Re: [Bf-committers] REF: GSoC Import/Export Support
Benson, It looks like that part of the ideas page was copied from the previous year when blendergltf was still pretty new. Export is fairly well solved by blendergltf now, but there has been no work (that I know of) on import. Perhaps Mike or Bastien can comment on if this is still a good GSoC project. On Wed, Mar 29, 2017 at 9:33 AM, Benson Chepkwony <bchepk...@att.net> wrote: > Hi Daniel, > According to Mitchell Stokes; > > "As Mike mentioned, blendergltf (https://github.com/Kupoman/blendergltf), > handles glTF export from Blender, and it already exports everything in the > glTF 1.0 spec. There is certainly more work to do on glTF export (e.g., > support more extensions, fix bugs, implement the glTF 2.0 draft spec, etc). > However, blendergltf is not currently under the Blender Foundation (nor any > org involved in GSoC), which makes glTF export a poor GSoC candidate. > > This leaves glTF import. I am not sure if there is enough work on import to > support a GSoC project, but I will try to answer your questions." > > It seems gITF Import has not been completed and there are still > work to be done on it. However, I am not sure what parts of the gITF import > are missing or needs to be completed?? > > The "Import/Export Support for gITF File Format" is among the 2017 List of > Ideas. Does this imply to the Import "File Format" only as describe on the > Ideas page? > > Thanks. > > From, > Benson Chepkwony > > > On 3/29/2017 11:11 AM, Mitchell Stokes wrote: > > Hello Benson, > > > > As Mike mentioned, blendergltf (https://github.com/Kupoman/blendergltf), > > handles glTF export from Blender, and it already exports everything in > the > > glTF 1.0 spec. There is certainly more work to do on glTF export (e.g., > > support more extensions, fix bugs, implement the glTF 2.0 draft spec, > etc). > > However, blendergltf is not currently under the Blender Foundation (nor > any > > org involved in GSoC), which makes glTF export a poor GSoC candidate. > > > > This leaves glTF import. I am not sure if there is enough work on import > to > > support a GSoC project, but I will try to answer your questions. > > > > 1. You would start with easy things (meshes, nodes, cameras, materials, > > etc.) and eventually move on to skeletal meshes and animations. > > > > 2. A new addon would be created to handle glTF import. I cannot think of > > any existing Blender files that would need to be modified for a glTF > > importer. > > > > 3. Between the Python standard library and Blender's Python API, you > should > > have most, if not all, of the utility classes necessary for glTF import. > > > > 4. An importer should be able to import everything defined in the glTF > > spec. It will likely also need to support some glTF extensions such as > > KHR_materials_common ( > > https://github.com/KhronosGroup/glTF/tree/master/extensions/Khronos/KHR_ > materials_common) > > and KHR_binary_glTF ( > > https://github.com/KhronosGroup/glTF/tree/master/ > extensions/Khronos/KHR_binary_glTF > > ). > > > > > > --Mitchell Stokes > > > > On Wed, Mar 29, 2017 at 6:57 AM, Benson Chepkwony <bchepk...@att.net> > wrote: > > > >> Hi, > >> Thanks for the respond about the Import/Export Util and for the links. > >> And in relation, I have this questions. > >> 1. Is the Import/Export only going to involve Skinned Meshes? or does > >> this includes Export of surface properties and shapes such as Texture, > >> Materials, Light, Cameras, Transforms, Animations etc? > >> > >> 2. What part of Blender files needs to written since there is already an > >> existing exporter code? > >> > >> 4. Are all gITF utility classes such as Files IOs, Bufferedreader, > >> Inputstream etc. Have been written already? > >> > >> 5. What functionality should the Importer/Export have? Like load file, > >> write file to output, read in input file? > >> > >> Thanks. > >> > >> From, > >> Benson Chepkwony > >> > >> > >> On 3/28/2017 12:42 PM, Mike Erwin wrote: > >>> Hi Benson, I can answer some of these questions. > >>> > >>> The latest Blender glTF exporter can be found at > >>> https://github.com/Kupoman/blendergltf. It's implemented in Python > >> (same as > >>> nearly all import/export code). > >>> > >>> Right now glTF is mostly used for WebGL engines, but it should not be > >>> limited to that. LibreOffice and
Re: [Bf-committers] REF: GSoC Import/Export Support
Hello Benson, As Mike mentioned, blendergltf (https://github.com/Kupoman/blendergltf), handles glTF export from Blender, and it already exports everything in the glTF 1.0 spec. There is certainly more work to do on glTF export (e.g., support more extensions, fix bugs, implement the glTF 2.0 draft spec, etc). However, blendergltf is not currently under the Blender Foundation (nor any org involved in GSoC), which makes glTF export a poor GSoC candidate. This leaves glTF import. I am not sure if there is enough work on import to support a GSoC project, but I will try to answer your questions. 1. You would start with easy things (meshes, nodes, cameras, materials, etc.) and eventually move on to skeletal meshes and animations. 2. A new addon would be created to handle glTF import. I cannot think of any existing Blender files that would need to be modified for a glTF importer. 3. Between the Python standard library and Blender's Python API, you should have most, if not all, of the utility classes necessary for glTF import. 4. An importer should be able to import everything defined in the glTF spec. It will likely also need to support some glTF extensions such as KHR_materials_common ( https://github.com/KhronosGroup/glTF/tree/master/extensions/Khronos/KHR_materials_common) and KHR_binary_glTF ( https://github.com/KhronosGroup/glTF/tree/master/extensions/Khronos/KHR_binary_glTF ). --Mitchell Stokes On Wed, Mar 29, 2017 at 6:57 AM, Benson Chepkwony <bchepk...@att.net> wrote: > Hi, > Thanks for the respond about the Import/Export Util and for the links. > And in relation, I have this questions. > 1. Is the Import/Export only going to involve Skinned Meshes? or does > this includes Export of surface properties and shapes such as Texture, > Materials, Light, Cameras, Transforms, Animations etc? > > 2. What part of Blender files needs to written since there is already an > existing exporter code? > > 4. Are all gITF utility classes such as Files IOs, Bufferedreader, > Inputstream etc. Have been written already? > > 5. What functionality should the Importer/Export have? Like load file, > write file to output, read in input file? > > Thanks. > > From, > Benson Chepkwony > > > On 3/28/2017 12:42 PM, Mike Erwin wrote: > > Hi Benson, I can answer some of these questions. > > > > The latest Blender glTF exporter can be found at > > https://github.com/Kupoman/blendergltf. It's implemented in Python > (same as > > nearly all import/export code). > > > > Right now glTF is mostly used for WebGL engines, but it should not be > > limited to that. LibreOffice and a future version of MS Office can import > > glTF assets. I expect other game engines & applications to add glTF once > it > > becomes more mainstream. > > > > Read more about the glTF format at https://github.com/KhronosGroup/glTF. > > It's JSON (not XML) with lots of binary data. The spec describes the > object > > model. Current spec is 1.0; 2.0 is nearly finished. > > > > Import/export plugin will probably be invoked from the user interface. > Just > > a simple menu item. > > > > Hope this helps! > > > > Mike Erwin > > musician, naturalist, pixel pusher, hacker extraordinaire > > > > On Tue, Mar 28, 2017 at 11:30 AM, Benson Chepkwony <bchepk...@att.net> > > wrote: > > > >> Hi, > >> Hay, I would like to ask a few regarding the Import/Export support for > >> gITF file format project. > >> 1. How is the current Import/Export implemented? > >> 2. Does the Import/Export targets web applications only or non-web > >> applications too? > >> 3. What is the Import/Export pipeline made of? > >> 4. Where is the best place to start on this project? > >> 5. Is the gITF scene encoded with XML or DOM? > >> 6. Is Import/Export process to be invoked from User Interface, Import > >> Wizard or from a command line? > >> 7. Is there any criteria that the Import/Export loader should be > >> implemented? > >> > >> Thank you. > >> > >> Sincerely, > >> Benson Chepkwony > >> > >> ___ > >> Bf-committers mailing list > >> Bf-committers@blender.org > >> https://lists.blender.org/mailman/listinfo/bf-committers > >> > > ___ > > Bf-committers mailing list > > Bf-committers@blender.org > > https://lists.blender.org/mailman/listinfo/bf-committers > > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Engine API
Hello, I would like to point out that this new/updated API has a lot of overlap with a project I have been working on to bridge Blender with external realtime/game engines: BlenderRealtimeEngine (brte) addon[1]. I would love to see more of this project (or some of its ideas) get integrated into Blender and the stand-alone project made obsolete, and this proposal is a good step in this direction. I am fairly confident all of the OpenGL code in brte's view_draw could be replaced by the new API. Some problem areas we ran into with brte that should be taken into account for this project: * Sending updates to an external engine can be a bit of a pain * The current tagging system is fairly fragile and prone to miss updates (e.g., I think removing an object from a scene does not tag the scene) * brte currently tries to build deltas to pass to external engines * This may not be as much of an issue for internal engines, but we'll need to make sure we don't miss things like material updates that trigger shader changes * Realtime engines like to get ticked/updated at a constant rate * Blender only updates the viewport if Blender data has changed (sometimes engines need to re-draw even if Blender is not aware of a change) * brte runs an update loop in a separate thread to feed the external engine with updates and issue a tag_redraw * An option on the RenderEngine to constantly call the new view_realtime could help eliminate some of these issues * brte has to play games with preserving global OpenGL state in order to safely draw into Blender's viewport * What are we doing to make sure engines issuing their own OpenGL calls are not messing up Blender? * Will we put code around the view_realtime call to protect state (could be slow)? * Will we document steps a well-behaving Render Engine has to follow to not break Blender (could be fragile)? * We can make use of OpenGL 3.3 features to minimize the amount of global state, but I don't think we can eliminate it. I would also like to see us explore combining view_realtime and view_draw. These seem very similar to me, and I am not sure why an engine would need to implement both. As the proposal expands, we will want to see if view_realtime is actually different enough to require its own callback. If not, I say we remove it and just stick to view_draw. Thanks, Mitchell [1] https://github.com/Kupoman/BlenderRealtimeEngineAddon On Thu, Dec 22, 2016 at 1:44 PM, Clément FOUCAULTwrote: > Hi everyone, (cross post from bf-viewport) > > I (Clément) and Dalai have laid-out the Proposal of the Render Engine API > that will be used to create new viewport "Engines". Things might change but > this is the general idea. > https://wiki.blender.org/index.php/Dev:2.8/Source/Viewport/EngineAPI > > We have also introduced a number of PyNodes changes that are required to > support custom GLSL for realtime engines. Thanks Brecht for his insights. > https://wiki.blender.org/index.php/Dev:2.8/Source/Viewport/PyNodeGLSL > > Insights from others realtime engine developpers are more than welcome :) ! > > The development of this will start as soon as possible in the 2.8 branch. > > Thanks, > > Clément > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 2.76a bugfix list
As a follow up to what we discussed on IRC: This commit is safe to stay in the Accept list: 75e4e4b: (Porteries Tristan) BGE: Fix animations update when scene is suspended. I believe this one can be safely moved from the Leave out list to Accept: 728d1ec: (Porteries Tristan) BGE: Fix T46381 : last action frame not updated. 728d1ec fixes some threading issues around animations. It solved one bug in the tracker, but I don't know how many more subtle bugs were caused by the issue. On Tue, Oct 27, 2015 at 4:29 AM, Campbell Bartonwrote: > We've been collecting revisions to include in 2.76a. > Heres the initial list: > > > http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.76/Bug_Fixes/2.76a_revisions > > Could active developers check over this list and let us know if any of > your commits should be included/removed? > > With the game-engine there have been a lot of general improvements, > its not clear which ones should be back-ported. > For now I've only included 2 crash-fixes, so let us know if other > changes should be included too. > > -- > - Campbell > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 2.76 release, commits to include (since RC3)
077b4ab is fine. I would recommend against including 0d36233. On Thu, Oct 8, 2015 at 6:51 AM, Campbell Barton <ideasma...@gmail.com> wrote: > Hi, we're looking to do have the 2.76 release ready tomorrow. > > Bastien, Sergey and me just finished going over commits since RC3 and > have a list of revisions to include: > > > > range: > fabde2ab43e105f88b552561b077ea06672e6245..fb5328d59f465320b6b57876b1d75a1a09c144ab > > 22ec991: (Bastien Montagne): Fix T46331: File open does not show > thumbnails, when a filter_glob is provided by python scripts. > 83a94cb: (Joshua Leung): Fix T46321: 3D view not refreshed > immediatelly after pasting keyframe in dope sheet (for a single > channel) > 0f43fbc: (Bastien Montagne): Fix T46339: Edge sliding when there is > only one vertex in the mesh crashes blender. > 29c2a64: (Porteries Tristan): BGE: Fix T46302: abort call for > unnormalized quaterions. > 9ad829d: (Sergey Sharybin): Cycles: Correction to point density with > particle source and world mapping > 550527b: (Lukas Tönne): Fix memory leak in compositor code with RGB curve > nodes. > 5443d41: (Bastien Montagne): InstallDeps: Fix broken OSL (would not > generate valid default names for its .oso pre-compiled files). > c919ce3: (Bastien Montagne): Fix (unreported) broken export of > timecodes in SubRip VSE exporter. > f2499b6: (Bastien Montagne): Fix T46368: Subtitle Export: Subtitles > are not sorted by time. > fccb14b: (Brecht Van Lommel): CMake: detect OS X 10.11 / Xcode 7. > 8e08c50: (Brecht Van Lommel): Fix T46305: normal map display issues in > viewport when using VBOs. > 1a65289: (Sergey Sharybin): Fix T46358: Cycles point density uses > repeat extension type > d784568: (Sergey Sharybin): Cycles: Fix missing z-coordinate check in > volume sampling > 2a2e127: (Sergey Sharybin): Cycles: Remove redundant coordinate > clipping in voxel SVM node > 91f1886: (Sergey Sharybin): Fix T46352: Cycles fails to render when > material contains UV mapped texture as volume input > 5740817: (Sergey Sharybin): SCons: Support compilation with 10.11 SK on OS > X > 413036b: (Sergey Sharybin): Fix T46377: No python executable in 2.76 > rc3 distribution for OSX > 776a98f: (Sergey Sharybin): Fix T46354: Curve Modifier does not update > (new Dependency graph) > 93fa359: (Campbell Barton): Fix T46375: Inverted scroll in node template > menus > a451c48: (Campbell Barton): Cleanup: warning > 90b925f: (Campbell Barton): Fix T46333: Particle Info Node broken w/ BI > 65bd2a6: (Campbell Barton): Fix T46389: Shrinkwrap fails in editmode > dded01a: (Bastien Montagne): Fix T46392: Navmesh generator error. > 64aaf0c: (Sergey Sharybin): Fix T46390: Sound sequencer API doesnt' > work when built with SCons > f834cb0: (Bastien Montagne): Fix FileBrowser: do not show 'advanced > filter' panel outside of lib browsing context, it’s only used there so > far. > f456c8d: (Campbell Barton): Fix game-property use-after-free error > 68797ed: (Campbell Barton): Fix mesh validate: 'r_changed' ignored loop > edits > 077b4ab: (Mitchell Stokes): Fix T45886: > cont.deactivate(ActionActuatorInPropertyMode) does not work > e4e8e35: (Campbell Barton): BMesh: maintain select-history when sorting > 0e290d7: (Campbell Barton): Fix T46401: bad step size w/ radians > 0a3c342: (Campbell Barton): Fix T46410: VSE Mask ignores animated > properties > ac09800: (Sergey Sharybin): Cycles: Fix for point density always using > render settings for modifiers > 8d108db: (Sergey Sharybin): Fix T46405: Cycles point density missing > update when modifying source object > 9fdc3ab: (Bastien Montagne): Fix bplayer (c) > fca1d14: (Sergey Sharybin): Cycles: Fix wrong float3->float3 conversion > node > 1730c36: (Sergey Sharybin): Fix T46406: Cycles ignores default socket > value associated with group socket > > > > There are some commits we're not sure of from Mitchell and Joshua, > > 0d36233: (Mitchell Stokes): Fix for T41536: 2.71 getActionFrame no > longer returns frames accurately > afeca63: (Joshua Leung): Fix: "Tweak user" red-alert flag was not > getting set on strips on active track > bf969e9: (Joshua Leung): Fix T46391: Sync Length in NLA is not working > on all instances of clip > 0a7aaa9: (Joshua Leung): Fix T46236: NLA transition strips do not get > resized when neighbouring strips change > fb5328d: (Joshua Leung): Fix: Do not show "Paste Flipped" in the Dope > Sheet's Grease Pencil mode > > Could you let us know if these are safe to be included in the release? > > -- > - Campbell > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Game logic UI Proposal Part 1 Color Groups
Hello Jacob, It would have been better to combine your two UI proposals into one email. Also, UI mock-ups are very useful for UI proposals. In general, I wonder how much merit there is in improving the existing logic bricks. Maybe instead we should be focusing on porting logic bricks over to the node system (nothing fancy, just keep the SCA thing). This would allow us to share more code with Blender, and if we make UI/workflow improvements, it would benefit more users. Cheers, Mitchell Stokes On Wed, Jul 22, 2015 at 7:13 AM, Adrians Netlis adris3d...@gmail.com wrote: Glad to hear that, BluePrintRandom!:) 2015-07-22 14:51 GMT+03:00 Jacob Merrill blueprintrand...@gmail.com: actually, I was coding this one. On Jul 22, 2015 4:49 AM, Ton Roosendaal t...@blender.org wrote: Hi, Please let's wait wit feature requests and suggestions until there's a clear big picture and a group of people who have our confidence to handle it. -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands On 22 Jul, 2015, at 11:52, Jacob Merrill wrote: Proposal - Add a border around logic bricks that can be color coded by users at runtime Purpose = to allow for users to group logic visually and break up the mess that forms with complication Proposal part 2 = hide all by color Remove color groups from view, and return to view example = All actuator sensors are colored orange by user, later he hides orange to better see what he is working on. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] RFC: Continuous integration branch?
