>>>>>>> the library itself can be properly built and linked by Blender. First
>>>>>> goal
>>>>>>> is Linux (since we use it in the Blender Institute), but of course it
>>>>>>> should work on all platforms. To avoid confusion i will specify
>> exactly
>>>>>>> which versions we need to use.
>>>>>>>
>>>>>>> The plan is to first merge the Alembic branch into our gooseberry
>> branch
>>>>>>> for testing and refinement. However, setting up Alembic build
>> systems on
>>>>>>> the official buildbot and release build systems would help avoid
>> future
>>>>>>> problems and smooth out the procedure of merging with master later
>> on.
>>>>>>> As a template for working around build system quirks the usual
>>>>>>> install_deps.sh script is available. This builds the Alembic library
>> on
>>>>>> a
>>>>>>> standard Ubuntu 14.10 installation. In addition, it tweaks a couple
>> of
>>>>>

Re: [Bf-committers] Alembic support in Blender

2015-03-03 Thread Jeffrey
fficial release), which can be
>>>>> checked out using mercurial/hg like so:
>>>>> hg clone -u 1_05_05 https://code.google.com/p/alembic/ 
>>>>>
>>>>>
>>>>> The README.txt file in the Alembic source directory mentions the
>>>> principle
>>>>> build procedure and dependencies.
>>>>> https://code.google.com/p/alembic/source/browse/README.txt?name=1_05_05
>>>>> All of the mandatory dependencies are already part of the standard
>>>> Blender
>>>>> dependencies in their required versions, so no major additions other
>>>> than
>>>>> Alembic itself should be needed. For reference, here are the required
>>>>> dependencies of Alembic with their minimum versions (as stated in their
>>>>> README) and the current versions installed by Blender's install_deps.sh
>>>>> script:
>>>>>
>>>>> Alembic minimum Blender Ubuntu 14.10
>>>>> Boost 1.44.0 1.51.0
>>>>> IlmBase 1.0.3 2.2.0
>>>>> HDF5 1.8.9 - 1.8.12
>>>>> OpenEXR 1.7.1 2.2.0
>>>>> zlib (unspecified) (unspecified) 1.2.8
>>>>>
>>>>> HDF5 is entirely optional and can be installed to enable this container
>>>>> format for file storage. The branch now uses the Ogawa format by
>>>> default,
>>>>> which seems to have become the new standard backend (and does not need
>>>>> additional libraries). The default system version of HDF5 on ubuntu also
>>>>> seems to work fine ('libhdf5-7' package).
>>>>>
>>>>>
>>>>> Blender itself has 2 new build options:
>>>>> WITH_ALEMBIC : Build with Alembic caching support. Currently this is
>>>> needed
>>>>> for the branch to work, otherwise there is no available implementation
>>>> of
>>>>> the cache interface and a number of functions would probably crash
>>>> trying
>>>>> to access a NULL pointer.
>>>>> WITH_HDF5 : Optional linking with HDF5. This backend is not used atm, so
>>>>> the build option should not be needed.
>>>>>
>>>>> New cmake modules FindAlembic.cmake and FindHDF5.cmake have been added
>>>> to
>>>>> simplify setting up library and include paths for Blender builds.
>>>>>
>>>>>
>>>>> I would very much appreciate help in ironing out remaining issues and
>>>>> getting libraries for OSX and Windows set up.
>>>>> Thank you!
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Re: [Bf-committers] Proposal: Up blender requirements to OpenGL 2.1

2015-01-21 Thread Jeffrey
I want to give my opinion on this as well, since I also sometimes run 
absurdly old hardware.

I am sometimes stuck on an old laptop, a Panasonic Toughbook CF-50 from 
~2000.
Pentium M 1.7 GHz single-core processor,
upgraded to have 1 GB of ram,
ATI 9600 GPU with a whopping 64 MB of vram.

On that note, when I ran Windows, I had a terrible time running Blender 
for more than 10 minutes at a time and with any more than about 10k 
polys. It would eventually start blanking out regions of inactive UI 
until I manually reactivated and forced a redraw of the region, which 
would then get wiped out when I move to another region (ie 3d view from 
properties). I have a little more luck with Fedora 20 with XFCE, 
although it's still unusable for anything beyond simple modeling.

I think it's pretty safe to say that 14-year-old hardware simply cannot 
keep up with realistic needs of a 3D artist, whether for production or 
for just playing around. I would say it's safe to upgrade to OGL 2.1+ 
and simply ignore anything older. I would really like to make the devs' 
lives much easier by abandoning such archaic bricks as this.


On 01/21/2015 11:42 AM, Mike Erwin wrote:
> On Wed, Jan 21, 2015 at 8:23 AM, brita  wrote:
>
>> Upgrading the minimum to 2.1 does not mean that Blender does not use higher
>> OpenGL features.
>> It can always query for the ogl version and use the available features,
>> resulting, for example, in more performance.
>> There is no need of a separate build.
>>
> Should we strictly use extensions for anything newer? That would have
> almost the same effect as using a higher version while making it more clear
> what we support.
>
> The question is if versions older than 2.1 can be dropped in order for
>> developers not having to loose their time coding fallback methods for
>> (very!) older versions.
>>
> Yes yes yes! Or not forget/neglect to code a fallback for something I
> *assume* is available on a random user's system. Check for 2.1+ at startup
> and so many assumptions are verified. The much smaller number of useful GL
> extensions is easier to remember to check.
>
> Mike Erwin
> musician, naturalist, pixel pusher, hacker extraordinaire
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Re: [Bf-committers] MinGW buildbots

2015-01-16 Thread Jeffrey H
Sounds good to me! Good luck, Antony.

On Fri, Jan 16, 2015 at 3:01 AM, Sergey Sharybin 
wrote:

> Ok, so think the plan then would be:
>
> - Jeffrey's builder goes to a deserved retirement (so Jeffrey can wipe the
> bloody windoze from his machines ;)
> - Antony finishes his work on updating environment for gcc-4.9
> - Once it's ready (no pressure in here, that's hell of annoying work) we
> deploy it to the same machine as msvc builds, so nobody's laptop is
> stressed with the load
>
> Sounds like a plan to everyone?
>
> On Fri, Jan 16, 2015 at 2:52 PM, Jeffrey H 
> wrote:
>
> > Feel free to get rid of mine. My MinGW builder never successfully built.
> > JesterKing said he got his buildbot working locally, but I could never
> > recreate that. I could get my local builds working, but never buildbot's.
> >
> > I'm not running Windows these days because I discovered I could ditch it
> > entirely for my school work (and potentially for commercial work, too).
> > That being said, I still have a working partition of Windows 7 that I can
> > make into a builder again if I need to. Marijn's builders somewhat took
> > over and I was never needed once we switched over to MSVC2013 because
> > legacy 2008 was not supported by the project anymore.
> >
> > I am on winter break for another week and a half and won't have access to
> > my workstation till I get back, but if you have any requests, please let
> me
> > know.
> >
> > Also, thanks to the developers for the opportunity to build for you
> while I
> > could. It was certainly an experience and gave me a taste of your world
> > without actually learning a language.
> >
> > On Fri, Jan 16, 2015 at 12:21 AM, Sergey Sharybin 
> > wrote:
> >
> > > if it's matter of machine we can move buildbot to the same machine as
> > > official builder are. Which is quite simple for you :)
> > >
> > > But why do we have two mingw slaves? Can we leave only one?
> > >
> > > On Fri, Jan 16, 2015 at 4:05 AM, Antony Riakiotakis 
> > > wrote:
> > >
> > > > Probably one of the slaves was my laptop but it's not idle enough to
> > > > act as buildslave.
> > > >
> > > > Side note - I am preparing an upgrade to a MinGW-w64/gcc/4.9.2
> > > > seh-posix based build for our supported platform.
> > > >
> > > > On 16 January 2015 at 00:02, Sergey Sharybin 
> > > wrote:
> > > > > Hi,
> > > > >
> > > > > There are two mingw64 slaves which were online for quite some time
> > now
> > > > (at
> > > > > least few months).
> > > > >
> > > > > Are they gonna to be maintained or we can hide them and stop trying
> > to
> > > > > schedule builds on them?
> > > > >
> > > > > --
> > > > > With best regards, Sergey Sharybin
> > > > > ___
> > > > > Bf-committers mailing list
> > > > > Bf-committers@blender.org
> > > > > http://lists.blender.org/mailman/listinfo/bf-committers
> > > > ___
> > > > Bf-committers mailing list
> > > > Bf-committers@blender.org
> > > > http://lists.blender.org/mailman/listinfo/bf-committers
> > > >
> > >
> > >
> > >
> > > --
> > > With best regards, Sergey Sharybin
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>
>
>
> --
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Re: [Bf-committers] MinGW buildbots

2015-01-16 Thread Jeffrey H
Feel free to get rid of mine. My MinGW builder never successfully built.
JesterKing said he got his buildbot working locally, but I could never
recreate that. I could get my local builds working, but never buildbot's.

I'm not running Windows these days because I discovered I could ditch it
entirely for my school work (and potentially for commercial work, too).
That being said, I still have a working partition of Windows 7 that I can
make into a builder again if I need to. Marijn's builders somewhat took
over and I was never needed once we switched over to MSVC2013 because
legacy 2008 was not supported by the project anymore.

I am on winter break for another week and a half and won't have access to
my workstation till I get back, but if you have any requests, please let me
know.

Also, thanks to the developers for the opportunity to build for you while I
could. It was certainly an experience and gave me a taste of your world
without actually learning a language.

On Fri, Jan 16, 2015 at 12:21 AM, Sergey Sharybin 
wrote:

> if it's matter of machine we can move buildbot to the same machine as
> official builder are. Which is quite simple for you :)
>
> But why do we have two mingw slaves? Can we leave only one?
>
> On Fri, Jan 16, 2015 at 4:05 AM, Antony Riakiotakis 
> wrote:
>
> > Probably one of the slaves was my laptop but it's not idle enough to
> > act as buildslave.
> >
> > Side note - I am preparing an upgrade to a MinGW-w64/gcc/4.9.2
> > seh-posix based build for our supported platform.
> >
> > On 16 January 2015 at 00:02, Sergey Sharybin 
> wrote:
> > > Hi,
> > >
> > > There are two mingw64 slaves which were online for quite some time now
> > (at
> > > least few months).
> > >
> > > Are they gonna to be maintained or we can hide them and stop trying to
> > > schedule builds on them?
> > >
> > > --
> > > With best regards, Sergey Sharybin
> > > ___
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> > > Bf-committers@blender.org
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> >
>
>
>
> --
> With best regards, Sergey Sharybin
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Re: [Bf-committers] Proposal: 2D handler for Compositor

2014-07-25 Thread Jeffrey H
When I read the first mail, I interpreted it as a radial dial, much like
After Effects does its orientation controls (this one:
https://blogs.adobe.com/bobddv/files/bobddv/images/fractalnoise_2.jpg);
this would be easier to plug into other nodes for directional information
as it could be a node of its own and give visual feedback of what angle is
being output. I'd have to draw up my input for the manipulator handles when
I get home, though (I also need to try out the patch from Lukas to see
what's on the table).


On Fri, Jul 25, 2014 at 10:28 AM, Lukas Tönne 
wrote:

> Here's a bit of preliminary code for implementing "control handles" (more
> idiomatic naming welcome):
> http://www.pasteall.org/53070/diff
>
> It only shows a handle for the Sun Beams node so far, but can of course be
> implemented for any node. Only selection works so far, there is no
> transform operator implementation yet, which is of course the interesting
> part ...
>
> The most difficult question we have to answer is how to handle relative
> resolutions and unknown resolution/aspect ratios inside node groups.
>
>
> On Fri, Jul 25, 2014 at 7:12 PM, Sam Vila  wrote:
>
> > Hi,
> >
> > After seeing the new sunbeams node I just notice that it would be VERY
> > handy to have a node in the compositor to display a handler that you can
> > move around the screen and provide coordinates to be plugged into other
> > nodes. Right now the only alternative is click on the values and drag,
> drag
> > and drag until you reach the right values, as far as I know Blender is
> the
> > only compositor tool that doesn't have direct feedback on the effects by
> > not having handlers.
> > By having a handler node that you can plug with other nodes you could
> speed
> > up a lot the process of setting up other nodes, here's a list of nodes
> that
> > could benefit from this:
> >
> > - Sunbeam
> > - Scale
> > - Translate
> > - Rotate
> > - Crop
> > - Displace
> > - Transform
> > - Corner Pin
> > - Box Mask
> > - Ellipse Mask
> > - Directional Blur
> >
> > As you can see there's several nodes that could benefit of having this
> new
> > node, the usability of all these nodes and futures ones would be
> increased
> > very much.
> >
> > Another inconsistency I notice is the fact that after you enter in the
> > compositor editor you need to click on the checkbox: Use nodes to start
> > using the nodes, this is very silly design cause if you don't click that
> > option you cannot use any meny in that editor or do anything so basically
> > you're FORCED to check that box to start using the tool, it might be
> > something trivial but it doesn't have any sense to have that option and
> > click on it, it's 100% redundant and things like this makes more
> difficult
> > for new users to adapt into blender.
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
> ___
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Re: [Bf-committers] Running Blender from Command Line skips Auto Execution of Driver Scripts

2014-07-08 Thread Jeffrey H
The wiki states that blender interprets the CLI arguments in the order they
are given, so theoretically if you use "./blender -y -b" it SHOULD turn on
auto-execute first, then load the blend. You'd have to give it a try,
though. I have auto-execute turned on by default and I rarely run it from
the CLI because I never render anymore.


On Tue, Jul 8, 2014 at 9:06 PM, Chris Lee  wrote:

> I was advised I may be able to get a definitive answer here. I was trying
> to solve this issue on Monday and I think I did. I would like input about
> what I found and whether or not this is a bug in Blender or intended
> behaviour.
>
>
> ---
>
> Basically Blender normally allows you to have drivers that contain auto run
> scripts, such as what I have done.
>
> Recently it was pointed out as a security vulnerability, that opening an
> untrusted file from the web, could run a hidden python script on the user's
> machine without them knowing.
>
> http://blender.45788.x6.nabble.com/Please-turn-off-Auto-Run-Python-Scripts-by-default-td108971.html
>
> So by default it is now disabled, but there is an option in the user
> preferences to enable it by default.
> Here, under Auto Execution:
>
> https://www.dropbox.com/s/vtxkg5f48mmfy40/Screenshot%202014-07-09%2013.25.34.png
>
> It appears though that there is an oversight, and running a command line
> blender instance, will do so before the auto execute option is enabled.
> Which means the script my programmer wrote will open Blender and run
> through it's process, but the drivers will not work, that I had put in
> place to control an object related to another object, controlled by the
> script.
>
> So as mentioned here, you can force scripts to run using -y at the end of
> the command prompt:
>
> http://blender.stackexchange.com/questions/7673/auto-run-scripts-security-options
>
> I had also followed the link within Blender regarding Auto Execution.
> I followed the link to here:
>
> http://www.blender.org/documentation/blender_python_api_2_70_release/bpy.types.UserPreferencesSystem.html#bpy.types.UserPreferencesSystem.use_scripts_auto_execute
>
> So I don't know if this may help within a command line run blender python
> script if -y is not used:
> "use_scripts_auto_execute"
>
>
> ---
>
> On Monday absolutely nobody I talked to online could advise me (apart from
> the kind chap who suggested I check the mailing list, and that it had come
> up in another thread here). Partly because I am in Sydney Australia and all
> of Europe would have been asleep, so irc was quiet. I am hoping that
> somebody here actually knows how this works.
>
> Please get back to me with your thoughts.
>
> Kind Regards,
> Chris "*Chips*" Lee
> Mobile: 0410155111
>
> Infin8eye <http://infin8eye.carbonmade.com/>
> Knight of the DLF
> IGDA Sydney founding member
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Re: [Bf-committers] Support stop for Visual Studio 2008

2014-06-24 Thread Jeffrey H
Thank you, Thomas. I will make sure my buildbot is up-to-date in the coming
days.


On Tue, Jun 24, 2014 at 6:28 AM, Thomas Dinges  wrote:

> Hi,
> the switch to Visual Studio 2013 is complete. Buildbot uses the new
> compiler, and the Blender 2.71 release too.
>
> Blender code might still compile with VS2008 for a few weeks, but we do
> not support it anymore. That means:
> * DONT report compile errors with VS2008.
> * For developers: DONT add vc2008 special code anymore (ifdefs etc.)
>
> VS2008 libraries from SVN, as well as some special code we have in Blender
> for it, will be removed in a few weeks (end of July).
>
> Thanks,
> Thomas
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Re: [Bf-committers] Towards C++11

2014-06-06 Thread Jeffrey H
What about older hardware? I don't know much about C++11, but I would
imagine it takes advantage of newer processor instruction sets and I know
new compilers do the same. Would Blender still run on, say, an old Pentium
4? The reason I ask is simply because a large number of users use Blender
because it's able to run on the proverbial toaster, where Maya and other
programs cannot. Is this actually an issue or am I just making stuff up?


On Fri, Jun 6, 2014 at 11:39 AM, Ichthyostega  wrote:

> Am 06.06.2014 17:54, schrieb Sergey Sharybin:
> > Why it might be useful?
>
> > C++11 brings some neat syntax and STD library extensions.
>
> ..plus the benefit you can get from using functors / closures wisely.
>
>
>
> Downside is that we have to cut off some platforms / compilers.
>
> Basically we need GCC >= 4.7 and Clang >= 3.0
>
> And anything below that will not be supported anymore.
> Like RedHat Enterprise Linux. :-P
>
>
> Sounds like something for Blender 2.8.x
>
> --Ichthyo
>
>
>
>
>
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Re: [Bf-committers] Blender developers meeting, May 11, 2014

2014-05-11 Thread Jeffrey H
Rendered with motion blur, too.


On Sun, May 11, 2014 at 9:53 AM, Dalai Felinto  wrote:

> > Last minute suggestion: make a splash with cool game character + provide
> the blend to export it.
>
> And make all its shaders with Cycles, baked as Combined :)
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Re: [Bf-committers] Visual Studio 2013 or 2008?

2014-05-08 Thread Jeffrey H
We're in a transitional period at the moment. We will be switching over to
2013 for official builds while also keeping 2008 for the sake of legacy
support. You'll have to download the 2013 libs if you intend on using 2013
(check the repo with a repo browser to find the url). To build with CUDA,
you'll also need windows sdk 7.1 as described here:
http://wiki.blender.org/index.php/User:Juicyfruit/Cuda_windows


On Thu, May 8, 2014 at 10:31 AM, John Alway  wrote:

> Hello!
>
> I recently downloaded the Blender code base from SVN and compiled it.   I
> used VS 2008, because that what is recommended here:
>
> http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Windows
>
> But, I've noticed that VS 2013 is being used by some.   Is it recommended
> that 2013 be used?
>
>
> Thanks for any feedback!
> ...John
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Re: [Bf-committers] Bug: Rotating Object In Viewport causes a crash

2014-05-07 Thread Jeffrey H
Yeah, it's been doing that for a while. I have no idea how that started,
but it's at least fixable for the time being.


On Wed, May 7, 2014 at 3:35 PM, John Alway  wrote:

> Thanks, Jeffrey!
>
>   Funny, I just downloaded the Win 32 bit version, Blender 2.70, and I got
> an error when starting the application.The DLL libiconv-2.dll is
> missing.I noticed this has been an on going problem.
>
>   Regards,
>   ...John
>
>
> On Wed, May 7, 2014 at 4:35 PM, Jeffrey H  >wrote:
>
> > >From what I know, 2008 Express has problems with debug builds. Have you
> > found the same behavior in recent builds? Try downloading one from
> > buildbot<http://builder.blender.org/download/>and see if you can
> > recreate the error. If you download the win32 build,
> > you'll need to rename iconv.dll to libiconv-2.dll or blender will not
> > start.
> >
> >
> > On Wed, May 7, 2014 at 2:26 PM, John Alway  wrote:
> >
> > > Hello!
> > >
> > > I'm not sure if this is known, but I recently downloaded the Blender
> > > v2.69.2 from the svn and compiled the debug 32 bit version.
> > >
> > > Then, while working through the tutorial here
> > > http://cgcookie.com/blender/lessons/3-modeling/  I selected the
> cube
> > > in
> > > the drawing and tried to change it's rotation to zero by typing in
> zero.
> > > This is at just about 5'50" into the video.  (This is in the
> > properties
> > > viewport, the one toggled on/off with N)
> > >
> > > When I do this the application freezes.   I tried this a few more times
> > > with the same result.
> > >
> > > I wanted to report this.
> > >
> > > I'm working with Windows 7, 64 bit machine, 4 cores.  8 Gigs of Ram.
> > And,
> > > I'm using VC++ 2008 Express Edition.
> > >
> > > Regards,
> > > ...John Alway
> > > ___
> > > Bf-committers mailing list
> > > Bf-committers@blender.org
> > > http://lists.blender.org/mailman/listinfo/bf-committers
> > >
> >
> >
> >
> > --
> > Jeffrey "Italic_" Hoover
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
> ___
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Re: [Bf-committers] Bug: Rotating Object In Viewport causes a crash

2014-05-07 Thread Jeffrey H
>From what I know, 2008 Express has problems with debug builds. Have you
found the same behavior in recent builds? Try downloading one from
buildbot<http://builder.blender.org/download/>and see if you can
recreate the error. If you download the win32 build,
you'll need to rename iconv.dll to libiconv-2.dll or blender will not
start.