I think the term you might be looking for is staging branch. I've considered making one for BGE patches. So, +1 from me for making such a branch. On Thu, Mar 5, 2015 at 2:42 PM, Sergey Sharybin sergey@gmail.com wrote: Hey guys, I know it's really a double-edged sword, but still. What about having branch which: - Called somewhat clear what it is: like continous_integration (not the best name in the world perhaps) - It allows developers to commit stuff, regardless of the BCon level - Mainly used dugin bcon3 and bcon4 for the work which can't go to master just because because of bcon. - All the commits to this branch are considered master-ready, no WIP/experimental work in there is allowed - Get;s merged into master after git is open - No commits happening t bcon1,2 - Naming could be improved Mainly motivation is coming from: - We're now trying to spend more time on patch reviews, and there are some good patches which are ready for commit but can't go in because of BCon level - Leaving those patches open might lead to situation when we'll loose it from the field of view and wouldn't commit during bcon1,2 - There're some ongoing improvements from all the guys around, not just core developers and would be nice if those patches are not getting rottened or so - All the devs are still free to work on the fun projects, and could have some stuff cooked during bcon3,4 While it sounds like a good idea, i'm actually a bit skeptical about it. Mainly because i would actually prefer everyone to concentrate on making blender stable at bcon3,4. But on the other hand, we can't force all the volunteers to wait, plus we can do some improvements at a spare time. So it might actually work. This is actually a question to all the core developers: do you guys think it might work (maybe with some tweaks to the workflow) and we should try or it's somewhat just crazy? There might also be some other approaches to a problem i'm trying to solve, those are also welcome! -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Revisions for 2.73a
My list (not sure if these are in yet): 4fac29ca0e8cc09a3f7bce27f549cc75ffdbb1d4 (Reverting a fix that was causing regressions) 8ebb552a9551abcb3d013b192a0dc9c2ea6f2bcc (Simpler fix for same problem) On Mon, Jan 19, 2015 at 5:45 PM, Campbell Barton ideasma...@gmail.com wrote: Went over commits in range: e961c06a6ea9fbe48a375eaf78fd2ca536bd430e..18ae259cc4b60a670f4bf5cbd621bbe420c0c24b re: 73955e256678c5873ee83d32f861d7f35b917d57 (fix for linking gtest, may as well include) In addition to the commits of mine already listed: 37d748cd17590273b77a2850cc4ffd8d33051a6c 72ca9526411797220ea3b14d63d49c72a15ea2c1 301433fe9d3864a454f0d27b9e3809e8e2c76da6 dcd662c6951c33cb1d72ed693348595227efc9ae 704494e8cd970832482d550abdbdd6fb5079bb46 On Tue, Jan 20, 2015 at 1:29 AM, Sergey Sharybin sergey@gmail.com wrote: Ok, updated list so far: ae18fd5937753d1fc420dc8aef78efacabb9750c def2ef88b089b69b2f4e1884a916232101edc8ae e02af840e1fbafd068d527ade70146141ab16946 + 73955e256678c5873ee83d32f861d7f35b917d57 ? ca9bdf3f286a4c01eb2da1a5689b71737636f659 dec523da877facb0573dccce6d95e5b0d2734707 599c8a2c8e4cf1f904c5422916ebfd8d12eebe69 1864253db06957ec344e6504b1c33e7f83cdaa99 9d02e2626bdec0b230cb71103822c773979c516e b77dd130044c43fd12a3ce4adf645ef88d871a50 3f0113be4ddb75e1e4dd159e58112e8c45ebdb12 653c6f2edd82bdb9b9c4f8357be1ae0ed528b824 1994e843d6bb144054356fc54e49f730e843e969 6e97db7b3000769c54b0cd7df6a7c93cf62fd9da 32ffc63d20908c6433e0e92488be3b5568f81f69 b99687169debea80d0777ba83ac185f1f2e04b83 45dfb3b74231dcaffcc8677435488b6eb18132de 7fd4c440ec2207eb80be13bf14eefa940e39d43e Still not sure if all Cambo's revisions are to be in. Will ask him tomorrow. On Mon, Jan 19, 2015 at 5:31 PM, Antony Riakiotakis kal...@gmail.com wrote: Sergey, please add b99687169debea80d0777ba83ac185f1f2e04b83 as well, thanks! On 19 January 2015 at 13:52, Joshua Leung aligor...@gmail.com wrote: This one would be good to include as well (though a bit more testing from artists first is welcome): 32ffc63d20908c6433e0e92488be3b5568f81f69 It fixes a crash when reusing the same Grease Pencil datablock in different editor types at the same time, and also makes sure that editing won't modify data users can't see in such circumstances. On Mon, Jan 19, 2015 at 11:32 PM, Sergey Sharybin sergey@gmail.com wrote: Hi, There's list of revisions which are either marked by authors as candidates for 2.73a or which solves some bad issues and are safe one-liners: ae18fd5937753d1fc420dc8aef78efacabb9750c def2ef88b089b69b2f4e1884a916232101edc8ae e02af840e1fbafd068d527ade70146141ab16946 + 73955e256678c5873ee83d32f861d7f35b917d57 ? ca9bdf3f286a4c01eb2da1a5689b71737636f659 dec523da877facb0573dccce6d95e5b0d2734707 599c8a2c8e4cf1f904c5422916ebfd8d12eebe69 1864253db06957ec344e6504b1c33e7f83cdaa99 9d02e2626bdec0b230cb71103822c773979c516e b77dd130044c43fd12a3ce4adf645ef88d871a50 3f0113be4ddb75e1e4dd159e58112e8c45ebdb12 653c6f2edd82bdb9b9c4f8357be1ae0ed528b824 1994e843d6bb144054356fc54e49f730e843e969 I also included SDL changes since it might solve missing SDL support on some distros. Are there other revisions which developers thinks are crucial and safe for 'a'? or maybe you think some revisions should be excluded from the list. Capbell, i might have added some extra commits from you, those i'd like you to check :) -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Sybren Stüvel (New Committer)
Welcome aboard Sybren! We can use all the help we can get on game engine physics. On Jan 14, 2015 6:47 AM, Campbell Barton ideasma...@gmail.com wrote: Sybren Stüvel - long time Blender user, has been working on some game-engine physics patches relating to character physics (for his PhD): Patches: D925, D926, D936 and D954. User info: http://wiki.blender.org/index.php/User:Sybren Since Sybren's patches are well received, and this is a fairly specialized area, its good if he can work in GIT directly. Welcome Sybren :) -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] BGE regresion tests
Let me know if you have questions or run into issues. --Mitchell On Dec 23, 2014 2:07 AM, Jorge Bernal jbernalmarti...@gmail.com wrote: Hi, I will take a look to the BGE regression suite during Xmas holydays. I will contact with you when finished. Regards, lordloki 2014-12-23 10:30 GMT+01:00 Sergey Sharybin sergey@gmail.com: Hey, A while ago we made it so P-key only starts BGE when current render engine is set to Game Engine. Since then running regression tests became a bit more of a hassle because they all are saved with BI as the render engine. Do BGE team (or someone else around :) mind going through the files making sure BGE is set as render engine in the tests files? Would also be nice if someone familiar with the GE checks if the files and scripts in them are valid. Currently having some files with python issues in them and not sure if it's normal/expected or not. Bet that's a nice projects for a rainy evening and for your commit ratio :) -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Dependency graph work started
The BGE's scenegraph and Blender's deps graph share no code, at least not directly. There might be some sharing in the animation code. On Nov 6, 2014 10:37 AM, Jacob Merrill blueprintrand...@gmail.com wrote: This looks nice, I love particle sims, and had crashes from advancing too fast. (arrow key) does the game engine scenegraph and the dependency graph share any code? On Thu, Nov 6, 2014 at 9:56 AM, Ton Roosendaal t...@blender.org wrote: Hi all, For your interest, here's the doc with planning and analysis by Sergey: http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph (With funny disclaimer :) We also received a link to a new doc from Joshua with a design a proposal. https://drive.google.com/file/d/0B6MoRLgRcIqabXBHaVl0ZXpFbDA/view?pli=1 Sergey started working already, a lot of groundwork can be done already without much discussions. We'll make sure Joshua gets closely involved as well. I would really like to see experiemced animators/riggers to carefully check on it and keep involved. Reviews and discussions should be held on the animation coding list; http://lists.blender.org/mailman/listinfo/bf-animsys Thanks, -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Phabricator file downloads broken?
I was looking to try and fix a few bugs prior to the 2.72 release candidate. However, whenever I try to download a file from Phabricator, I'm greeted with an error message: UNRECOVERABLE FATAL ERROR Cannot redeclare PhabricatorFileInfoController::shouldAllowPublic() /data/www/vhosts/developer.blender.org/htdocs/phabricator/src/applications/files/controller/PhabricatorFileInfoController.php:12 ┻━┻ ︵ ¯\_(ツ)_/¯ ︵ ┻━┻ Anyone else running into this problem? Thanks, Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Recreating the Game Engine Dev Wiki Page
The current dev page for the game engine on the wiki[0] is rather old and outdated. I would like to start the page over from scratch (bringing anything still useful over from the old page). What is our procedure for doing so? Should the page be archived somewhere, or do we just rely on the page history? Thanks, Mitchell Stokes [0] http://wiki.blender.org/index.php/Dev:Source/GameEngine ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] GSOC 2014
If you're interested in game engine work, you can find me on IRC (#blendercoders or #bgecoders on freenode, my nick is Moguri), and we can chat. --Mitchell Stokes On Wed, Jan 29, 2014 at 11:52 AM, Jacob Merrill blueprintrand...@gmail.comwrote: I would love to see all of the materials automatically baking to a if map, if you choose the option in the material panel (game) It is counter intuitive to need 3 steps to apply a material. On Jan 29, 2014 11:24 AM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Hi, It's very early, we don't even know yet if Blender will be accepted as an organization for the 2014 edition, that's still a month away. http://www.google-melange.com/gsoc/events/google/gsoc2014 When that happens there will be a wiki page with information, here's the 2013 pages: http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2013/Application_Template http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2013/Ideas For generic information for new developers there's this page: http://wiki.blender.org/index.php/Dev:Doc/New_Developer_Info Brecht. On Wed, Jan 29, 2014 at 8:04 PM, Pulkit Agarwal pulkitagarwal...@gmail.com wrote: Hello, I am new to Blender Foundation and would like to contribute to the organization. I have beginner level knowledge of game engines like Unity but much experience with OpenGL, python and programming languages like(c,c++,java). Please suggest me how i should start. Regards, Pulkit Agarwal ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Issues Parsing CMake with Qt Creator
I'm not sure if these are Qt Creator bugs or not, but Qt Creator seems to have trouble with our CMake. When I click on Run CMake in the CMake Wizard, things stall in a couple of places. The first in source/tests/CMakeLists.txt around line 30: execute_process(COMMAND ${CMAKE_COMMAND} -E make_directory ${TEST_OUT_DIR}) Commenting out the add_subdirectory(tests) in source/CMakeLists.txt allows me to get past this. Next up, in the root CMakeLists.txt around line 2223: include(build_files/cmake/packaging.cmake) I don't know what in packaging.cmake is causing the stall, but commenting out the include allows me to get the CMake Wizard to finish. Anyone else running into these kinds of issues? System: Arch Linux 64bit Qt Creator 3.0.0 CMake 2.8.12.1 --Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender on Windows - some thoughts about XP and32bit
The last time I checked, vc11 created slower Blender builds than vc9 for the game engine. Not that I would like to stick to vc9, but vc11 isn't always faster. For a specific example, I've found OpenMP to be rather slow. It's been a while since I last ran some tests, but I seem to remember the difference being at least 20%. --Mitchell Stokes On Thu, Dec 5, 2013 at 8:02 AM, Scott Petrovic scottpetro...@gmail.comwrote: I think some data might help with the decision of whether to drop Windows XP. In the past two months, what is the percentage of Windows XP downloads for Blender. You should be able to use Google Analytics to figure that out. On Thu, Dec 5, 2013 at 9:42 AM, Nkansah Rexford nkansahrexf...@gmail.com wrote: Xp support should be dropped. Yes, for real, ASAP google.com/+Nkansahrexford | sent from Tab On Dec 5, 2013 3:33 PM, Jürgen Herrmann shadow...@me.com wrote: Hi there, I too think we should drop XP Support asap. It would make it easier to so a clean transition to VS2012+ without the need of compatibility stuff within blender and its dependencies. Unfortunately I am not able to complete this atm because of lack of time... /Jürgen - Ursprüngliche Nachricht - Von: Thomas Dinges blen...@dingto.org Gesendet: 05.12.2013 15:19 An: bf-blender developers bf-committers@blender.org Betreff: Re: [Bf-committers] Blender on Windows - some thoughts about XP and32bit I forgot to mention: We also only support 4 year old Mac OS versions (10.6 and above) and I am pretty sure that a 13 year old Linux is not supported either. :) Am 05.12.2013 15:07, schrieb Thomas Dinges: Hi everyone, I want to share my opinion about some things regarding Blender on Windows. Please note: This is just my own opinion and no decision of any kind has been made here, so please don't panic. I'd like to get the opinion from the other active Blender developers here. 1) Windows XP == Windows XP is 13 years old and even Microsoft itself drops support for it once and for all in April 2014. Sometimes we have bugs that only happen on XP, we have some (little) special code in libraries such as OIIO for example to support XP I think it's time to fade out the support for it. If a vendor (in this Microsoft) doesn't even support its product any longer, why should a third party do it? Also on a side note, XP has a lot of security holes by now and they won't be patched. Microsoft itself expresses a clear warning to users: http://news.techworld.com/security/3476295/microsoft-to-windows-xp-users-your-operating-system-is-a-major-security-risk/ It should be easy to keep the binaries working, but on a support level (Support in bug tracker, system requirements on blender.org) I suggest to mark XP as not officially supported any longer. 2) 32 bit == Dropping 32 bit for the Windows platform is nothing that should happen soon, I guess some people still use Windows Vista and 7 with 32bit OS. Nevertheless, if we take a look at our minimal system requirements: http://www.blender.org/download/requirements/ , it mentions a Dual Core CPU with SSE2 support. Afaik all those CPUs support 64bit instructions so no new hardware would be required, just a OS update. Also, there is always Linux, if people want to keep using older hardware but cannot afford an update to Windows 7/8. 3) Problems and chances == So, why do I bring up this topic? This has several reasons. Developer team --- Windows developer team is quite small already, compared to Linux/OS X platform. I think we have some devs who develop on it but actual platform maintenance (libraries, release builds) is done by 2-3 people max. And I don't think any of us is still using a XP/32bit setup. Personally I don't use 32bit systems for several years already, and I would be very happy if someone could take over support for that. It just takes a lot of time to compile libs (like recently new OIIO/OSL) for 32 bit as well, fix (compile) errors, build 32 bit Blender, run some tests and make sure it works all fine. MSVC 2008 --- Using a 5 year old compiler is a bad thing. Not only can we get a much better performance for (Cycles) Rendering for example, by using a recent version (like MSVC 2012), we could also get rid of some special code in our libraries and patches which we added just to make it compile on this ancient compiler... MSVC 2012 is 20% faster in Cycles rendering afaik, so we don't talk about some tiny numbers here. So, why didn't we update yet? Lack of Windows developers and time. Especially if we have to build