On Wed, May 7, 2014 at 2:26 PM, John Alway  wrote:

> Hello!
>
> I'm not sure if this is known, but I recently downloaded the Blender
> v2.69.2 from the svn and compiled the debug 32 bit version.
>
> Then, while working through the tutorial here
> http://cgcookie.com/blender/lessons/3-modeling/  I selected the cube
> in
> the drawing and tried to change it's rotation to zero by typing in zero.
> This is at just about 5'50" into the video.  (This is in the properties
> viewport, the one toggled on/off with N)
>
> When I do this the application freezes.   I tried this a few more times
> with the same result.
>
> I wanted to report this.
>
> I'm working with Windows 7, 64 bit machine, 4 cores.  8 Gigs of Ram.   And,
> I'm using VC++ 2008 Express Edition.
>
> Regards,
> ...John Alway
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Re: [Bf-committers] FBX import support

2014-04-25 Thread Jeffrey H
Unfortunately, FBX is currently the standard for the industry, which uses
pretty much everything except Blender. All Autodesk products and Cinema 4D,
Modo, etc. can use FBX, so that's what everybody's going to do. I believe
Collada is much older and Autodesk is neglecting their own support for the
format. Both are very inconsistent formats, but FBX seems to be more
prevalent today. I'd wish for an open format like Collada, but with current
standards that support most - if not all - of today's animation needs.


On Thu, Apr 24, 2014 at 11:47 PM,  wrote:

> This is why I’ve figured Collada may still be better to use -- at least it
> is open and ~specified.
>
>
> Does not seem like a good idea to build the future on something secret
> (and ugly?) in the long run.
>
>
> ~Toni
>
>
>
>
>
>
>
> From: Bastien Montagne
> Sent: ‎Friday‎, ‎April‎ ‎25‎, ‎2014 ‎9‎:‎45‎ ‎AM
> To: bf-blender developers
>
>
>
>
>
> Tom said the essential. :)
>
> We had to understand both the binary encoding[1] and format layout[2] of
> this ugly thing,
> and directly write from the py scripts… Highly frustrating and
> time-consuming tasks, esp.
> since FBX has some very odd inconsistencies and odd & picky expectations.
>
> Note that armature and animation support on import side are on my TODO,
> just have to find
> some time for this, bugs are another frustrating and time consuming task.
> :/
>
> Bastien
>
> [1]
>
> http://code.blender.org/index.php/2013/08/fbx-binary-file-format-specification/
> [2]
> http://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
> (still heavy WIP).
>
> On 25/04/2014 01:45, Tom M wrote:
> > The license for the FBX library is incompatible with the GPL, so not
> > it is not included.  The FBX importer and exporter are based on
> > reverse engineering the format.  The format is not documented.
> >
> > LetterRip
> >
> > On Thu, Apr 24, 2014 at 2:31 PM, Stefano Corazza 
> wrote:
> >> I hear there are improvements coming up... but many users are sending a
> >> lot of complaints about FBX import in Blender.
> >>
> >> A few questions:
> >>
> >> 1 - Did we include in Blender the FBX SDK or otherwise how are these FBX
> >> created?
> >>
> >> 2 - Right now there is no support for rigged/animated characters in the
> >> FBX importer. Is this something anyone is working on?
> >>
> >> FBX is a very complex format we have deeply studied in the past year, I
> >> just want to make sure we have a realistic vision of what is possible.
> >>
> >>
> >>
> >> Please please please comment on this post!!!  We want to know!!!
> >>
> >> Thanks
> >>
> >>
> >> Stefano
> >>
> >>
> >> ___
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> >> http://lists.blender.org/mailman/listinfo/bf-committers
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> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
>
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Re: [Bf-committers] Buildbot MSVC 2013

2014-04-16 Thread Jeffrey H
Take as long as you need. My semester is getting difficult to manage, so
we'll see when I can fiddle with it.


On Mon, Apr 14, 2014 at 1:16 AM, Martijn Berger wrote:

> Hi Jeffrey,
>
> In cuda 5.5 and 6.0 there is a regression with texture memory handling that
> costs us significant performance I think.
> Cuda 5.0 requires msvc 2008 or 2010 to run but since we only use nvcc to
> compile a kernel and do dynamic runtime loading of libucda you can just use
> the 2008 install you have to keep cuda 5.0 working.
>
> On my system I use the windows 7.0 sdk with updates and a few registry
> tweaks to convince the cuda installer I have msvc 2010 installed. This
> allows nvcc to use cl.exe from the sdk as a stage 1 compiler yielding a
> working toolchain. (
> http://wiki.blender.org/index.php/User:Juicyfruit/Cuda_windows)
>
> For Maxwell cards we will also need to use cuda 6.0 or higher so the total
> setup might be getting complicated moving forward and I think we should
> evaluate with brecht if / how we can move forward to newer cuda. As far as
> I know he is also in contact with nvidia about this problem.
>
> I have a very busy week ahead of me but during eastern I might get around
> to writing down + testing an exact set of steps to reproduce my
> environment.
>
> Martijn
>
>
>
>
> On Mon, Apr 14, 2014 at 9:04 AM, Jeffrey H  >wrote:
>
> > Martijn,
> >
> > That would be fantastic if you could document how you configured your
> > builders.
> >
> > Out of curiosity, what is the status of CUDA 5.5? I know we just updated
> to
> > 5.0 to support newer cards and kernels, but I haven't seen any discussion
> > on using 5.5 yet. I'm already using 5.0 as per Brecht's request.
> >
> >
> > On Sun, Apr 13, 2014 at 11:45 PM, Martijn Berger
> > wrote:
> >
> > > Hi,
> > >
> > > I agree that is would be very welcome to have you continue to do the
> > builds
> > > if you want to do them.
> > > I need to write up some of the things we / you need in order to get
> Cuda
> > > 5.0 working in an environment without msvc 2008.
> > > So feel free to poke me on that.
> > >
> > >
> > >
> > >
> > >
> > > On Mon, Apr 14, 2014 at 8:34 AM, Sergey Sharybin  > > >wrote:
> > >
> > > > Hi,
> > > >
> > > > Earlier we do this is better. Would give more time to find all
> possible
> > > > issues and so.
> > > >
> > > >
> > > > On Mon, Apr 14, 2014 at 1:35 AM, Jeffrey H <
> > italic.rendezv...@gmail.com
> > > > >wrote:
> > > >
> > > > > Hello, developers.
> > > > >
> > > > > Seeing as Ton has designated MSVC 2013 to be used for the official
> > 2.71
> > > > > builds, when should we make the switch on buildbot? If/when we do
> > > switch,
> > > > > will I continue to offer my computer with the updated builder or
> hand
> > > it
> > > > > off to someone else? I'm more than willing to continue, but if it's
> > > > easier
> > > > > and more reliable to leave it to someone else, that's fine with me.
> > > > >
> > > > > Also a heads-up for the near future. I will be moving back (again)
> > for
> > > > > summer, so my system will be down for a couple days starting
> > midnight,
> > > > May
> > > > > 17 UTC. I plan to be back online when I walk in the door. As
> always,
> > if
> > > > you
> > > > > have any questions or concerns, please email me; I am also in IRC
> > > > > (#blender, #blendercoders).
> > > > >
> > > > > --
> > > > > Jeffrey "Italic_" Hoover
> > > > > ___
> > > > > Bf-committers mailing list
> > > > > Bf-committers@blender.org
> > > > > http://lists.blender.org/mailman/listinfo/bf-committers
> > > > >
> > > >
> > > >
> > > >
> > > > --
> > > > With best regards, Sergey Sharybin
> > > > ___
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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
> > >
> >
> >
> >
> > --
> > Jeffrey "Italic_" Hoover
> > ___
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> >
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Re: [Bf-committers] Buildbot MSVC 2013

2014-04-14 Thread Jeffrey H
Martijn,

That would be fantastic if you could document how you configured your
builders.

Out of curiosity, what is the status of CUDA 5.5? I know we just updated to
5.0 to support newer cards and kernels, but I haven't seen any discussion
on using 5.5 yet. I'm already using 5.0 as per Brecht's request.