Re: [Bf-committers] [GHOST] Pending events of already destroyed windows
Does SDL have Wayland support? If so, it might be simpler to just use Ghost SDL for Wayland. --Mitchell Stokes On Thu, Nov 28, 2013 at 9:47 AM, Wander Lairson Costa wander.lair...@gmail.com wrote: Hi, I've been trying to implement wayland support for ghost [1]. While implementing fullscreen support, I noticed that the gears test application often crashes when switching back to the normal mode. This is what happens: * I press 'F' key and a new window is created and goes fullscreen. * The window is displayed fullscreen. * Wayland periodically sends me 'redraw' events. * Everytime I receive a 'redraw' event from wayland, I push an 'WindowUpdate' event. * When I press 'F' again, the key event is pushed to the event queue. * I receive a 'redraw' event from wayland, then I push an 'WindowUpdate' event. * The 'F' key event is dispatched and the fullscreen window is destroyed. * The 'WindowUpdate' is dispatched, but the event now carries an invalid window object. * Eventually the application crashes. So, what happens to pending events when the Window is destroyed? If I understood correctly, the events remains on the event queue, but I think I am missing something here. Ideas? [1] https://github.com/walac/blender-wayland -- Best Regards, Wander Lairson Costa ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] HOWTO transplant development branches coming from git-svn to git.blender.org
Here's what I did: * Create a copy of my git-svn repo to avoid messing it up (I will refer to this as copy-repo). * cd to the copied repo * Make the blender folder the root of the repot with: git filter-branch --subdirectory-filter blender/ -- --all * cd into your new Blender repo * Add your old repo as a remote: git remote add old path-to-copy-repo * Checkout a branch you want to transplant: git checkout old_branch (git should find it from the remote) Now we need to rebase the history, which for me was kind of painful, so someone might have a better solution, but here is what I did: * git rebase master -i * Select all the commits that aren't part of my branch and delete them * I then had a merge conflict with every revision due to the scons folder now being a module (this could probably be fixed with another git filter-branch) * I just used git mergetool, chose local, and did git rebase --continue (I only had 15 revisions, so this didn't take too long) This only handles one branch at a time, but that also means I can pull them over as needed. I'm not very knowledgeable with git, and there could be an easier way, but this seems to be a little simpler for smaller branches. --Mitchell Stokes On Sun, Nov 17, 2013 at 10:36 AM, Julien RIVAUD (_FrnchFrgg_) frnchf...@free.fr wrote: Hi everyone, I'd like to give you notice of a somewhat advanced git HOWTO for people that used previout git mirrors of blender (as the mirror by jesterKing). The HOWTO is here: http://wiki.blender.org/index.php/User:Frnchfrgg/Transplant This HOWTO aims to salvage developement branches made with SVN mirrors, that are impossible to rebase. The HOWTO is long and you'll need some git knowledge, but you'll be well guided throughout. A lot of the cleaning part directly comes from the experience I gained working on the git.blender.org conversion. To know if this is for you, check the following: * MANDATORY Did you use to develop for Blender in a Git repository either cloned from jesterking's SVN mirror or directly from git-svn ? (other SVN mirrorring solutions might also be handled with modifications, but not manual periodic dumps of SVN) and any of: * Is the branch that much intertwinned with trunk from git-svn (several merges with conflict resolutions) that rebasing is too painful ? (Note that while rebasing you'd have to know how to use the -Xsubtree=blender option, unless your SVN clone doesn't have the leading blender/ directory) * Did you commit to files with CR-LF line endings so that conflicts happen all the time with git.blender.org while rebasing and the -Xrenormalize rebase option doesn't help ? * Do you want to try a wicked smart way to transplant history ? I'm hoping this will be of good use for some of you, and am mostly available to help on #blendercoders. Cheers, _FrnchFrgg_ P.S.: I devised that method to fix the multiview branch of dfelinto that was seriously entangled with Nathan's mirror and had ~400 commits to salvage including merges from trunk, so rebasing was nigh impossible and cherry-picking by hand (resolving all conflicts anew) was a nightmare. Of course you can always use the conversion as a base to rework your branch into a set of clean, sorted, progressive and reviewable commits. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developers meeting minutes - November 17, 2013
Just a quick clarification, is just 2.70 allowed to break compatibility, or is the 2.7x line allowed to do this similar to 2.5x development? --Mitchell Stokes On Sun, Nov 17, 2013 at 8:31 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Here are the notes from today's meeting in irc.freenode.net#blendercoders. 1) Migration to git and Phabricator - Blender entered a new era of software development! What started with manual backups (1994), moved to cvs (2000), svn (2007) and now to git (2013). It's almost the 7 year itch :) Our online projects system also migrated, with GForge in 2003, to FusionForge in 2010, and now Phabricator. The Phabricator site has a lot better tools for organizing code work with large teams - including reviewing and managing feedback, research or patches. - Special thanks to the awesome work on this migration by Brecht van Lommel, Campbell Barton, Sergey Sharybin, Dan McGrath and Julien Rivaud. - Remaining tasks are outlined here: http://wiki.blender.org/index.php/Dev:Ref/Proposals/Migration_to_Git_Phabricator - Brecht will write a code.blender.org blog article about the new development environment, which will get link on blender.org frontpage as well. 2) 2.70 targets and scheduling - It's BCon1 still - means we're gathering ideas for the upcoming release. - Planning proposal: 2nd week of december move to BCon2, mid january BCon3, and release end of february. http://wiki.blender.org/index.php/Dev:Doc/Projects#2.7x_release_cycle - Lukas Toenne: posted a patch for EWA sampling in Compositor on the bf-compositor list, needs some review but this at least would partially fix the sampling issues we have there. - Reminder for everyone, 2.70 is allowed to break forward compatibility. http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Compatibility_Breaking - Brecht is working on a UI project and team announcement, will be posted in few days. - Meeting discussed work we could do on keymaps and how to manage defaults or presets. Jonathan Williamson will contact people who might be interested in managing the Maya and Max defaults. Brecht suggested to completely remove hardcoded C keymap definitions. This will be investigated further. - Meeting ended discussing a lot of interesting other code projects, like for painting tools (GSoC), Beveling options, modeling roadmaps, Cycles, etc. Ton suggested to try to work this out better in the coming weeks and make it a proposed target for 2.70 in wiki. Thanks, -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] developer.blender.org open!
We appear to have lost our categories for the BGE bug tracker. We used to have categories such as animation, rendering, physics, logic, audio, etc. Now we just have a mess of BGE bugs. Also, is there a way to get an idea of how many bugs there are? When I'm in Maniphest, it just tells me how many bugs are being displayed on the page. --Mitchell Stokes On Sun, Nov 17, 2013 at 4:31 AM, Rasmus Lerchedahl Petersen lerched...@gmail.com wrote: Maybe a slight switch of priorities: Use new-user-friendly names and put the phabricator name as the explanation? Then most users will not need the explanation and it is more a hint for experienced phabricator users... On Sat, Nov 16, 2013 at 11:53 AM, Peter Schlaile pe...@schlaile.de wrote: Hi, just wanted to note, that I very much appreciated the switch to Phabricator and I'm adopting it for our internal project tracking within our music store. (A very big thank you to Sergey and Brecht for pointing me to the tool, I never heard before and I find exceptionally great the more I learn about it's inner workings!) My solution for the nerdy naming issue was adding proper translation support to Phabricator in my own tree using gettext. That way, I can easily keep my phabricator version in sync with upstream and still have a sensible naming scheme, everyone will understand. (Besides the fact, that I'm also totally abusing Phabricator for managing non technical stuff and my users don't speak English, so I had to translate everything to German anyways, but that's a different story). If you want to take a look: https://github.com/schlaile/phabricator https://github.com/schlaile/libphutil https://github.com/schlaile/arcanist I try to push the gettext-stuff upstream, when I've completed my German version of Phabricator as a full fletched proof of concept. The smaller version of the same idea would be to add a simple Blender/English translator class, that derives from PhabricatorBaseEnglishTranslation and just does the blenderish renaming and everything should be in place. Regards, Peter -- Peter Schlaile pe...@schlaile.de ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] BGE: Removing Singletexture Mode
By deprecating, in 2.69, I was thinking about printing a message when the BGE started if it was using Singletexture materials. As for face textures, this is still supported in Multitexture if no material is assigned. If a material is assigned, the user can simply select the Face Texture option. From what I've seen, Multitexture materials acts almost as a superset to Singletexture materials, so I'm not sure how many conversion issues we'll run into. However, as a user of the BGE, I only use GLSL materials, so I'll need to dig a bit more into the actual differences between Singletexture and Multitexture materials. Removing Singletexture from the BGE will probably mean removing it from the viewport as well. Ultimately I'd like to refactor the BGE into two rasterizers: a fixed-function legacy rasterizer based off of Multitexture materials, and an OpenGL 3/OpenGL ES modern rasterizer based off of GLSL materials. GLSL material's shortcomings can be addressed. Speedups can be had by reducing overdraw using techniques such as a pre-z pass. The shaders themselves are not really that expensive (GLSL compilers these days are pretty good at optimizing). I think the problem is mostly how often they're called. Also, reducing light calculations by making lightmapping easier could also help performance. Another technique that can help performance and address the fixed number of lights issue is a light pre-pass technique such as deferred or inferred lighting (I might be using the terms slightly incorrectly as the terminology surrounding these techniques gets kinda muddy). Kupoman has been experimenting with these in his Harmony branch with good results. --Mitchell On Wed, Sep 11, 2013 at 12:04 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Hi, I'm happy to see old cruft removed, but automatic conversion is unlikely to be totally smooth. So if we are going to put game engine users through this compatibility breaking again, it may be good to consider the bigger picture too? What is the ideal material system that you would work towards? With fixed function being deprecated in OpenGL, where does that leave Multitexture? Currently all 3 modes have issues: Single texture + Fast + Visible in 3D viewport - Too simple for good materials Multitexture + Fast + More flexible than single texture - Not visible in the 3D viewport when editing - Strange interpretation of material options - Fixed function is being deprecated in OpenGL GLSL + Most flexible + Visible in 3D viewport o Designed to match blender render exactly - Performance quite poor because of that - Shaders not dynamic (limited parameter animation and number of lights) Anyway, maybe no one has time to undertake a big redesign here, but it may be interesting to think about. My other question is, what does deprecating single texture in 2.69 mean? Does that involve any code changes, or just a mention in the release notes that it will be removed in a future version? Brecht. On Wed, Sep 11, 2013 at 8:03 AM, Mitchell Stokes moguri...@gmail.com wrote: Hello devs, Based on feedback from a BA thread[0], I would like to start working on removing the Singletexture material mode. By removing Singletexture, we can focus on making Multitexture a fixed-function material mode and GLSL a shader-only material mode. I would like to deprecate Singletexture in 2.69 and remove it in 2.70. Ideally, we should be able to get blend files using Singletexture to convert smoothly over to Multitexture. The biggest benefit of removing Singletexture is we get to cleanup some code. For example, KX_PolygonMaterial can be completely removed since KX_BlenderMaterial handles both Mutlitexture and GLSL material modes. We can also remove some checks for if we're using KX_BlenderMaterial, since KX_BlenderMaterial will be the only remaining concrete implementation of RAS_IPolygonMaterial. Furthermore, we'd no longer need this IndexPrimatives/IndexPrimativesMulti mess in the rasterizer code. The feedback from BA was mostly users, so I'd like to get some devs' opinions on this as well. Any feedback would be appreciated. Thanks, Mitchell Stokes [0] http://blenderartists.org/forum/showthread.php?306748-Dev-Anyone-still-using-Singletexture-materials ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [59783] trunk/blender: Cycles: add a sharpness input to the Cubic SSS falloff.