On Sun, Apr 13, 2014 at 11:45 PM, Martijn Berger
wrote:

> Hi,
>
> I agree that is would be very welcome to have you continue to do the builds
> if you want to do them.
> I need to write up some of the things we / you need in order to get Cuda
> 5.0 working in an environment without msvc 2008.
> So feel free to poke me on that.
>
>
>
>
>
> On Mon, Apr 14, 2014 at 8:34 AM, Sergey Sharybin  >wrote:
>
> > Hi,
> >
> > Earlier we do this is better. Would give more time to find all possible
> > issues and so.
> >
> >
> > On Mon, Apr 14, 2014 at 1:35 AM, Jeffrey H  > >wrote:
> >
> > > Hello, developers.
> > >
> > > Seeing as Ton has designated MSVC 2013 to be used for the official 2.71
> > > builds, when should we make the switch on buildbot? If/when we do
> switch,
> > > will I continue to offer my computer with the updated builder or hand
> it
> > > off to someone else? I'm more than willing to continue, but if it's
> > easier
> > > and more reliable to leave it to someone else, that's fine with me.
> > >
> > > Also a heads-up for the near future. I will be moving back (again) for
> > > summer, so my system will be down for a couple days starting midnight,
> > May
> > > 17 UTC. I plan to be back online when I walk in the door. As always, if
> > you
> > > have any questions or concerns, please email me; I am also in IRC
> > > (#blender, #blendercoders).
> > >
> > > --
> > > Jeffrey "Italic_" Hoover
> > > ___
> > > Bf-committers mailing list
> > > Bf-committers@blender.org
> > > http://lists.blender.org/mailman/listinfo/bf-committers
> > >
> >
> >
> >
> > --
> > With best regards, Sergey Sharybin
> > ___
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> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
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[Bf-committers] Buildbot MSVC 2013

2014-04-13 Thread Jeffrey H
Hello, developers.

Seeing as Ton has designated MSVC 2013 to be used for the official 2.71
builds, when should we make the switch on buildbot? If/when we do switch,
will I continue to offer my computer with the updated builder or hand it
off to someone else? I'm more than willing to continue, but if it's easier
and more reliable to leave it to someone else, that's fine with me.

Also a heads-up for the near future. I will be moving back (again) for
summer, so my system will be down for a couple days starting midnight, May
17 UTC. I plan to be back online when I walk in the door. As always, if you
have any questions or concerns, please email me; I am also in IRC
(#blender, #blendercoders).

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Re: [Bf-committers] Change in Compositor OpenCL

2014-04-05 Thread Jeffrey H
Hi there. I'm on Windows 7 x64 with an AMD processor and Nvidia GTX 560 Ti.
Bokey blur node and OpenCL uses my GPU up to about 63%.


On Sat, Apr 5, 2014 at 12:38 PM, Jeroen Bakker  wrote:

> Hi All,
>
> Since the last update of MacOS 10.9.2 blender compositor failed in doing
> OpenCL. We have investigated the problem and found a fix that seems to
> work. Unfortunately we couldn't test it on all other platforms (NVidia,
> normal AMD, Linux, Windows, etc)
>
> Are there volunteers that wants to check that OpenCL work on their
> platform(s).
> The best way to test is to "Enable OpenCL" and use the "Bokeh Blur Node"
> in the setup.
>
> Use revision recent trunk with revision
> 49d1c8d8c689c917fa3fd7d309861f419ddac373
>
>
> Regards,
> Jeroen & Monique
>   - At Mind -
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Re: [Bf-committers] GSoC 2014: Implementation of a Muscle System Proposal

2014-03-19 Thread Jeffrey H
A muscle system would be most welcome. +1 please!


On Wed, Mar 19, 2014 at 9:06 AM, Juan Pablo Bouza wrote:

> Cool! I hope you get accepted!
>
> > Date: Wed, 19 Mar 2014 17:01:28 +0100
> > From: alan.mark...@gmail.com
> > To: bf-committers@blender.org
> > Subject: Re: [Bf-committers] GSoC 2014: Implementation of a Muscle
> System Proposal
> >
> > Hi guys,
> >
> > First of all, Juan Pablo, your work is impresive, second I'd like to
> > explain a little  what i had in mind, the idea is to create a muscle
> > primitive that can work attached to bones in the armatures, as it is
> > suggested in the GSoC 2014 ideas page
> >
> > On Wednesday, March 19, 2014, Juan Pablo Bouza 
> wrote:
> >
> > > Hehe, as far as I know, currently the best way to do this is with
> > > shrinkwrap and smooth modifiers. Very hand crafted work.
> > >
> > > Here's a workin example I did some years ago, wow... blender 2.49...
> hehe,
> > > but well, I've successfully ported this kind of rig to 2.5+ too.
> > >
> > > Zepam on the run <https://www.youtube.com/watch?v=fPYwalEYkK8>
> > >
> > > I am about to put some of these thoughts in a Gooseberry wishlist...
> so if
> > > this gets accepted we'll surely be able to exchange some ideas!
> > >
> > >
> > >
> > > > Date: Wed, 19 Mar 2014 08:44:33 -0700
> > > > From: blueprintrand...@gmail.com 
> > > > To: bf-committers@blender.org 
> > > > Subject: Re: [Bf-committers] GSoC 2014: Implementation of a Muscle
> > > System Proposal
> > > >
> > > > +1
> > > >
> > > > I have done this before by setting up armatures, but it was clunky
> and
> > > not
> > > > easy to work with,
> > > > ___
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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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> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
>
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Re: [Bf-committers] Status of experimental BuildBot

2014-02-12 Thread Jeffrey H
Every time I try to get buildbot to build MinGW-w64, it fails on avi.o. I
remember Brecht tried to split the library into two or three parts, but ran
into another large file and put that job on hold. If we can split all the
large files into two or three parts, mingw should build again. We've had
trouble pinpointing why it would build in my personal builds, but not
buildbot.


On Wed, Feb 12, 2014 at 6:03 AM, Nathan Letwory <
nat...@letworyinteractive.com> wrote:

> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> On 12.2.2014 15:33, Antony Riakiotakis wrote:
> > As far as I remember Jesterking had the MinGW bots running. I could
> > take over if he is not available anymore since I am building often
> > for MinGW/MinGW64 here.
>
> I had a system breakdown, and had to rebuild from scratch. The slaves
> for our buildbot system haven't been on my list yet, so if Antony can
> take over I'd be happy to not prioritize :)
>
> /Nathan
>
> - --
> Nathan Letwory
> Letwory Interactive | Studio Lumikuu
> http://www.letworyinteractive.com | http://www.lumikuu.com
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.10 (MingW32)
> Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/
>
> iQEcBAEBAgAGBQJS+38jAAoJEKtfN7KsE0TtqiQH/iWQ+URzZXjfXxvqClVXek7f
> mENO8YiCEIz0c9yXDiPG3na0Y0r+qakrxjeIwHj1DLRG9S8qZ+eg8U/FXGMcZoyk
> R6OwW7kdfCSK0tu3UC+tpJ9WSQ6caYYeCWVzP5hbL3J3S2g31bdbp3iAX/3YJWq5
> 6SHV0isVTZOZ7BDuZKcxvwvS9yDmXEqHRX9X6zBFLbyZvToSg3fFry7AAPQYHQi+
> hUOBY3XgtRnP15aJgY9qWXvzScflDEtWv5H8EyBU3L1tgS2Jz/oTbHUeTWHIA90S
> coLnz8T3OwCCqlVY7jAywn/qulzosxdfAeYH3sOykCGx6LWTaZwhnInYVs3Excc=
> =fUCz
> -END PGP SIGNATURE-
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[Bf-committers] Windows Buildbot

2014-01-28 Thread Jeffrey H
Sergey and Brecht,

I am back online and am able to continue buildbot, but the builders have
been deleted. Are you transitioning to a new build system? If so, I am able
to upgrade (and I'd like to in order to avoid using a hack and to have
openMP). Let me know if I can continue to help.