This breaks the GLSL shader. node_subsurface_scattering() no longer defines N. On Tue, Sep 3, 2013 at 3:39 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Revision: 59783 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=59783 Author: blendix Date: 2013-09-03 22:39:17 + (Tue, 03 Sep 2013) Log Message: --- Cycles: add a sharpness input to the Cubic SSS falloff. When set to 1 this will give a result more similar to the Compatible falloff option. The scale is x2 though to keep the perceived scatter radius roughly the same while changing the sharpness. Difference with compatible will be mainly on non-flat geometry. Modified Paths: -- trunk/blender/intern/cycles/kernel/closure/bssrdf.h trunk/blender/intern/cycles/kernel/osl/osl_bssrdf.cpp trunk/blender/intern/cycles/kernel/osl/osl_bssrdf.h trunk/blender/intern/cycles/kernel/osl/osl_closures.cpp trunk/blender/intern/cycles/kernel/osl/osl_closures.h trunk/blender/intern/cycles/kernel/osl/osl_shader.cpp trunk/blender/intern/cycles/kernel/shaders/node_subsurface_scattering.osl trunk/blender/intern/cycles/kernel/shaders/stdosl.h trunk/blender/intern/cycles/kernel/svm/svm_closure.h trunk/blender/intern/cycles/render/nodes.cpp trunk/blender/intern/cycles/render/nodes.h trunk/blender/source/blender/gpu/shaders/gpu_shader_material.glsl trunk/blender/source/blender/makesrna/intern/rna_nodetree.c trunk/blender/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c Modified: trunk/blender/intern/cycles/kernel/closure/bssrdf.h === --- trunk/blender/intern/cycles/kernel/closure/bssrdf.h 2013-09-03 22:32:03 UTC (rev 59782) +++ trunk/blender/intern/cycles/kernel/closure/bssrdf.h 2013-09-03 22:39:17 UTC (rev 59783) @@ -31,6 +31,7 @@ } else { sc-data1 = clamp(sc-data1, 0.0f, 1.0f); /* texture blur */ + sc-T.x = clamp(sc-T.x, 0.0f, 1.0f); /* sharpness */ sc-type = type; return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSSRDF; @@ -95,17 +96,49 @@ __device float bssrdf_cubic_eval(ShaderClosure *sc, float r) { - const float Rm = sc-data0; + const float sharpness = sc-T.x; - if(r = Rm) - return 0.0f; - - /* integrate (2*pi*r * 10*(R - r)^3)/(pi * R^5) from 0 to R = 1 */ - const float Rm5 = (Rm*Rm) * (Rm*Rm) * Rm; - const float f = Rm - min(r, Rm); - const float f3 = f*f*f; + if(sharpness == 0.0f) { + const float Rm = sc-data0; - return (f3 * 10.0f) / (Rm5 * M_PI_F); + if(r = Rm) + return 0.0f; + + /* integrate (2*pi*r * 10*(R - r)^3)/(pi * R^5) from 0 to R = 1 */ + const float Rm5 = (Rm*Rm) * (Rm*Rm) * Rm; + const float f = Rm - r; + const float num = f*f*f; + + return (10.0f * num) / (Rm5 * M_PI_F); + + } + else { + float Rm = sc-data0*(1.0f + sharpness); + + if(r = Rm) + return 0.0f; + + /* custom variation with extra sharpness, to match the previous code */ + const float y = 1.0f/(1.0f + sharpness); + float Rmy, ry, ryinv; + + if(sharpness == 1.0f) { + Rmy = sqrtf(Rm); + ry = sqrtf(r); + ryinv = (ry 0.0f)? 1.0f/ry: 0.0f; + } + else { + Rmy = powf(Rm, y); + ry = powf(r, y); + ryinv = (r 0.0f)? powf(r, 2.0f*y - 2.0f): 0.0f; + } + + const float Rmy5 = (Rmy*Rmy) * (Rmy*Rmy) * Rmy; + const float f = Rmy - ry; + const float num = f*(f*f)*(y*ryinv); + + return (10.0f * num) / (Rmy5 * M_PI_F); + } } __device float bssrdf_cubic_pdf(ShaderClosure *sc, float r) @@ -143,9 +176,16 @@ __device void bssrdf_cubic_sample(ShaderClosure *sc, float xi, float *r, float *h) { - const float Rm = sc-data0; - const float r_ = bssrdf_cubic_quintic_root_find(xi) * Rm; + float Rm = sc-data0; + float r_ = bssrdf_cubic_quintic_root_find(xi); + const float sharpness = sc-T.x; + if(sharpness != 0.0f) { + r_ = powf(r_, 1.0f + sharpness); + Rm *= (1.0f + sharpness); + } + + r_ *= Rm; *r = r_; /* h^2 + r^2 = Rm^2 */ Modified: trunk/blender/intern/cycles/kernel/osl/osl_bssrdf.cpp === --- trunk/blender/intern/cycles/kernel/osl/osl_bssrdf.cpp 2013-09-03 22:32:03 UTC (rev 59782) +++
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57215] trunk/lib/win64_vc11/ffmpeg/lib: VS 2012 libs maintenance:
Could you please list what configuration you used to build ffmpeg? The vc9 libs have this in a Readme.txt, which comes in handy to check if certain features are enabled. For example, I want to know if --enable-zlib was used to get png support. Cheers, Mitchell On Sun, Jun 2, 2013 at 9:58 PM, Juergen Herrmann shadow...@me.com wrote: Revision: 57215 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=57215 Author: shadowrom Date: 2013-06-03 04:58:46 + (Mon, 03 Jun 2013) Log Message: --- VS 2012 libs maintenance: - Fix compilation (linking) with ffmpeg and static zlib. Modified Paths: -- trunk/lib/win64_vc11/ffmpeg/lib/avcodec-54.def trunk/lib/win64_vc11/ffmpeg/lib/avcodec-54.dll trunk/lib/win64_vc11/ffmpeg/lib/avcodec-54.lib trunk/lib/win64_vc11/ffmpeg/lib/avdevice-54.def trunk/lib/win64_vc11/ffmpeg/lib/avdevice-54.dll trunk/lib/win64_vc11/ffmpeg/lib/avdevice-54.lib trunk/lib/win64_vc11/ffmpeg/lib/avfilter-3.def trunk/lib/win64_vc11/ffmpeg/lib/avfilter-3.dll trunk/lib/win64_vc11/ffmpeg/lib/avfilter-3.lib trunk/lib/win64_vc11/ffmpeg/lib/avformat-54.def trunk/lib/win64_vc11/ffmpeg/lib/avformat-54.dll trunk/lib/win64_vc11/ffmpeg/lib/avformat-54.lib trunk/lib/win64_vc11/ffmpeg/lib/avutil-52.def trunk/lib/win64_vc11/ffmpeg/lib/avutil-52.dll trunk/lib/win64_vc11/ffmpeg/lib/avutil-52.lib trunk/lib/win64_vc11/ffmpeg/lib/swresample-0.def trunk/lib/win64_vc11/ffmpeg/lib/swresample-0.dll trunk/lib/win64_vc11/ffmpeg/lib/swresample-0.lib trunk/lib/win64_vc11/ffmpeg/lib/swscale-2.def trunk/lib/win64_vc11/ffmpeg/lib/swscale-2.dll trunk/lib/win64_vc11/ffmpeg/lib/swscale-2.lib Modified: trunk/lib/win64_vc11/ffmpeg/lib/avcodec-54.def === --- trunk/lib/win64_vc11/ffmpeg/lib/avcodec-54.def 2013-06-03 04:06:54 UTC (rev 57214) +++ trunk/lib/win64_vc11/ffmpeg/lib/avcodec-54.def 2013-06-03 04:58:46 UTC (rev 57215) @@ -1,276 +1,276 @@ EXPORTS -audio_resample @1 -audio_resample_close @2 -av_audio_convert @3 -av_audio_convert_alloc @4 -av_audio_convert_free @5 -av_audio_resample_init @6 -av_bitstream_filter_close @7 -av_bitstream_filter_filter @8 -av_bitstream_filter_init @9 -av_bitstream_filter_next @10 -av_codec_get_codec_descriptor @11 -av_codec_get_pkt_timebase @12 -av_codec_is_decoder @13 -av_codec_is_encoder @14 -av_codec_next @15 -av_codec_set_codec_descriptor @16 -av_codec_set_pkt_timebase @17 -av_copy_packet @18 -av_dct_calc @19 -av_dct_end @20 -av_dct_init @21 -av_destruct_packet @22 -av_dup_packet @23 -av_fast_malloc @24 -av_fast_padded_malloc @25 -av_fast_padded_mallocz @26 -av_fast_realloc @27 -av_fft_calc @28 -av_fft_end @29 -av_fft_init @30 -av_fft_permute @31 -av_frame_get_best_effort_timestamp @32 -av_frame_get_channel_layout @33 -av_frame_get_channels @34 -av_frame_get_decode_error_flags @35 -av_frame_get_metadata @36 -av_frame_get_pkt_duration @37 -av_frame_get_pkt_pos @38 -av_frame_get_pkt_size @39 -av_frame_get_sample_rate @40 -av_frame_set_best_effort_timestamp @41 -av_frame_set_channel_layout @42 -av_frame_set_channels @43 -av_frame_set_decode_error_flags @44 -av_frame_set_metadata @45 -av_frame_set_pkt_duration @46 -av_frame_set_pkt_pos @47 -av_frame_set_pkt_size @48 -av_frame_set_sample_rate @49 -av_free_packet @50 -av_get_audio_frame_duration @51 -av_get_bits_per_sample @52 -av_get_codec_tag_string @53 -av_get_exact_bits_per_sample @54 -av_get_pcm_codec @55 -av_get_profile_name @56 -av_grow_packet @57 -av_hwaccel_next @58 -av_imdct_calc @59 -av_imdct_half @60 -av_init_packet @61 -av_lockmgr_register @62 -av_log_ask_for_sample @63 -av_log_missing_feature @64 -av_mdct_calc @65 -av_mdct_end @66 -av_mdct_init @67 -av_new_packet @68 -av_packet_get_side_data @69 -av_packet_merge_side_data @70 -av_packet_new_side_data @71 -av_packet_shrink_side_data @72 -av_packet_split_side_data @73 -av_parser_change @74 -av_parser_close @75 -av_parser_init @76 -av_parser_next @77 -av_parser_parse2 @78 -av_picture_copy @79 -av_picture_crop @80 -av_picture_pad @81 -av_rdft_calc @82 -av_rdft_end @83 -av_rdft_init @84 -av_register_bitstream_filter @85 -av_register_codec_parser @86 -av_register_hwaccel @87 -av_resample @88 -av_resample_close @89 -av_resample_compensate @90 -av_resample_init @91 -av_shrink_packet @92 -av_xiphlacing @93 -avcodec_align_dimensions @94 -avcodec_align_dimensions2 @95 -
Re: [Bf-committers] Request for reproduction of crash
The problem is r58837. I've been trying to find a solution, but I might just have to reverse merge out the commit and live with the memory leak for now. --Mitchell On Fri, Aug 9, 2013 at 1:28 AM, Sjoerd de Vries sjdv1...@gmail.com wrote: Some more details: I can confirm that revision 59020 crashes for both Release and Debug (64 bit Linux, CMake). In contrast, revision 58801 works just fine. The function that fails is bge.logic.getCurrentScene().objects . The crash occurs inside Python, the objects PyObject gets somehow corrupted. cheers Sjoerd PS Sorry for the double post, somehow this doesn't get sorted into the thread ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] glGetIntegerv(GL_TEXTURE_2D. id) is incorrect.
I'm all for getting rid of unneeded glGet calls. Really, we should strive to only use glGet calls in initialization type functions since they slow down normal program execution. If we really need to save a value, we should use the (deprecated) glPush/PopAttrib, or use EXT_direct_state_access[0] to avoid the issue entirely. --Mitchell [0] https://www.opengl.org/registry/specs/EXT/direct_state_access.txt On Mon, Jul 22, 2013 at 3:44 PM, Jason Wilkins jason.a.wilk...@gmail.comwrote: GL_TEXTURE_2D is the enable bit, not the bound texture. So, the code... glGetIntegerv(GL_TEXTURE_2D. prev_tex_id) ... also sometimes written as ... prev_tex_id = glaGetOneInteger(GL_TEXTURE_2D) ... is incorrect, I think what is meant is the binding state... glGetIntegerv(GL_TEXTURE_BINDING_2D, prev_tex_id) ... or ... prev_tex_id = glaGetOneInteger(GL_TEXTURE_BINDING_2D) The fact that Blender still works tells me that this code (and the later code rebinding the previous texture) is probably unneeded and can be removed. It must be that all functions that draw with a texture map do not call other functions that change the texture before they need the previous texture again. This is especially apparent since any call to a function that has this bug will result in the bound texture being either 0 or 1 (The value of GL_FALSE and GL_TRUE). ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Weekly developer meeting, July 14, 2013
Hello, I missed the meeting, but I'd like to bring up that the SVN server doesn't support automatic sync merges or reintegrate merges. Both are very useful tools introduced in SVN 1.5 (the server is running 1.6). The reason we cannot currently use these tools is because the repository is using FSFS version 2 when it needs to be using version 3 to support these merge tools. Ways to upgrade the repository's FSFS version are discussed here[0]. While the accepted answer (using svnadmin dump) might be the better one, I think simply doing an svnadmin upgrade would be easier and still get the job done. If someone could look into this, I would really appreciate it as it would make maintaining branches a lot easier. Thanks, Mitchell Stokes [0] http://serverfault.com/questions/208164/how-to-upgrade-v2-to-v3-fsfs-subversion-filesystem On Sun, Jul 14, 2013 at 11:05 AM, IRIE Shinsuke irieshins...@yahoo.co.jpwrote: Hi, - Good news! Pixar will release OpenSubdiv in GPL-compatible license! http://graphics.pixar.com/opensubdiv/release_info.html Apache 2.0 license is compatible with GPLv3 but incompatible with v2. Indeed Blender source tree includes GPLv3+ files (in intern/smoke) so I believe Blender has already moved to GPLv3. However, doc/license/GPL-license.txt and release/text/GPL-license.txt files are still v2's ones. Have we forgotten to update these license files? IRIE Shinsuke 13/07/14, Ton Roosendaal wrote: Hi all, Here's a summary of today's meeting in irc.freenode.net #blendercoders. 1) Blender 2.68 release status - Bug tracker still at 115 open reports. No showstopper reports (things that used to work in previous release(s)). - Sergey Sharybin likes a bit of time to fix 2 reports. - Ton Roosendaal checks add-node error for HiDPI screens, Lukas Toenne is around to assist. - Proposal: wednesday release-ahoy, thursday release! Also means the logs would get ready then. - Splash - reminder to Bassam Kurdali to contact Ton! 2) Other projects - Ton proposes: when he's back from Siggraph, during august, he'll try to set up a UI project for defaults and required changes/improvements for 2.7x - Good news! Pixar will release OpenSubdiv in GPL-compatible license! http://graphics.pixar.com/opensubdiv/release_info.html 3) GSoC - Sergey has first threaded Object update work. On his 4 core system speedup was between factor 2-3. Tested with robot attack scene from ToS and a bunch of BBB chinchillas. - Ton has been sending out warnings to students - it's very important to communicate well about progress, especially with good docs and daily well logged commits. - Midterm evaluation starts in two weeks. Students should make sure their planning and deliverables matches what was agreed on. Check for more info on the list here: http://lists.blender.org/mailman/listinfo/soc-2013-dev Thanks, -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Startup blend problems
On Thu, Jun 27, 2013 at 5:07 AM, Dalai Felinto dfeli...@gmail.com wrote: If you change startup.blend again can you please enable Export Game Executable too? Thanks +1 to this. I'm still surprised to find BGE users how aren't aware that Save As Runtime survived the 2.5 update. --Mitchell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Proposal/Potential Roadmap for Blender/BGE Integration
I took a look at Cycles, and it looks like that's mostly a one way street. In other words, it only reads Blender data and doesn't try and make use of too many other Blender functions. For the level of integration we're seeking, we're going to need a lot more code sharing than what Cycles is currently doing. As for viewport drawing, I'd rather just drop both Singletexture and Multitexture and focus exclusively on GLSL mode, but I know the community wouldn't let me get away with that. So, I thought at least dropping Singletexture would be a bit of a compromise, and it would be less work to maintain 2 rasterization modes than 3. --Mitchell On Fri, Jun 21, 2013 at 10:54 PM, Dalai Felinto dfeli...@gmail.com wrote: My 20 cents: Sharing Blender Data: Why can’t we do like Cycles do? I’m almost sure Cycles copy (or convert) some of the data to allow Blender to keep changing things while rendering. Anyways, I think the downside of not allowing for play/pause change material, change object property, … during the game is a big one. But I’m sure, even if the blenderplayer is a separate process we can get that to work. As for embedding OSX I think there may be a solution, but it’s far from straightforward, leave alone “elegant”. At least that was my first impression when looking at it. Viewport Drawing: I like most of it, but I didn’t understand the need for dropping Single Texture mode. Can’t that be a subset of Multitexture and keep existing? (so it would disappear as a mode, but the same/similar results should be achievable with the same amount of work from the users). I don't even care if internally it's implemented as GLSL shadeless. If implemented properly it can be just as fast as the original fixed pipeline I believe. So it's not a matter of implementation, but instead of allowing for simple workflow/pipelines for the user - in this case, to simplify the assignment of texture faces without having to worry about setting up a full material. Cheers, Dalai -- blendernetwork.org/member/dalai-felinto www.dalaifelinto.com 2013/6/21 Mitchell Stokes moguri...@gmail.com: I'm all for some better integration between Blender and the BGE. I've posted an article on my blog detailing how I think we should take our first steps toward better integration: http://mogurijin.wordpress.com/2013/06/21/towards-tighter-blender-and-bge-integration/ Below is the full blog post for everyone's convenience: In Ton’s recent blog post, he discussed a roadmap for Blender 2.7, 2.8 and beyond, which included a more tighter integration between Blender and the BGE. While this initially caused quite the stir in the BGE community with some thinking this meant dropping the BGE entirely, I see it more as a desire to get the two to share more code. Blender has smoke, fluids and particles, why shouldn’t we use those in the BGE? Too slow? Then lets speed them up and make Blender users happier in the process. The way I see it, the BGE can benefit from new features in Blender and Blender can benefit from performance improvements from the BGE. But, how do we get there? That’s what I aim to discuss in this article. Sharing Blender Data The first major problem that needs to be tackled is how the BGE handles Blender data. Currently, one of the BGE’s major design decisions is to never modify Blender data. While the BGE does modify Blender data in a few places (most notably lights), we’ve mostly stuck to this design principle, which has helped prevent numerous bugs and potentially corrupting users’ data. However, in doing so, we’ve had to recreate most of Blender’s data structures and convert all Blender data to BGE data. This also limits how we can interact with existing Blender tools. Blender has a lot of powerful mesh editing tools, but we can’t use those in the BGE because they require a Blender Mesh object while the BGE has a RAS_MeshObject, and using the original Blender Mesh would cause that data to change. If we want a tighter integration between Blender and the BGE, we need to allow the BGE to have more direct control over Blender data. This means we need to find a way to allow the BGE to modify and use Blender data without changing the original data. The most obvious method is to give the BGE a copy of all of the data and then just trash the copy when the BGE is done. However, I think there is a bit more elegant solution to the problem. If you look at the existing code base, you can see that the Blenderplayer actually doesn’t have to worry about modifying Blender data as long as it never saves the Blendfile it reads. Only the embedded player has issues because it is using the Blender data already loaded in Blender. So, why not have the embedded player read from disk like the Blenderplayer? When the embedded player starts, the current Blendfile could be saved to disk and then loaded by the BGE. There are some