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Re: [Bf-committers] Pthreads Redeclaration on cmake MinGW64 Error

2013-12-18 Thread Jeffrey H
Antony,

That would be fantastic. I'm under the impression there are a few extra
features and fixes that could be worth exploring, such as a fix for
MAX_PATH.

Jared,

I've found the latest version I can use is 4.7.3 (ex:
https://sourceforge.net/projects/mingwbuilds/files/host-windows/releases/4.7.3/64-bit/threads-win32/sjlj/x64-4.7.3-release-win32-sjlj-rev1.7z/download),
which I use for my own builds daily. Anything newer than 4.7.x will not
work and will likely end with linking errors on blender.exe or pthreads;
those are the usual errors I get with recent versions, anyway. If newer
versions work for you, that's wonderful, but only 4.7.1 is supported.


On Wed, Dec 18, 2013 at 6:44 AM, Antony Riakiotakis wrote:

> Hi, we do not support every build of MinGW64, in fact due to ABI
> incompatibilities for different gcc versions only a build using gcc 4.7
> will work.
>
> In our build instructions we explicitly state that only a specific build
> will work
>
> http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Windows/MinGW/CMake
>
> This one:
>
>
> http://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win64/Personal%20Builds/rubenvb/gcc-4.7-release/x86_64-w64-mingw32-gcc-4.7.1-release-win64_rubenvb.7z/download
>
> I have found that most gcc 4.7 builds work fine. Newer versions of
> mingw-w64  headers might conflict with our libraries and source. I would
> like to do a full update of libraries to support newer versions of MinGW64
> but that would be time consuming so I do not plan to do it very soon.
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[Bf-committers] Buildbot status and the future

2013-12-10 Thread Jeffrey H
Greetings, devs.

I want to bring to your attention that I will be on winter leave from
school, so Windows Buildbot will be down starting Wednesday, December 18th.
The next semester starts on January 27th, but I do not know when the exact
move-in date is. My apologies for such a long period, but it is too
expensive to ship my workstation back and forth for only a month.

I want to wish you all a fine holiday season before I lose time during
finals. I will be in IRC during break, just as I normally am. Happy
blending!

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Re: [Bf-committers] osl.h macro needed

2013-12-08 Thread Jeffrey H
You are not alone in getting an error with this file. MinGW-w64 on Win x64
is also getting it. This is the output from a single-threaded build:
http://www.pasteall.org/47902/text

MSVC2008 is failing elsewhere: http://www.pasteall.org/47903/text


On Sun, Dec 8, 2013 at 5:56 PM, Shane Neph  wrote:

> Hey Folks - new to blender, and this my first attempt at building it.
>  Where do I find current bug reports in the build process?  Seems like
> http://developer.blender.org/ may not be the appropriate place.
> Grabbed source from git.blender.org/blender.gitusing instructions at
> http://wiki.blender.org/index.php/Dev:Doc/Tools/Git and
> http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux/Ubuntu/CMake
> Ran into a simple problem with OSL turned off in
> blender/intern/cycles/render/osl.h  at line 146
>
>  OSL::ShadingAttribStateRef compile_type(Shader *shader, ShaderGraph
> *graph, ShaderType type);
> Had to slap:#ifdef WITH_OSL#endif
> around that, or else I'd receive a
>
> [ 82%] Building CXX object
> intern/cycles/blender/CMakeFiles/bf_intern_cycles.dir/blender_shader.cpp.o
>
>  In file included from
> blender/intern/cycles/blender/blender_shader.cpp:21:0:
>
>  blender/intern/cycles/render/osl.h:146:2: error: OSL does not name
> a type
> OSL::ShadingAttribStateRef compile_type(Shader
> *shader, ShaderGraph *graph, ShaderType type);
>
>  ^
>
>make[2]: ***
> [intern/cy
>  cles/blender/CMakeFiles/bf_intern_cycles.dir/blender_shader.cpp.o] Error
> 1
>make[1]: ***
> [intern/cycles/blender/CMakeFiles/bf_intern_cycles.dir/all] Error 2
>
>   make: *** [all] Error 2
> Hope that's useful and non-redundant.  Thanks for making such a great
> application.
> Shane
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Re: [Bf-committers] Hash of Splash screen

2013-11-27 Thread Jeffrey H
It's not showing hash on buildbot, despite having CLI. It does, however,
show in my personal builds.


On Wed, Nov 27, 2013 at 1:17 AM, Sergey Sharybin wrote:

> It was indeed changed to show short SHA of latest commit. For own builds
> you need git cli for this. Not sure what's going on with builds from
> buildbot -- can not access any *blender.org sites from here because of
> some
> weirdo issues.
>
>
> On Wed, Nov 27, 2013 at 9:18 AM, PerfectionCat <
> sindra1961reb...@yahoo.co.jp
> > wrote:
>
> > Hi, devs.
> >
> > A value of Hash was not displayed in Splash screen, but was a method of
> > the build changed?
> > It is not displayed in the daily build either.
> >
> > Windows XP/Sp3
> > SCONS+msvc9
> >
> > PerfectionCat
> > ___
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> >
>
>
>
> --
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Re: [Bf-committers] Windows: Switch to vc2012 status?

2013-11-24 Thread Jeffrey H
Thomas,

If we are to implement these new libs, buildbot will need to be rebuilt on
the slave machine. Would I be able to use the Express version (assuming
there is/will be one)? My primary concern is being able to build with
OpenMP and x64 architectures. As far as I know, 2010+ compiles x64 in
Express, but I'm having trouble finding definitive answers tonight. I
realize there are workarounds, like the one I'm using for 2008 Express, but
native capabilities are far easier to set up and maintain. Also, do we have
a planned date to make the full switch to 2012+? Perhaps 2.70?


On Sun, Nov 24, 2013 at 9:26 PM, Alexandr Kuznetsov wrote:

> Hi Thomas,
>
>
> On 11/24/2013 11:33 PM, Thomas Dinges wrote:
> > Libs are still in SVN and will stay there as well:
> > https://svn.blender.org/svnroot/bf-blender/trunk/lib/
> Thanks for info.
> > Will the builds still run on Windows XP then? I remember some problems
> > with the VS 2012 builds afaik?
> > Not that we should bother much, as even Microsoft itself drops support
> > for it in a few weeks, but still...
> Good question. I never tested it. It seems vc has a different toolset
> for it:
> http://msdn.microsoft.com/en-us/library/vstudio/jj851139.aspx
> We are only missing remote debugging and static analysis. So, not much.
> (But it is probably the last version with XP support)
>
> And I think we should support XP until April 8, 2014, when all xp
> computers will be destroyed by released vulnerabilities. ;)
>
> Best,
> Alex
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Re: [Bf-committers] Building error with mingw in Windows7 64bit

2013-09-05 Thread Jeffrey H
@Antony R. -- A good way to avoid having to uninstall and reinstall python
is to remove python from your PATH variable completely, then add it to the
beginning of your build script. For example, this is my script to build
with MinGW-w64: http://www.pasteall.org/45387/text

That will call the proper CUDA SDK and proper python installation for the
builder. You would adjust it for your other python and CUDA installs, of
course.