[Bf-committers] Proposal/Potential Roadmap for Blender/BGE Integration
, the member functions of those classes could delegate to the various Blender kernel (BKE) functions. Once that is done, we can look into what Blender goodies we can start adding to the BGE using these new classes. Viewport Drawing While the BGE and Blender already share a fair amount of viewport drawing code (especially in GLSL Mode), this area could be much improved. The first task here is to get all of the OpenGL (and any calls to bf_gpu) into the Rasterizer, and only the Rasterizer. This requires moving material and lighting data out of Ketsji and into the Rasterizer. Once this is done, we can worry about how the BGE handles it’s drawing. The Rasterizer should have two modes (possibly implemented as two Rasterizers): fixed function pipeline and programmable pipeline. To do this, I would propose dropping Singletexture and making Multitexture code the basis for the fixed function Rasterizer, while GLSL mode would be the basis for the programmable Rasterizer. The programmable Rasterizer could have an OpenGL minimum of 2.1 as Ton suggested for his proposed roadmap, but I’d keep the fixed function Rasterizer as compatible with older hardware as possible. After we have the Rasterizer cleaned up, we can start offloading as many tasks as possible from the Rasterizer to the bf_gpu module, which the viewport code also uses. The more we can put into this module, the more Blender and the BGE can share viewport drawing. Ideally, the Rasterizer would not have any OpenGL code and would rely entirely on bf_gpu, maximizing code reuse and sharing. Conclusion Using the ideas outline in this article, we’d have two main points of interaction between Blender and the BGE: BKE and bf_gpu. We could certainly look into more ways to increase integration between Blender and the BGE, but what I have discussed here will give us more than enough work for the foreseeable future. Also, please note that this is only a proposal and a listing of ideas, and by no means a definitive plan. Discussion and feedback is much encouraged and appreciated. --Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Problems with projects.blender.org subscriptions
I used to be subscribed to the BGE tracker on blender.projects.org so I would be notified of any changes to that tracker (and thus any new bugs). However, lately I have not been getting any notifications, and when I went to check on the tracker today, there were at least ten new bugs that I wasn't notified about. I tried looking around for a way to resubscribe (I don't remember how I did this the last time), but without luck. Has this (very useful) feature been disabled? Or did something break with the tracker? --Mitchell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender cannot compile without libmv (CMake)
I build Blender without libmv, but a recent commit broke this: lib/libbf_blenkernel.a(tracking.c.o): In function `BKE_tracking_distortion_update': /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:1575: undefined reference to `libmv_CameraIntrinsicsUpdate' lib/libbf_blenkernel.a(tracking.c.o): In function `BKE_tracking_distortion_copy': /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:1589: undefined reference to `libmv_CameraIntrinsicsCopy' lib/libbf_blenkernel.a(tracking.c.o): In function `BKE_tracking_distortion_exec': /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:1605: undefined reference to `libmv_CameraIntrinsicsUndistortFloat' /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:1610: undefined reference to `libmv_CameraIntrinsicsDistortFloat' /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:1620: undefined reference to `libmv_CameraIntrinsicsUndistortByte' /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:1625: undefined reference to `libmv_CameraIntrinsicsDistortByte' lib/libbf_blenkernel.a(tracking.c.o): In function `BKE_tracking_distort_v2': /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:1655: undefined reference to `libmv_ApplyCameraIntrinsics' lib/libbf_blenkernel.a(tracking.c.o): In function `BKE_tracking_undistort_v2': /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:1672: undefined reference to `libmv_InvertCameraIntrinsics' lib/libbf_blenkernel.a(tracking.c.o): In function `reconstruct_retrieve_libmv_intrinscis': /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:2932: undefined reference to `libmv_CameraIntrinsicsExtract' lib/libbf_blenkernel.a(tracking.c.o): In function `reconstruct_retrieve_libmv_tracks': /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:2979: undefined reference to `libmv_reporojectionPointForTrack' /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:2985: undefined reference to `libmv_reporojectionErrorForTrack' /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:3009: undefined reference to `libmv_reporojectionCameraForImage' /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:3012: undefined reference to `libmv_reporojectionErrorForImage' lib/libbf_blenkernel.a(tracking.c.o): In function `BKE_tracking_reconstruction_solve': /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:3310: undefined reference to `libmv_solveModal' /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:3316: undefined reference to `libmv_solveReconstruction' /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:3322: undefined reference to `libmv_reprojectionError' lib/libbf_blenkernel.a(tracking.c.o): In function `detect_retrieve_libmv_features': /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:3459: undefined reference to `libmv_countFeatures' /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:3466: undefined reference to `libmv_getFeature' lib/libbf_blenkernel.a(tracking.c.o): In function `BKE_tracking_detect_fast': /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/tracking.c:3523: undefined reference to `libmv_detectFeaturesFAST' collect2: error: ld returned 1 exit status ninja: build stopped: subcommand failed. I didn't see Sergey on the IRC, so I decided to post this here instead. --Mitchell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [56736] trunk/blender/source/blender: add missing STACK_INIT, also quiet float double conversion warnings.
The Blenderplayer stopped crashing with the Edge Split modifier, but it seems to be stuck in an infinite loop. Here is some example output from gdb: 0x011c4e8c in bmesh_vert_separate (bm=0x291add8, v=0x2941c58, r_vout=0x0, r_vout_len=0x0) at /home/mitchell/blender-dev/trunk/blender/source/blender/bmesh/intern/bmesh_core.c:1931 1931} while ((e = STACK_POP(stack))); (gdb) bt #0 0x011c4e8c in bmesh_vert_separate (bm=0x291add8, v=0x2941c58, r_vout=0x0, r_vout_len=0x0) at /home/mitchell/blender-dev/trunk/blender/source/blender/bmesh/intern/bmesh_core.c:1931 #1 0x01243f91 in BM_mesh_edgesplit (bm=0x291add8, use_verts=false, tag_only=true) at /home/mitchell/blender-dev/trunk/blender/source/blender/bmesh/tools/bmesh_edgesplit.c:162 #2 0x00f317e8 in doEdgeSplit (dm=0x291ec08, emd=0x23ddac8, UNUSED_ob=0x23dd358) at /home/mitchell/blender-dev/trunk/blender/source/blender/modifiers/intern/MOD_edgesplit.c:93 #3 0x00f318b2 in edgesplitModifier_do (emd=0x23ddac8, ob=0x23dd358, dm=0x291ec08) at /home/mitchell/blender-dev/trunk/blender/source/blender/modifiers/intern/MOD_edgesplit.c:127 #4 0x00f318ea in applyModifier (md=0x23ddac8, ob=0x23dd358, derivedData=0x291ec08, UNUSED_flag=(unknown: 0)) at /home/mitchell/blender-dev/trunk/blender/source/blender/modifiers/intern/MOD_edgesplit.c:136 #5 0x00acac75 in mesh_calc_modifiers (scene=0x23dad38, ob=0x23dd358, inputVertexCos=0x0, deform_r=0x0, final_r=0x7fffcb68, useRenderParams=0, useDeform=-1, needMapping=0, dataMask=532694146175, index=-1, useCache=0, build_shapekey_layers=0) at /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c:1670 #6 0x00accec1 in mesh_create_derived_no_virtual (scene=0x23dad38, ob=0x23dd358, vertCos=0x0, dataMask=532694146175) at /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c:2370 #7 0x00d23cb1 in BL_ModifierDeformer::Update (this=0x2919b90) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/BL_ModifierDeformer.cpp:172 #8 0x00d23e7d in BL_ModifierDeformer::Apply (this=0x2919b90, mat=0x0) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/BL_ModifierDeformer.cpp:206 #9 0x00d24014 in BL_SkinDeformer::UpdateBuckets (this=0x2919b90) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/BL_SkinDeformer.h:82 #10 0x00d0f338 in BL_CreateGraphicObjectNew (gameobj=0x27f4d60, localAabbMin=..., localAabbMax=..., kxscene=0x26a86d0, isActive=true, physics_engine=UseBullet) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp:1568 #11 0x00d132ce in BL_ConvertBlenderObjects (maggie=0x2397238, kxscene=0x26a86d0, ketsjiEngine=0x26ac450, physics_engine=UseBullet, rendertools=0x2624a10, canvas=0x26216b0, converter=0x26ad7e0, alwaysUseExpandFraming=false, libloading=false) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp:2714 #12 0x00d329d1 in KX_BlenderSceneConverter::ConvertScene (this=0x26ad7e0, destinationscene=0x26a86d0, rendertools=0x2624a10, canvas=0x26216b0, libloading=false) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp:388 #13 0x00929acd in GPG_Application::startEngine (this=0x7fffd5e0) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/GamePlayer/ghost/GPG_Application.cpp:739 #14 0x0092893d in GPG_Application::startWindow (this=0x7fffd5e0, title=..., windowLeft=100, windowTop=100, windowWidth=640, windowHeight=480, stereoVisual=false, stereoMode=1, samples=0) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/GamePlayer/ghost/GPG_Application.cpp:339 #15 0x00926985 in main (argc=2, argv=0x7fffe608) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp:983 This happens when I put an Edge Split modifier on the default cube and run it through the Blenderplayer. I'm guessing something isn't being initialized for the Blenderplayer (or a bad level call is being done that's returning 0). --Mitchell On Sun, May 12, 2013 at 7:11 PM, Campbell Barton ideasma...@gmail.comwrote: Revision: 56736 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=56736 Author: campbellbarton Date: 2013-05-13 02:10:59 + (Mon, 13 May 2013) Log Message: --- add missing STACK_INIT, also quiet float double conversion warnings. Modified Paths: -- trunk/blender/source/blender/blenkernel/intern/tracking.c trunk/blender/source/blender/bmesh/operators/bmo_utils.c Modified: trunk/blender/source/blender/blenkernel/intern/tracking.c === --- trunk/blender/source/blender/blenkernel/intern/tracking.c 2013-05-13
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [56736] trunk/blender/source/blender: add missing STACK_INIT, also quiet float double conversion warnings.
Yup, it looks like all of BLI_smallhash is in stubs.c. I'm not sure why though, nothing from BLI should be a bad level call... --Mitchell On Sun, May 12, 2013 at 7:23 PM, Mitchell Stokes moguri...@gmail.comwrote: The Blenderplayer stopped crashing with the Edge Split modifier, but it seems to be stuck in an infinite loop. Here is some example output from gdb: 0x011c4e8c in bmesh_vert_separate (bm=0x291add8, v=0x2941c58, r_vout=0x0, r_vout_len=0x0) at /home/mitchell/blender-dev/trunk/blender/source/blender/bmesh/intern/bmesh_core.c:1931 1931} while ((e = STACK_POP(stack))); (gdb) bt #0 0x011c4e8c in bmesh_vert_separate (bm=0x291add8, v=0x2941c58, r_vout=0x0, r_vout_len=0x0) at /home/mitchell/blender-dev/trunk/blender/source/blender/bmesh/intern/bmesh_core.c:1931 #1 0x01243f91 in BM_mesh_edgesplit (bm=0x291add8, use_verts=false, tag_only=true) at /home/mitchell/blender-dev/trunk/blender/source/blender/bmesh/tools/bmesh_edgesplit.c:162 #2 0x00f317e8 in doEdgeSplit (dm=0x291ec08, emd=0x23ddac8, UNUSED_ob=0x23dd358) at /home/mitchell/blender-dev/trunk/blender/source/blender/modifiers/intern/MOD_edgesplit.c:93 #3 0x00f318b2 in edgesplitModifier_do (emd=0x23ddac8, ob=0x23dd358, dm=0x291ec08) at /home/mitchell/blender-dev/trunk/blender/source/blender/modifiers/intern/MOD_edgesplit.c:127 #4 0x00f318ea in applyModifier (md=0x23ddac8, ob=0x23dd358, derivedData=0x291ec08, UNUSED_flag=(unknown: 0)) at /home/mitchell/blender-dev/trunk/blender/source/blender/modifiers/intern/MOD_edgesplit.c:136 #5 0x00acac75 in mesh_calc_modifiers (scene=0x23dad38, ob=0x23dd358, inputVertexCos=0x0, deform_r=0x0, final_r=0x7fffcb68, useRenderParams=0, useDeform=-1, needMapping=0, dataMask=532694146175, index=-1, useCache=0, build_shapekey_layers=0) at /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c:1670 #6 0x00accec1 in mesh_create_derived_no_virtual (scene=0x23dad38, ob=0x23dd358, vertCos=0x0, dataMask=532694146175) at /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c:2370 #7 0x00d23cb1 in BL_ModifierDeformer::Update (this=0x2919b90) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/BL_ModifierDeformer.cpp:172 #8 0x00d23e7d in BL_ModifierDeformer::Apply (this=0x2919b90, mat=0x0) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/BL_ModifierDeformer.cpp:206 #9 0x00d24014 in BL_SkinDeformer::UpdateBuckets (this=0x2919b90) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/BL_SkinDeformer.h:82 #10 0x00d0f338 in BL_CreateGraphicObjectNew (gameobj=0x27f4d60, localAabbMin=..., localAabbMax=..., kxscene=0x26a86d0, isActive=true, physics_engine=UseBullet) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp:1568 #11 0x00d132ce in BL_ConvertBlenderObjects (maggie=0x2397238, kxscene=0x26a86d0, ketsjiEngine=0x26ac450, physics_engine=UseBullet, rendertools=0x2624a10, canvas=0x26216b0, converter=0x26ad7e0, alwaysUseExpandFraming=false, libloading=false) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp:2714 #12 0x00d329d1 in KX_BlenderSceneConverter::ConvertScene (this=0x26ad7e0, destinationscene=0x26a86d0, rendertools=0x2624a10, canvas=0x26216b0, libloading=false) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp:388 #13 0x00929acd in GPG_Application::startEngine (this=0x7fffd5e0) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/GamePlayer/ghost/GPG_Application.cpp:739 #14 0x0092893d in GPG_Application::startWindow (this=0x7fffd5e0, title=..., windowLeft=100, windowTop=100, windowWidth=640, windowHeight=480, stereoVisual=false, stereoMode=1, samples=0) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/GamePlayer/ghost/GPG_Application.cpp:339 #15 0x00926985 in main (argc=2, argv=0x7fffe608) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp:983 This happens when I put an Edge Split modifier on the default cube and run it through the Blenderplayer. I'm guessing something isn't being initialized for the Blenderplayer (or a bad level call is being done that's returning 0). --Mitchell On Sun, May 12, 2013 at 7:11 PM, Campbell Barton ideasma...@gmail.comwrote: Revision: 56736 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=56736 Author: campbellbarton Date: 2013-05-13 02:10:59 + (Mon, 13 May 2013) Log Message: --- add missing STACK_INIT, also quiet float double conversion warnings. Modified Paths: -- trunk/blender/source/blender/blenkernel/intern
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [56736] trunk/blender/source/blender: add missing STACK_INIT, also quiet float double conversion warnings.
I think I've got it fixed in r56740. --Mitchell On Sun, May 12, 2013 at 7:29 PM, Mitchell Stokes moguri...@gmail.comwrote: Yup, it looks like all of BLI_smallhash is in stubs.c. I'm not sure why though, nothing from BLI should be a bad level call... --Mitchell On Sun, May 12, 2013 at 7:23 PM, Mitchell Stokes moguri...@gmail.comwrote: The Blenderplayer stopped crashing with the Edge Split modifier, but it seems to be stuck in an infinite loop. Here is some example output from gdb: 0x011c4e8c in bmesh_vert_separate (bm=0x291add8, v=0x2941c58, r_vout=0x0, r_vout_len=0x0) at /home/mitchell/blender-dev/trunk/blender/source/blender/bmesh/intern/bmesh_core.c:1931 1931} while ((e = STACK_POP(stack))); (gdb) bt #0 0x011c4e8c in bmesh_vert_separate (bm=0x291add8, v=0x2941c58, r_vout=0x0, r_vout_len=0x0) at /home/mitchell/blender-dev/trunk/blender/source/blender/bmesh/intern/bmesh_core.c:1931 #1 0x01243f91 in BM_mesh_edgesplit (bm=0x291add8, use_verts=false, tag_only=true) at /home/mitchell/blender-dev/trunk/blender/source/blender/bmesh/tools/bmesh_edgesplit.c:162 #2 0x00f317e8 in doEdgeSplit (dm=0x291ec08, emd=0x23ddac8, UNUSED_ob=0x23dd358) at /home/mitchell/blender-dev/trunk/blender/source/blender/modifiers/intern/MOD_edgesplit.c:93 #3 0x00f318b2 in edgesplitModifier_do (emd=0x23ddac8, ob=0x23dd358, dm=0x291ec08) at /home/mitchell/blender-dev/trunk/blender/source/blender/modifiers/intern/MOD_edgesplit.c:127 #4 0x00f318ea in applyModifier (md=0x23ddac8, ob=0x23dd358, derivedData=0x291ec08, UNUSED_flag=(unknown: 0)) at /home/mitchell/blender-dev/trunk/blender/source/blender/modifiers/intern/MOD_edgesplit.c:136 #5 0x00acac75 in mesh_calc_modifiers (scene=0x23dad38, ob=0x23dd358, inputVertexCos=0x0, deform_r=0x0, final_r=0x7fffcb68, useRenderParams=0, useDeform=-1, needMapping=0, dataMask=532694146175, index=-1, useCache=0, build_shapekey_layers=0) at /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c:1670 #6 0x00accec1 in mesh_create_derived_no_virtual (scene=0x23dad38, ob=0x23dd358, vertCos=0x0, dataMask=532694146175) at /home/mitchell/blender-dev/trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c:2370 #7 0x00d23cb1 in BL_ModifierDeformer::Update (this=0x2919b90) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/BL_ModifierDeformer.cpp:172 #8 0x00d23e7d in BL_ModifierDeformer::Apply (this=0x2919b90, mat=0x0) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/BL_ModifierDeformer.cpp:206 #9 0x00d24014 in BL_SkinDeformer::UpdateBuckets (this=0x2919b90) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/BL_SkinDeformer.h:82 #10 0x00d0f338 in BL_CreateGraphicObjectNew (gameobj=0x27f4d60, localAabbMin=..., localAabbMax=..., kxscene=0x26a86d0, isActive=true, physics_engine=UseBullet) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp:1568 #11 0x00d132ce in BL_ConvertBlenderObjects (maggie=0x2397238, kxscene=0x26a86d0, ketsjiEngine=0x26ac450, physics_engine=UseBullet, rendertools=0x2624a10, canvas=0x26216b0, converter=0x26ad7e0, alwaysUseExpandFraming=false, libloading=false) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp:2714 #12 0x00d329d1 in KX_BlenderSceneConverter::ConvertScene (this=0x26ad7e0, destinationscene=0x26a86d0, rendertools=0x2624a10, canvas=0x26216b0, libloading=false) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp:388 #13 0x00929acd in GPG_Application::startEngine (this=0x7fffd5e0) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/GamePlayer/ghost/GPG_Application.cpp:739 #14 0x0092893d in GPG_Application::startWindow (this=0x7fffd5e0, title=..., windowLeft=100, windowTop=100, windowWidth=640, windowHeight=480, stereoVisual=false, stereoMode=1, samples=0) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/GamePlayer/ghost/GPG_Application.cpp:339 #15 0x00926985 in main (argc=2, argv=0x7fffe608) at /home/mitchell/blender-dev/trunk/blender/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp:983 This happens when I put an Edge Split modifier on the default cube and run it through the Blenderplayer. I'm guessing something isn't being initialized for the Blenderplayer (or a bad level call is being done that's returning 0). --Mitchell On Sun, May 12, 2013 at 7:11 PM, Campbell Barton ideasma...@gmail.comwrote: Revision: 56736 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=56736 Author: campbellbarton Date: 2013-05-13 02:10:59 + (Mon, 13 May 2013) Log Message: --- add missing STACK_INIT, also
Re: [Bf-committers] Swiss Cheese Text Editor Refactor/Merge
Would this also include the more efficient BLF rendering? I'm guessing the text editor changes are dependent on that? I'd really love to see BLF getting away from glBegin/glEnd. On Tue, Apr 2, 2013 at 1:28 PM, Jason Wilkins jason.a.wilk...@gmail.comwrote: During the last GSoC I made some modifications to the text editor so that it would batch text before drawing it instead of drawing on character at a time. (Since I was removing immediate mode calls from swiss-cheese, sending one character at a time as WAY too much overhead.) The recent changes to the text editor have been a bit of a nightmare to merge. The code is complicated and fragile (both mine and the original). I wanted to touch base and see if it would be OK to see about going ahead and integrating swiss-cheese's more efficient text rendering into trunk. Perhaps I could also refactor some of the code to be a little bit more maintainable as well. The reason I'm asking is I'm not sure if somebody else might have plans for this area, so I don't want to just continue as I am (merging complex changes) if it just going to be blown away. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Using C++11 features in Blender source code?
On Wed, Mar 27, 2013 at 9:23 AM, Dalai Felinto dfeli...@gmail.com wrote: Hi Manuel, I need to re-visit your post to read it more through, but interesting initiative. For some of your projects you may want to drop on irc #bgecoders (or even #blendercoders) channel to bounce ideas before getting down to code. Mainly to smooth out future merges. Now to your topic: Could you elaborate on the downsides of using C++11? (backward incompatibility? Lack of compilers? ) And the problems of mixing it up with the existent C++ code. Also BGE shouldn't have C code. As far as I can think of, the only part in C are the dependencies coming from Blender or code for the embedded BGE. Cheers, Dalai On Mar 27, 2013 7:52 AM, Manuel Bellersen bellers...@googlemail.com wrote: Hey there! I just got in contact with coding Blender, especially the internal game engine. (Here is my personal branch https://bitbucket.org/Urfoex/blender/ and a little write-up: http://urfoex.blogspot.com/2013/03/bge-qt5-coding-blender-game-engine.html ) I like to code using the new features of C++11. But currently Blender isn't using C++11 anywhere. (I think it is kind of funny because it uses Python 3.3 that came out 29.09.2012 but doesn't use C++11 which showed up already a year earlier on 12.08.2011.) So the question is: Can I contribute code written using C++11 features? Or am I forced to do the C C++ mix I found (and fear)? Best regards, Manuel Bellersen ___ 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 The problem is compiler support. Our official Windows compiler is MSVC 2008 (VC9), which only has limited C++11 support via an optional extension pack. Can you list off which C++11 features you specifically want to use? --Mitchell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Regex support in the text editor for advanced find and replace
On Tue, Mar 26, 2013 at 7:47 PM, Campbell Barton ideasma...@gmail.comwrote: On Wed, Mar 27, 2013 at 5:55 AM, Ricardo Lovelace ik...@yahoo.com wrote: Hi, Has there ever been an effort or a consideration of adding some Regex support to the text editor for 'advanced' find and or replace. I think this could be useful in the long run for obvious reasons. Its come up before that we don't have regex in outliner search http://markmail.org/message/sz7i7bq57gtn3b26 IMHO this is more a feature for a full featured programmers text editor. Of course this would be useful to some - but IMHO doesn't warrant adding a dependency on LibPCRE (or other regex libs), It could be implemented as a python operator and use pythons regex without adding new dependencies but this would be tricky to integrate with existing find. Personally I'm not keen to have blenders text editor become something as big as vim/scite/emacs/notepad++/geany etc... Although if the text-editors Python-API was improved we could have more features like this without the burden on maintaining so much C source. -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers Yeah, to be honest, if I want a text editor, I don't bother with Blender's text editor (except for very simple scripts). And, I don't think it really needs to become some big powerful text editor. Why bother maintaining something like that when there are plenty of good editors? Although, on the topic of extra dependencies for regex, doesn't Boost provide regex support? -- Mitchell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender IRC developer meeting, March 17 2013
Since I deal with a lot of the BGE's OpenGL code, I would like to be on the review team (if one even exists yet) that handles the review for Alex and Jason's branch. --Mitchell Stokes On Sun, Mar 17, 2013 at 9:06 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Here's notes from today's meeting in irc.freenode.net #blendercoders. 1) Blender 2.67 targets - Lukas Toenne is ready with PyNodes, should go in svn tomorrow. - Freestyle: Tamito Kajiyama addressed the comments from Campbell Barton already. Sergey Sharybin will start reviewing FreeStyle tomorrow. Looks like also this will go in svn this week! Freestyle code review in progress: https://codereview.appspot.com/7416049/ Freestyle doc in progress: https://docs.google.com/document/d/1k98c5BMFzwtWkH8ZCBfZ3xgkFs10HpNPdr8QF7ulZw8/edit - Ton Roosendaal still has Pie Menus on his list, should be possible within 2 weeks. - Antonis Ryakiotakis is progressing on work on 2D painting. http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Paint_System - Meeting shortly discussed new icons for Paint strokes, there's proposals in BlenderArtists forums. No decision yet, more experimentation with design/style (to match our current icons) is welcome. - Other release targets are all on-going, no news! http://wiki.blender.org/index.php/Dev:Doc/Projects 2) Other projects - Alex Kuznetsov worked a bit on his OpenGL brach, together with Jason Wilkins work it could be merged... still needs more time though (or involvement of more people). - We still use MSVC 2008 for releases, which is old and slow (especially compared to new gcc). Mingw for Windows does have a faster binary, but fails for parts still (like OSL, OpenMP). Anyone reading this with Microsoft connections, to seed a dozen of licenses to the online developer team? Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Collecting fixes for 2.66a release.