Regarding the build, I have not been able to reproduce the error on either
my MinGW-w64 or MSVC 2008 builds, whether clean or not. Buildbot is no
example to go by for MinGW-w64; there's an issue with command line length
somewhere.


On Thu, Sep 5, 2013 at 8:14 AM, Antony Riakiotakis  wrote:

> Last error in 64 bit version looks like is due to temporary trunk breakage.
> Perhaps an svn up may include the fix it later. I will test the 32bit
> version later to see how it does. It's a pain because I have to install and
> uninstall the 32/64 bit python each time to test.
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [59791] trunk/blender/source/blender/ editors/space_view3d/view3d_fly.c: tweaks to fly mode

2013-09-03 Thread Jeffrey H
 2.5f /* more is faster */
> >> +#define FLY_ROTATE_FAC 10.0f /* more is faster */
> >>  #define FLY_ZUP_CORRECT_FAC 0.1f /* amount to correct per step */
> >>  #define FLY_ZUP_CORRECT_ACCEL 0.05f /* increase upright momentum each
> >> step */
> >> +#define FLY_SMOOTH_FAC 20.0f  /* higher value less lag */
> >>
> >> /* fly mode - Shift+F
> >>  * a fly loop where the user can move move the view as if they
> are
> >> flying
> >> @@ -1052,7 +1070,7 @@
> >> }
> >>
> >> /* impose a directional lag */
> >> -   interp_v3_v3v3(dvec, dvec_tmp, fly->dvec_prev,
> >> (1.0f / (1.0f + (time_redraw * 5.0f;
> >> +   interp_v3_v3v3(dvec, dvec_tmp, fly->dvec_prev,
> >> (1.0f / (1.0f + (time_redraw * FLY_SMOOTH_FAC;
> >>
> >> if (rv3d->persp == RV3D_CAMOB) {
> >> Object *lock_ob = fly->root_parent ?
> >> fly->root_parent : fly->v3d->camera;
> >>
> >> ___
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> >> bf-blender-...@blender.org
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> >>
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>
>
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[Bf-committers] Buildbot is moving -- Update

2013-08-30 Thread Jeffrey H
Greetings, bf-committers. Buildbot is now back up and running! Thank you
for your patience; builds will continue normally.

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[Bf-committers] New Semester, Windows Buildbot is traveling

2013-08-26 Thread Jeffrey H
Greetings, committers. I have been running the Windows buildbot for the
last few months, and would like to update all of you on what's happening
later this week.

I am a student in San Francisco and will be moving back into my dorm.
Buildbot will be down from Wednesday night (the 28th) through Friday (the
30th), with Saturday being the latest I get back online.

If you have any questions, please feel free to email me or find me in
#blender and #blendercoders.

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Re: [Bf-committers] Steam-powered Blender

2013-08-14 Thread Jeffrey H
A suite would probably do better overall than individually maintained
tools. A suite allowing a two-way dev environment would provide the best
workflow and would likely gain and keep support from the community (as
opposed to creating a dozen different tools to fill holes left by others).
Having a team develop these tools as a whole (whether Valve, the community
or a third party) would keep them compatible with each other and
up-to-date. I think this would work out well while we're talking about
Source and its collection of command line tools, but what about other dev
kits? Do other workshop dev kits support the same source files (obj/tga)?

Regarding the tool suite: what would we need in this suite to allow two-way
data transfer between SDK and Blender?
-An importer/exporter for models and related data (mesh, skeleton,
animation). This would essentially be SMD/DMX tools with an importer.
-Importer/exporter for materials and textures
-Possibly an interchange with Hammer's plain-text format (vmf)?

This is essentially my thought process from this afternoon. Hope I'm not
dreaming to big here.


On Wed, Aug 14, 2013 at 12:14 PM, SheeEttin  wrote:

> Additionally, on the other end of the pipeline, I'd love some support
> for decompiling/importing existing compiled MDLs. Currently the only
> solution is to use third-party tools (MDLDecompiler, StudioCompiler)
> which aren't reliable. Making assets like hats for TF2 requires
> working on top of the existing model, and that's kinda hard to do
> without the model.
>
> I'm really excited for this whole thing, and I'm willing to help any way I
> can.
>
> On Wed, Aug 14, 2013 at 4:28 AM,   wrote:
> >  I have been a long time user of blender for source modding, and have
> > been through all the add-ons that have been released. The most recent
> > SMD/DMX tools by Varsity (of facepunch) are by far the best, and are
> > really easy to use. The part that most people have trouble with in
> > source is the compilation process, so you would want to have an
> > automatic system for generating a .qc through the blender addon (like
> > the one used by GUIstudiomdl, for instance) for new users. The
> > .smd/dmx files and the .qc could be uploaded together and compiled
> > remotely (and locally for testing). This would maximize useability for
> > new modelers I think.
> >
> >  Another major feature that would be very useful for modders is the
> > ability to create source materials for their models directly within
> > blender. At the moment there is no VTF support, so we use tga or png
> > and convert them externally. Blender already has a good material
> > system but being able to generate a .vmt from your material settings
> > would be great as well. At least the basics like phong/cubemap and
> > normals. These two features would immediately allow people who already
> > model with blender to make models straight away.
> >
> >  Hell I have a whole list of stuff but I digress.
> >
> >  I'd be up for providing training for modelers to use the tools, I
> > have already been making tutorial videos and such on youtube, but the
> > majority of my input has been streaming to online classrooms via
> > Livestream. I would love to help out in any way I can, be that testing
> > or providing some service to the community. My support is behind
> > providing Blender with the SMD/DMX tools already installed and
> > automatically maintained. Great that you guys are even considering
> > this!
> >
> >  - Abe (Black_Stormy)
> >
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Re: [Bf-committers] Steam-powered Blender

2013-08-13 Thread Jeffrey H
I was thinking about SMD/DMX when I first saw this email. I think it would
be more intuitive for new users to find the SMD/DMX and potentially other
Valve addons included with Blender rather than having to go hunt for them
to add to a vanilla build. I know when I was a new user the task of finding
and installing addons was quite daunting and kept me in the dark from a
number of great tools (but this was only my own experience; I know most
users are far more savvy than I was). Plus, if the addon(s) are bundled
with the download, Steam could keep them up to date with the current
release (if I'm understanding Steam's software distribution correctly; I've
only done brief testing of the software system).

I am also not representative of the BF, but I do like the sound of this,
especially as one who has used Blender to play around with Source in the
past.