The multi-uv fix patch that Dalai mentioned has been committed as r54972, and it fixes three of our bug reports. Cheers, Mitchell On Sat, Mar 2, 2013 at 6:48 AM, Morten Mikkelsen mikkels...@gmail.comwrote: Sergey did a fix such that the dilated region outside a displacement map isn't very dark. Without it you get really bad filtering seams. Perhaps sergey can chime in? Cheers, Morten. On Sat, Mar 2, 2013 at 2:47 AM, Dalai Felinto dfeli...@gmail.com wrote: Hi Campbell, Due to some bad timing, most of the intensive testing we were planning for 2.66 ended been done after 2.66 was out. That's not ideal, but I prefer taking changes of having animation or multi uv system not working, than the certainty of they not working (as it is in 2.66 now). So those are my suggestions (on top of yours): ==Trunk== 54745, 54757, 54759, 54766, 54769, 54772, 54777, 54828, 54922 + patch from #34428 ==Trunk(MAYBE)==: 54806, 54813, 54814, 54815 The explanations: = dfelinto: 54745 (alpha for other OSs - it works for OSX, this patch make it work for others) + [ gaiaclary: 54747 (buidfix) ] ((maybe that's the one you mistyped as 54754?)) 54922 (rst update) moguri: 54772 (definitively - no brainer) 54766 (animation fix) 54769 (animation fix part 2) 54777 (material anim port) - may be a MAYBE, but I think it's a safe and needed one. 54828 (harmless, removing excessive warning from console) patch on #34428 (to be committed asap by Mitchell) http://projects.blender.org/tracker/index.php?func=detailaid=34428group_id=9atid=306 [final fix for the multi-uv problems. I've been testing it and it's good. But I'm waiting for Mitchell to commit it] sergof: 54757 (that fix a segfault iirc) alexku: 54759 (fix for windows size on windows) MAYBE: (I'm not in X11, so I didn't try it, but it does seem as an important, no?) campbell: 54806 (fix for fullscreen on X11 - BGE) psy-fi: 54813: (same/complement of 54806) 54814: (same/complement of 54806) 54815: (same/complement of 54806) -- Dalai blendernetwork.org/member/dalai-felinto www.dalaifelinto.com 2013/3/1 Campbell Barton ideasma...@gmail.com Hi I went over commits since release and make a suggested list of changes to be included in 2.66a. There are some areas I'm unsure of: * Mougri's BGE animation fixes (mixed in a bit with refactoring). * Aligorith made some animation fixes after fairly large commits to animation code. * Sergof's Bullet/Physics are mixed with features and fixes. need feedback which are safe for release. * Cessen made changes/fixes to Rigify. == Revs Checked == Trunk: 54697 -- 54965 Ext: 4315 -- 4336 Arranged by name so authors can check on their own work since last release. == Trunk == dfelinto: 54733 54754 54912 moguri: 54738 54764 54767 54780 54837 nazgul: 54746 54748 54901 54934 54935 54946 54947 54960 blendix: 54760 54793 54868 54885 54942 54943 54944 54945 54959 54965 campbellbarton: 54776 54781 54783 54824 54833 54834 54835 54865 54866 54875 54877 54878 54879 54882 54883 54899 54900 54903 54907 54917 54920 54921 54923 54928 54929 psy-fi: 54788 ton: 54789 54790 54794 54816 54908 54910 54954 54961 nicholasbishop: 54827 gaiaclary: 54856 == Trunk (MAYBE) == dingto: 54948 aligorith: 54924 54926 54927 sergof: 54757 54799 54822 54855 54862 alexk: 54761 moguri: 54769 54772 gaiaclary: 54888 mont29: 54891 nazgul: 54904 54937 === Ext == campbellbarton: 4320 4325 4327 cessen: 4321 4334 4335 - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Linking error with libge on Windows
Strange, I'm not seeing an actual error in that log output. Warnings usually don't stop a compile, and that particular warning (unused scene in dome code) has been around for a long time. --Mitchell On Sat, Mar 2, 2013 at 6:34 PM, Kursad Karatas gonder...@plecxus.comwrote: Hi I am getting a compiling problem with the latest svn #54983, something todo with the GE code. For example \source\gameengine\Ketsji\KX_KetsjiEngine.cpp:389:52: warning: 'scene' may be used uninitialized in this function [-Wuninitialized] Linking CXX static library ..\..\..\lib\libge_logic_ketsji.a [ 50%] Built target ge_logic_ketsji mingw32-make: *** [all] Error 2 http://www.pasteall.org/40166 thanks k ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [54806] trunk/blender: fix for fullscreen on X11 (used by the BGE, not blender application),
This commit breaks games in windowed mode. They have no window decoration and keypresses show up in the console instead of being interpreted by the engine. Luckily ESC still works. On Sat, Feb 23, 2013 at 9:05 PM, Campbell Barton ideasma...@gmail.comwrote: Revision: 54806 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=54806 Author: campbellbarton Date: 2013-02-24 05:05:29 + (Sun, 24 Feb 2013) Log Message: --- fix for fullscreen on X11 (used by the BGE, not blender application), changing the screen resolution wasn't still allowed for larger virtual desktops. added an exclusive option to ghost so the fullscreen window is ignored by the window manager and we get all events. (common practice for games on X11). Modified Paths: -- trunk/blender/intern/ghost/GHOST_ISystem.h trunk/blender/intern/ghost/GHOST_IWindow.h trunk/blender/intern/ghost/intern/GHOST_System.cpp trunk/blender/intern/ghost/intern/GHOST_System.h trunk/blender/intern/ghost/intern/GHOST_SystemX11.cpp trunk/blender/intern/ghost/intern/GHOST_SystemX11.h trunk/blender/intern/ghost/intern/GHOST_Window.cpp trunk/blender/intern/ghost/intern/GHOST_Window.h trunk/blender/intern/ghost/intern/GHOST_WindowManager.cpp trunk/blender/intern/ghost/intern/GHOST_WindowX11.cpp trunk/blender/intern/ghost/intern/GHOST_WindowX11.h trunk/blender/source/gameengine/GamePlayer/ghost/GPG_Application.cpp Modified: trunk/blender/intern/ghost/GHOST_ISystem.h === --- trunk/blender/intern/ghost/GHOST_ISystem.h 2013-02-24 03:39:20 UTC (rev 54805) +++ trunk/blender/intern/ghost/GHOST_ISystem.h 2013-02-24 05:05:29 UTC (rev 54806) @@ -253,6 +253,7 @@ GHOST_TInt32 left, GHOST_TInt32 top, GHOST_TUns32 width, GHOST_TUns32 height, GHOST_TWindowState state, GHOST_TDrawingContextType type, const bool stereoVisual = false, + const bool exclusive = false, const GHOST_TUns16 numOfAASamples = 0, const GHOST_TEmbedderWindowID parentWindow = 0) = 0; Modified: trunk/blender/intern/ghost/GHOST_IWindow.h === --- trunk/blender/intern/ghost/GHOST_IWindow.h 2013-02-24 03:39:20 UTC (rev 54805) +++ trunk/blender/intern/ghost/GHOST_IWindow.h 2013-02-24 05:05:29 UTC (rev 54806) @@ -305,7 +305,10 @@ */ virtual GHOST_TSuccess setCursorGrab(GHOST_TGrabCursorMode mode, GHOST_Rect *bounds, GHOST_TInt32 mouse_ungrab_xy[2]) { return GHOST_kSuccess; } - + /** */ + virtual GHOST_TSuccess beginFullScreen() const = 0; + virtual GHOST_TSuccess endFullScreen() const = 0; + virtual float getNativePixelSize(void) = 0; Modified: trunk/blender/intern/ghost/intern/GHOST_System.cpp === --- trunk/blender/intern/ghost/intern/GHOST_System.cpp 2013-02-24 03:39:20 UTC (rev 54805) +++ trunk/blender/intern/ghost/intern/GHOST_System.cpp 2013-02-24 05:05:29 UTC (rev 54806) @@ -152,7 +152,7 @@ success = m_displayManager-setCurrentDisplaySetting(GHOST_DisplayManager::kMainDisplay, setting); if (success == GHOST_kSuccess) { //GHOST_PRINT(GHOST_System::beginFullScreen(): creating full-screen window\n); - success = createFullScreenWindow((GHOST_Window **)window, stereoVisual, numOfAASamples); + success = createFullScreenWindow((GHOST_Window **)window, setting, stereoVisual, numOfAASamples); if (success == GHOST_kSuccess) { m_windowManager-beginFullScreen(*window, stereoVisual); } @@ -347,26 +347,22 @@ return GHOST_kSuccess; } - -GHOST_TSuccess GHOST_System::createFullScreenWindow(GHOST_Window **window, const bool stereoVisual, const GHOST_TUns16 numOfAASamples) +GHOST_TSuccess GHOST_System::createFullScreenWindow(GHOST_Window **window, const GHOST_DisplaySetting settings, +const bool stereoVisual, const GHOST_TUns16 numOfAASamples) { - GHOST_TSuccess success; + /* note: don't use getCurrentDisplaySetting() because on X11 we may +* be zoomed in and the desktop may be bigger then the viewport. */ GHOST_ASSERT(m_displayManager, GHOST_System::createFullScreenWindow(): invalid display manager); - GHOST_DisplaySetting settings; - - success = m_displayManager-getCurrentDisplaySetting(GHOST_DisplayManager::kMainDisplay, settings); - if (success) { - //GHOST_PRINT(GHOST_System::createFullScreenWindow(): creating full-screen window\n); - *window = (GHOST_Window *)createWindow( - STR_String(), -
Re: [Bf-committers] Linux package maintainers
We have a handful of Bullet patches in extern/bullet2/patches. You can look at extern/bullet2/readme.txt for a list of what the patches do. --Mitchell Stokes On Wed, Jan 2, 2013 at 4:33 PM, Campbell Barton ideasma...@gmail.comwrote: On Thu, Jan 3, 2013 at 10:12 AM, Prashant Sohani prashant.soh...@gmail.com wrote: While a loader that directly downloads from blender.org could be more convenient for the end user, I think that is not necessarily the most important concern of the distro maintainers.. rather, they want bundled libraries to move out of source as much as possible, some of their reasons being along the lines mentioned at http://fedoraproject.org/wiki/Packaging:No_Bundled_Libraries#Why_no_Bundled_Libraries . Apart from which, the article and comments at http://lwn.net/Articles/378865/ seem to make strong suggestions either way. On the whole, in the interest of code reusability (which in my opinion is an important principle in FOSS, even in the face of 'apparent' impracticality) and security, perhaps we could externally link some of the more standard libraries, without sacrificing end-user convenience too much? (No idea which ones those would be, though.. not even sure if such are there) Regards, Prashant Just committed a cmake option 'WITH_SYSTEM_BULLET' so distros can use their own bullet packages (as the gentoo maintainer requested), So I think the changes from our side are done, just need to have bullet updated since it doesn't compile yet with latest stable bullet in arch-linux (2.81). (note I did get it to compile with some edits to our source, but those are just to disable a few areas that failed). The CMake options documented not to work yet and marked as advanced to avoid enabling by accident. -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] MSVC2010 maintainer? Python 3.3 libs missing, or only me?
I can do 2010 x64, so let me know on IRC (nick is Moguri) if you need some help compiling libs. Cheers, Mitchell On Tue, Dec 18, 2012 at 3:00 PM, Chad Fraleigh ch...@triularity.org wrote: On Tue, Dec 18, 2012 at 9:40 AM, Dalai Felinto dfeli...@gmail.com wrote: Hi Chad, Thanks for waving in. I get the following error after commenting the proper lines for x64/vc2010 and installing Python 2.7: http://www.pasteall.org/38156 Yeah, unless you're compiling for 2008 there's only a 50/50 chance it will work at the moment.. and if doing x64, even less. It seems that freetype doesn't come with an x64 platform config for visual studio. This is one of those I've gotta eventually hack the configuration things (and at this point I have no idea how to add x64 to one). Anyway, on a side note there was a couple makefile fixes, one for the 2010 freetype project (that uses that standard Debug/Release names, unlike the 2008 one which used LIB Debug/LIB Release. Also I fixed the install for python x64 (since the project builds into an amd64 subdir for some reason). Anyway, this file should replace the one under build/Makefile.nmake: http://www.triularity.org/download/blender/Makefile.nmake Also, since I still don't have a working 2010 x64 environment (stupid M$ - I guess they didn't want people to easily make modern software for their OS), I have to use 2012 x64. But between 2010 x32 and 2012 x32/x64, hopefully it will be enough for me to make a usable builder script even for 2010 x64. -Chad ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [52782] trunk/blender: Fix #33417: add back GPU Mipmap Generation option, apparently with this disabled
Thanks! --Mitchell On Mon, Dec 10, 2012 at 10:47 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Ok, then the previous fix didn't make any difference, the option was already 0 in gpu_draw.c, so this just disabled it again. Fix committed now which actually enables it. Brecht. On Tue, Dec 11, 2012 at 6:16 AM, Mitchell Stokes moguri...@gmail.com wrote: I wish I would have caught this sooner, but U.use_gpu_mipmap will always be false in the Blenderplayer. The Blenderplayer doesn't make use of user preferences and instead grabs settings from the command line or values saved in Scene data. If you look at line 487 of GPG_ghost.cpp, then you'll see that U.anisotropic_filter is explicitly set prior to the GPU_set_anisotropic() call. Cheers, Mitchell Stokes On Wed, Dec 5, 2012 at 3:46 AM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Revision: 52782 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=52782 Author: blendix Date: 2012-12-05 11:46:13 + (Wed, 05 Dec 2012) Log Message: --- Fix #33417: add back GPU Mipmap Generation option, apparently with this disabled it takes up less memory on some cards, still unclear why. Modified Paths: -- trunk/blender/release/scripts/startup/bl_ui/space_userpref.py trunk/blender/source/blender/gpu/GPU_draw.h trunk/blender/source/blender/gpu/intern/gpu_draw.c trunk/blender/source/blender/makesrna/intern/rna_userdef.c trunk/blender/source/blender/windowmanager/intern/wm_init_exit.c trunk/blender/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp Modified: trunk/blender/release/scripts/startup/bl_ui/space_userpref.py === --- trunk/blender/release/scripts/startup/bl_ui/space_userpref.py 2012-12-05 06:30:17 UTC (rev 52781) +++ trunk/blender/release/scripts/startup/bl_ui/space_userpref.py 2012-12-05 11:46:13 UTC (rev 52782) @@ -437,6 +437,7 @@ col.label(text=OpenGL:) col.prop(system, gl_clip_alpha, slider=True) col.prop(system, use_mipmaps) +col.prop(system, use_gpu_mipmap) col.prop(system, use_16bit_textures) col.label(text=Anisotropic Filtering) col.prop(system, anisotropic_filter, text=) Modified: trunk/blender/source/blender/gpu/GPU_draw.h === --- trunk/blender/source/blender/gpu/GPU_draw.h 2012-12-05 06:30:17 UTC (rev 52781) +++ trunk/blender/source/blender/gpu/GPU_draw.h 2012-12-05 11:46:13 UTC (rev 52782) @@ -116,7 +116,7 @@ float GPU_get_anisotropic(void); /* enable gpu mipmapping */ -void GPU_set_gpu_mipmapping(void); +void GPU_set_gpu_mipmapping(int gpu_mipmap); /* Image updates and free * - these deal with images bound as opengl textures */ Modified: trunk/blender/source/blender/gpu/intern/gpu_draw.c === --- trunk/blender/source/blender/gpu/intern/gpu_draw.c 2012-12-05 06:30:17 UTC (rev 52781) +++ trunk/blender/source/blender/gpu/intern/gpu_draw.c 2012-12-05 11:46:13 UTC (rev 52782) @@ -240,10 +240,16 @@ /* Mipmap settings */ -void GPU_set_gpu_mipmapping() +void GPU_set_gpu_mipmapping(int gpu_mipmap) { - /* always enable if it's supported */ - GTS.gpu_mipmap = GLEW_EXT_framebuffer_object; + int old_value = GTS.gpu_mipmap; + + /* only actually enable if it's supported */ + GTS.gpu_mipmap = gpu_mipmap GLEW_EXT_framebuffer_object; + + if (old_value != GTS.gpu_mipmap) { + GPU_free_images(); + } } void GPU_set_mipmap(int mipmap) Modified: trunk/blender/source/blender/makesrna/intern/rna_userdef.c === --- trunk/blender/source/blender/makesrna/intern/rna_userdef.c 2012-12-05 06:30:17 UTC (rev 52781) +++ trunk/blender/source/blender/makesrna/intern/rna_userdef.c 2012-12-05 11:46:13 UTC (rev 52782) @@ -144,6 +144,12 @@ rna_userdef_update(bmain, scene, ptr); } +static void rna_userdef_gl_gpu_mipmaps(Main *bmain, Scene *scene, PointerRNA *ptr) +{ + GPU_set_gpu_mipmapping(U.use_gpu_mipmap); + rna_userdef_update(bmain, scene, ptr); +} + static void rna_userdef_gl_texture_limit_update(Main *bmain, Scene *scene, PointerRNA *ptr) { GPU_free_images(); @@ -3218,6 +3224,11 @@ RNA_def_property_ui_text(prop, 16 Bit Float Textures, Use 16 bit per component texture for float images); RNA_def_property_update(prop, 0, rna_userdef_gl_use_16bit_textures); + prop = RNA_def_property(srna, use_gpu_mipmap, PROP_BOOLEAN, PROP_NONE); + RNA_def_property_boolean_sdna(prop, NULL, use_gpu_mipmap, 1
Re: [Bf-committers] Can BGE be relicensed?
I honestly think the mailing list is a better place to discuss this than the forums. Why talk to users when it's the developers that you need to convince? Also, while the license as it is works for the most part, the confusion around it drives users away. Not only users, but we've lost BGE devs (look at GameKit). I would be fine with a clear exception for just the Blenderplayer. As it is right now, the GPL can still mess you up in a couple of places: Blend files: They are currently up to you to license, unless they are embedded into the Blenderplayer executable (save as runtime). [0] Python scripts: You can license them however you want, until you start calling into C extension libraries (the second example here[1]). So, you have to pretty much stick with pure Python scripts or open source libraries, which might not be feasible if you need to access some sort of hardware SDK. So, in other words, you should be fine for the most part, but every once in a while you hit a snag, and those snags can lead to confusion, and it's that confusion that's hurting the BGE, not so much the license itself. Furthermore, while we've had re-licensing talks in the past, they've usually come down to, it's unfeasible to get permission from everyone. This discussion brings something different since we actually have an example of an open source project being re-licensed even though they had to get permission. Cheers, Mitchell [0] http://www.blender.org/education-help/faq/gpl-for-artists/#c2130 [1] http://www.blender.org/education-help/faq/gpl-for-artists/#c2129 On Sat, Dec 1, 2012 at 12:22 PM, Thomas Dinges blen...@dingto.org wrote: Hi, A friendly reminder that this mailing list is for active Blender developers to coordinate work, not Licence debates. I don't think there is much interest in a re-licence here, we had such topics in the past. As the BGE is too much integrated, Blender itself would need to be re-licenced too. Personally I am against a switch to LGPL , especially if the only reason for this is this App Store debate. So please, continue this topic on the blenderartists forum if you like but stop trying to convince us here that this is the only way and mandatory. Best regards, Thomas Am 01.12.2012 19:56, schrieb Sinan Hassani: You can only link closed source code dynamically with LGPL. Most mobile app stores require everything to be statically linked anyway, so LGPL is not going to help. Your code effectively becomes GPL in the technical sense. We want the LGPL for app stores because it has less restrictions on distribution, see original post for why it works. You can also read the press release from VLC on why they went LGPL: Link: http://www.videolan.org/press/lgpl.html Part of the reason is for the VLC media player to be more multi-platform. PC stores allow for dynamic linking of code, so you can integrate something like FMOD there using dynamic linking if you want, but you still need to release source code for all the FMOD code you added to BGE (i.e. code change and FMOD API calls). This is the case for this FMOD example if BGE is GPL or LGPL. So we're asking for a license change only in certain cases of distribution. We're asking only for a license change when BGE is given to a third party repository for redistribution, in which case it would be available under LGPL. I think the LGPL is the best choice here, given that BGE is so integrated with Blender, going for a more liberal license would not work. We need a license that is both open source and free software. Sinan On 12-12-01 10:28 AM, Antony Riakiotakis wrote: There's quite some difference between LGPL and GPL. LGPL allows the source to be linked to closed code. Some of the developers are actually not very friendly with this idea, not to mention being friendly with Apple when it comes to 'walled gardens', monopolies, patents etc. So combining the two, and proposing a licence change with an air of someone has done it, you HAVE to do it too and with MAYBE the promise of it then being allowed in the Apple store is not the best diplomatic move you could do. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Can BGE be relicensed?