On Tue, Aug 13, 2013 at 2:21 AM, Tom Edwards wrote:

> Hi John. I'm not part of the BF team but I do make the SMD/DMX addon
> that everyone uses for Source games
> (http://code.google.com/p/blender-smd/). I'd be very interested in
> integrating it with Steam!
>
> On 13/08/2013 9:25, Jan-Peter Ewert wrote:
> > Hi everyone,
> > I work for Valve (http://www.valvesoftware.com/company/). We would like
> to make our digital distribution platform Steam (www.steampowered.com<
> http://www.steampowered.com>) one of the places where you can download
> Blender. The long-term goal would be to make it easier for people to build
> their own mods for PC games with Blender and share these mods with other
> gamers.
> > So I was wondering if there are any Blender users on this list who are
> interested in PC games and could see themselves working on an integration
> between Blender and PC games that offer official modding support such as
> DOTA 2.
> >
> > Long story:
> > Valve is a company that is built on modding. The original Half-Life was
> built on a modified version of the Quake engine. All our major games since
> then started out as mods which we found cool, hired the people who built
> them and released them as major game titles. This is true for
> Counter-Strike, the original Team Fortress, Day of Defeat and DOTA 2
> (Portal was not technically a mod but a student project - but you see the
> pattern).
> > Similarly, one of the most successful features of our Steam platform is
> the Steam Workshop (http://steamcommunity.com/workshop/), which is an
> interface for users to share, discover and install mods for their games.
> Essentially, you can publish your mod there and other gamers can bring your
> mod into their games with a single mouse click.
> > This is something that we think would be a cool feature for Blender to
> tap into.  Like modeling a sword in Blender, pushing a button and having it
> available to all users of Skyrim. But we bet there are more creative ideas
> out there than this one.
> > What we are currently looking at is offering a completely vanilla
> version of Blender as a free download on Steam that is completely the same
> as that offered on other websites. We'd hope that this will get enough of
> our users exposed to and interested in Blender so they will be inclined to
> work on Blender plugins that would talk to Steam's backend services such as
> Workshop.
> > If you think you might be interested in being part of that, we'd be
> happy to hear from you!
> > Best,
> > Jan-Peter
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> >
>
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Re: [Bf-committers] MinGW Win64 Buildbot

2013-06-25 Thread Jeffrey H
I'm can start BB from cmd.exe and from task manager, and both result in the
same errors. I have not tried using MSYS yet, but I will give that a shot
tonight.


On Tue, Jun 25, 2013 at 3:22 AM, Jürgen Herrmann  wrote:

> 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 
> 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 :
> >>
> >>> 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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> > _______
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Re: [Bf-committers] MinGW Win64 Buildbot

2013-06-24 Thread Jeffrey H
I am also using 4.7.4 (as well as every other version of 4.7) and getting
useful results for my own purposes, but the buildbot configuration is
introducing some problems we have not figured out yet. I build normally
with my personal builds, but as soon as I use buildbot, it fails at
libbf_composite.a every time. I have also recently gotten errors with
collada in both personal and buildbot builds. What we need to do is figure
out why buildbot is introducing these errors that fail to appear in other
places.


This is the startup config I found that will manually reproduce the problem
on my system (after setting environment for 64-bit nvcc compilation):

cd B:\mingw64-scons\mingw_win64_scons\blender
C:\python27-64\python.exe build_files\buildbot\slave_compile.py
mingw_win64_scons BF_TOOLSET=mingw BF_CONFIG=user-config.py


This does not result in the same error. It compiles normally, again, after
setting environment:

cd B:\mingw64-scons\mingw_win64_scons\blender\
C:\python27-64\python.exe scons\scons.py BF_TOOLSET=mingw
BF_CONFIG=user-config.py

My only guess is that it's something buildbot's slave_compile is
introducing rather than scons.py. slave_compile.py supposedly calls
scons.py regardless and simply appends options found. I believe there is
some form of override happening that will also not take user-config.py into
account. I have user-config.py specifying NUMJOBS = 6, but it does not use
my whole system like my personal builds do. win32-scons and win64-scons
have this same behavior.

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  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] GSoC11 - Projects with a mathematical bent?

2011-03-24 Thread Mitchell Jeffrey
Thanks Campbell and Tom for your replies,

I guess I'm not necessarily after a math-heavy project, but without a
blender-specific background I felt that keeping close to what I already know
would be the best way to join the dev team.

Tom, I'd agree that a project with many small milestones would be the best
way to go.  I'll follow my nose with the UV tools/seam creation since that's
been the easiest concept to pick up thus far ("flattening" sections of 3D
surface).  Polishing the UV tools then makes sense as small-milestone
project, I'm guessing it'd be somewhat related to seam creation.  I'll
continue to do my own research, but if could throw me a few pointers that'd
be great.  Any possible mentors I should get in touch with?

Just checked out the source from SVN; I've got a feeling that upgrading to a
[linux] distro with newer libraries would save a lot of time and effort with
regard to dependency resolution.  I've been on IRC for a little bit (Mitch-J
for now), seems quite a busy channel.  Wouldn't want to hog the airtime!

Cheers

On Thu, Mar 24, 2011 at 3:16 AM, Tom M  wrote:

> Hi Mitchell,
>
> Many of our devs come from a physics background - math/physics double
> majors and math/comp sci. double majors.
>
> The camera tracking work requires heavy interface knowledge on the
> Blender side, so unless you already have significant blender
> experience it will be a poor fit.
>
> There is a possibility of two devs for the camera tracking work (one
> to work purely on the libmv side) which would be heavy math/physics
> based but it is unclear what the feasibility of that is currently.
>
> Automatic seam creation is certainly a possibility.
>
> Nodification of game logic - you'll need to talk to Benoit regarding
> that (hopefully he will reply).  I'll add his proposal for it to the
> wiki
>
> http://wiki.blender.org/index.php/Dev:Source/GameEngine/NodalLogic
>
> Personally I'd recommend all individuals new to the code base to pick
> a task with lots of small successes instead of a large project with a
> single success at the end.
>
> You might want to look at the retopology tool polishing; uv tool
> polishing; and skinning wieghting polishing -  those are much more
> likely to end up with a 'success' for a new developer.  80% success on
> projects with lots of small milestones is easier to call a success
> than 80% success on a big project with a single milestone.
>
> Also you might try and do one of the items from the polishing lists
> and submit a patch just to see if you can successfully hack the code
> base and prove to us that you can.
>
> Tom M.
> LetterRip
>
>
>
> On Wed, Mar 23, 2011 at 5:09 AM, Mitchell Jeffrey 
> wrote:
> > Hi all,
> >
> > I've just been having a look at some of the project ideas on the Summer
> of
> > Code wiki page.  Automatic seam creation for UV unwrapping, camera
> > tracking/motion capture and nodification of game logic have all caught my
> > attention.
> >
> > While I have little experience in any 3D modelling or animation, I've
> > recently become interested in the software development aspect of packages
> > such as Blender.  I'm a 3rd year maths/physics major with a range of
> > languages/CS courses/software experience under my belt.  I'd imagine at
> > least the differential geometry course I took last semester would come in
> > handy.  While I'm all for picking up the necessary skills and
> competencies
> > along the way, I was hoping to discuss with possible mentors whether my
> > background is appropriate for contributing to Blender - perhaps related
> to
> > the aforementioned ideas - this (Northern) summer.
> >
> > Cheers,
> > Mitchell
> > ---
> > Melbourne, Australia
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[Bf-committers] GSoC11 - Projects with a mathematical bent?

2011-03-23 Thread Mitchell Jeffrey
Hi all,

I've just been having a look at some of the project ideas on the Summer of
Code wiki page.  Automatic seam creation for UV unwrapping, camera
tracking/motion capture and nodification of game logic have all caught my
attention.

While I have little experience in any 3D modelling or animation, I've
recently become interested in the software development aspect of packages
such as Blender.  I'm a 3rd year maths/physics major with a range of
languages/CS courses/software experience under my belt.  I'd imagine at
least the differential geometry course I took last semester would come in
handy.  While I'm all for picking up the necessary skills and competencies
along the way, I was hoping to discuss with possible mentors whether my
background is appropriate for contributing to Blender - perhaps related to
the aforementioned ideas - this (Northern) summer.

Cheers,
Mitchell
---
Melbourne, Australia
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