I would be fine with a different license, but the BGE is too integrated with Blender for the two to be licensed separately. Another potential option is a GPL exception like the one used by PyInstaller. --Mitchell Stokes On Fri, Nov 30, 2012 at 12:11 PM, Sinan Hassani sinan.hass...@gmail.comwrote: Hi, I have started a thread on BlenderArtists asking whether BGE can be relicensed to LGPL based on the news that VLC is being relicensed from GPL to LGPL: http://blenderartists.org/forum/showthread.php?273712-VLC-coming-to-iOS-Can-BGE-be-relicensed-to-LGPL So one thing is for sure, a major open source, free software project that spans 10 years can indeed be relicensed. Whether that's good or bad, I don't know and it's not the subject of this topic. This subject is about whether BGE can be and should be relicensed to be more competitive as a game engine in the current environment we find our self in (App Stores, people spending more time on mobile devices, consumers that want to get their software from a familiar and convenient app repository, i.e. iOS App Store, Google Play). In the second link I post in that thread, it explains why LGPL is more suitable than GPL for App Stores (also based on a podcast from FSF I listened to): According to the LGPL terms, developers “are not responsible for enforcing compliance by third parties with this License.” With the project now licensed as LGPL software, there’s no longer an issue with Apple’s App Store policy that limits installation to five devices. Link: http://www.geek.com/articles/mobile/vlc-re-licensed-as-lgpl-ready-to-head-back-to-the-app-store-20121115/ So my question is, can BGE be relicensed separate from Blender? If yes, then which parts can be relicensed? Additional points: -I'd like to get a reply from all major BGE contributors on whether they are okay with relicensing. And if yes, are they okay with LGPL, or do they want a more liberal license? Like MIT? -The VLC devs used commit logs to get a list of all developers that contributed code -It would be nice to know which parts of BGE can be relicensed? And which parts would we need to rewrite using GameKit for example? -How would the relicensing work? Changing BGE source file headers is okay? New developers contributing to BGE need to know the new license from the source files -Some BGE devs have told me that they would like more research on what is the best license for this situation if an effort is made to relicense BGE. I prefer LGPL based on what I know, and especially if it's suitable for current App Store models. However, Ogre3d went MIT, Torque 3D went MIT, GameKit is MIT, so MIT seems like a good license for game engines because you can integrate 3rd party SDKs and be suitable for more platforms like consoles In conclusion, GPL may not be viable for the BGE to be competitive. LGPL may be a good balance to enable BGE content to be submitted to App Stores and respect developers who have contributed code to BGE. Specifically, developers that want BGE to not only be open source, but free software as well. Sinan ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Windows SDL Library
In order to use WITH_GHOST_SDL on Windows you'll need to grab SDL 2.0 libs, the pre-built ones for Blender are 1.2. --Mitchell Stokes On Sat, Nov 24, 2012 at 12:35 AM, Ummi Nom ummi...@gmail.com wrote: Hi! Don't know about WITH_GHOST_SDL, but afaik sdl's stable version is 1.2 and the 2.0 is still under construction. On Sat, Nov 24, 2012 at 8:26 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: I tried to compile with the WITH_GHOST_SDL option on MSVC 2008 and got a #error telling me the library needs to be at least version 2.0. I have a fully up to date library directory (lib/windows). Is this option supported? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender issues on Windows
It seems to me we almost need another lib checkout to deal with vc10, similar to the mingw ones. It is rather annoying to have to download a pile of Boost libs only to have to turn around and compile my own anyways. We could use an svn external to handle libs that both can use (share). Also, the build.bat needs modifications to build libs for vc10 (different folder structure). --Mitchell Stokes On Mon, Nov 19, 2012 at 10:57 PM, Sergey Sharybin sergey@gmail.comwrote: Just for the note, All issues with windows and msvc2008 should be solved now. However, not sure if msvc2010 work now. Also not sure if it's possible to avoid commiting 300 more megabytes of debug libs to make msvc2010 happy. Still would be nice if somebody soublecheck on this :) Thanks Thomas and Brecht for solving windows issues :) On Mon, Nov 19, 2012 at 7:27 PM, Sergey Sharybin sergey@gmail.com wrote: Thanks, I've commited tweaks to CMake so localization _shouldn't_ require debug library anymore. However, i do have quite the same backtrace on startup as with i18n disabled and OIIO enabled. Perhaps that's related somehow. On Mon, Nov 19, 2012 at 7:25 PM, Thomas Dinges blen...@dingto.org wrote: Hi Sergey, I dropped debug boost libs from SVN as they are quite big (160-200 MB per architecture). In case someone needs them, you can find them here (for x32 and x64): http://blender.dingto.org/builds/dev/ Am 19.11.2012 13:18, schrieb Sergey Sharybin: Hello everyone, I've tried to work on some bugs on Windows today and i couldn't do that. First issue was missed debug library for i18n (seems it's substituding by #pragma in boost includes as a recommended). -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [52084] trunk/blender/source/gameengine: bge mesh conversion speedup, avoid calling ConvertMaterial() on every face .
If you wanted to eliminate per face material conversion, you could have also looked at my Swiss patch: https://codereview.appspot.com/6446043/ This is one of the things I worked on. However, now there will be some serious conflicts with my patch. I can probably salvage the async lib load code, but I'll probably have to rework the multi-uv bug fixes. On Sat, Nov 10, 2012 at 5:54 PM, Campbell Barton ideasma...@gmail.comwrote: Revision: 52084 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=52084 Author: campbellbarton Date: 2012-11-11 01:54:30 + (Sun, 11 Nov 2012) Log Message: --- bge mesh conversion speedup, avoid calling ConvertMaterial() on every face. now do per material bucket. Modified Paths: -- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp trunk/blender/source/gameengine/Ketsji/BL_Material.cpp trunk/blender/source/gameengine/Ketsji/BL_Material.h trunk/blender/source/gameengine/Ketsji/KX_BlenderMaterial.cpp trunk/blender/source/gameengine/Ketsji/KX_BlenderMaterial.h Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp === --- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2012-11-11 00:39:08 UTC (rev 52083) +++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2012-11-11 01:54:30 UTC (rev 52084) @@ -480,6 +480,45 @@ const char *name; } MTF_localLayer; +static void tface_to_uv_bge(const MFace *mface, const MTFace *tface, MT_Point2 uv[4]) +{ + uv[0].setValue(tface-uv[0]); + uv[1].setValue(tface-uv[1]); + uv[2].setValue(tface-uv[2]); + if (mface-v4) { + uv[3].setValue(tface-uv[3]); + } +} + +static void GetUV( +MFace *mface, +MTFace *tface, +MTF_localLayer *layers, +const int layer_uv[2], +MT_Point2 uv[4], +MT_Point2 uv2[4]) +{ + bool validface = (tface != NULL); + + uv2[0] = uv2[1] = uv2[2] = uv2[3] = MT_Point2(0.0f, 0.0f); + + /* No material, what to do? let's see what is in the UV and set the material accordingly +* light and visible is always on */ + if (layer_uv[0] != -1) { + tface_to_uv_bge(mface, layers[layer_uv[0]].face, uv); + if (layer_uv[1] != -1) { + tface_to_uv_bge(mface, layers[layer_uv[1]].face, uv2); + } + } + else if (validface) { + tface_to_uv_bge(mface, tface, uv); + } + else { + // nothing at all + uv[0] = uv[1] = uv[2] = uv[3] = MT_Point2(0.0f, 0.0f); + } +} + // static bool ConvertMaterial( BL_Material *material, @@ -489,6 +528,7 @@ MFace* mface, MCol* mmcol, /* only for text, use first mcol, weak */ MTF_localLayer *layers, + int layer_uv[2], const bool glslmat) { material-Initialize(); @@ -500,6 +540,9 @@ material-glslmat = (validmat)? glslmat: false; material-materialindex = mface-mat_nr; + /* default value for being unset */ + layer_uv[0] = layer_uv[1] = -1; + // if (validmat) { // use lighting? @@ -754,33 +797,19 @@ // No material - old default TexFace properties material-ras_mode |= USE_LIGHT; } - MT_Point2 uv[4]; - MT_Point2 uv2[4]; + const char *uvName = , *uv2Name = ; - - uv2[0] = uv2[1] = uv2[2] = uv2[3] = MT_Point2(0.0f, 0.0f); - /* No material, what to do? let's see what is in the UV and set the material accordingly * light and visible is always on */ if ( validface ) { material-tile = tface-tile; - - uv[0].setValue(tface-uv[0]); - uv[1].setValue(tface-uv[1]); - uv[2].setValue(tface-uv[2]); - - if (mface-v4) - uv[3].setValue(tface-uv[3]); - uvName = tfaceName; } else { // nothing at all material-alphablend= GEMAT_SOLID; material-tile = 0; - - uv[0] = uv[1] = uv[2] = uv[3] = MT_Point2(0.0f, 0.0f); } if (validmat validface) { @@ -798,49 +827,30 @@ } // get uv sets - if (validmat) - { + if (validmat) { bool isFirstSet = true; // only two sets implemented, but any of the eight // sets can make up the two layers - for (int vind = 0; vindmaterial-num_enabled; vind++) - { + for (int vind = 0; vindmaterial-num_enabled;
Re: [Bf-committers] Blender Logging
You might run into some issues with the embedded Python. I've noticed that embedded Python doesn't always play nice with a redirected stdout. --Mitchell Stokes On Wed, Oct 17, 2012 at 7:39 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: I wasn't going to choose one particular logging library. I was going to create a very simple wrapper that you could plug any back-end into easily. Using glog is just one of those, and one reason for prompting this discussion is so I can see if anybody has any opinion on which one to target as the default. It isn't a huge project, replace half a dozen standard library functions and add a couple of parameters for message type and source. It is just a tedious little project that is not very sexy :) On Wed, Oct 17, 2012 at 2:06 AM, Sergey Sharybin sergey@gmail.com wrote: I'm currently not so much convinced it'll indeed worth spending time on this now. If you really want to look into this would suggest looking into writting C wrapper for glog (C++ stuff could use glog directly). This library is already heavily used in some areas, supports lots of features and having another logger seems quite stupid for me. On Wed, Oct 17, 2012 at 6:52 AM, Alex Fraser a...@phatcore.com wrote: On 17 October 2012 08:09, Jason Wilkins jason.a.wilk...@gmail.com wrote: Rather than keep this on the back burner I figured I'd put this out there for people to give some feedback. I was thinking of replacing all direct use of the standard file handles (stdin, stderr) in Blender with a single set of logging functions. This function could intercept all messages and conditionally send them anywhere you wanted. In particular I was thinking you could use one of the popular open source logging libraries as a backend (log4cxx for example). So nobody would need to implement a backend to send results over the network, that has already been done. +1. I don't know what this would be like to implement in Blender, but all the projects that I've converted to use logging have since been much nicer to develop. Alex ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Why is use fake user not default for actions?
Hello devs, It used to be that use_fake_user was default for action datablocks. Sometime in the last version or two, this stopped being the case. Now we get forums posts on people losing their animations[0][1]. Lost data is never a good thing, so what was the reason for it being off by default? Cheers, Mitchell Stokes [0] http://blenderartists.org/forum/showthread.php?265132-Lost-Animations [1] http://blenderartists.org/forum/showthread.php?258161-Problems-with-actions ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cheese branch Scons
I have also had to modify SCons in Swiss. Although, for me it was just adding the gpu as an include directory to a bunch of places. Here is what I did in the past, but I doubt it still works: http://www.pasteall.org/34191/diff And, this was with Windows. Overall, it kind of makes me wonder why we do we need to include gpu in so many places now? Anyways, in hopes of actually answering your questions, Nathan Letwory is the SCons maintainer, but he's on Windows, so I don't know how much he can help with your particular problem. You could try talking to one of Blender's Linux maintainer's listed here: http://wiki.blender.org/index.php/Template:ModulesOwners. I know Campbell uses CMake, but I don't know about the others. Cheers, Mitchell Stokes On Tue, Jul 31, 2012 at 2:51 PM, Sven von Brand svbr...@alumnos.inf.utfsm.cl wrote: Hi all, I am looking at the Cheese branch and modified the Scons scripts to be able to compile it under Fedora 64 bits. Scons had some missing links, I could do a patch of this, but I wanted to know who was in charge of this, as I have tested my changes only in Linux. Also, Fedora has very different routes than other linux distros, so I had to make many changes to the linux-config.py. I was wondering if there could be a integrated in a more general config file. Regards. -- Sven von Brand ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer meeting notes - 24 June 2012
On Sun, Jun 24, 2012 at 8:45 AM, Ton Roosendaal t...@blender.org wrote: - In order to tackle open issues, proposal is to postpone release to end of July. Ton Roosendaal suggested to then also allow for the next weeks work on approved topics in svn - like cycles updates, mask editing, Opencolor, etc. How about the game engine? There are a couple of patches (collision masks, proper DDS texture support) that would be really nice to see in 2.64. Cheers, Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] New Categories for the BGE tracker
Hello, Right now the BGE tracker has some rather unhelpful categories such as Actuator, Sensor and Controller. Here is possible list of new categories (the intent is to completely replace the existing categories): Animation Audio Conversion (includes modifiers and LibLoad) Logic Physics Python UI/Interface Rendering (includes Dome/Stereo) Does anyone have any thoughts or feedback on this? I plan to start poking Nathan around Monday or Tuesday of next week, so it is better to speak up sooner rather than later. Thanks, Mitchell Stokes (Moguri) PS This might also be a good way to reorganize the game engine modules found here: http://wiki.blender.org/index.php/Template:ModulesOwners ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] problem when expanding BGL to deal with (GLchar **)
Your patch doesn't account for machines that do not support shaders. Have you thought of trying to use PyOpenGL? It has some experimental Py3k support now. --Mitchell Stokes On Tue, Apr 17, 2012 at 3:28 PM, Dalai Felinto dfeli...@gmail.com wrote: Hi there, I'm trying to build GLSL shaders for an addon using bgl. I started by adding the basic opengl functionst to bgl [1]. The problem is that glShaderSource [2] requires a (GLchar **) which we have no macro for. I tried to implement it as the GLcharP but it's not working [3]. (the rest of the bgl patch is working as it seems. I can even gather some glsl error with glGetShaderInfoLog) Thanks, Dalai (note, I would love to have that in time for 2.63, so addons using the stable 2.63 could benefit from it) [1] - http://www.pasteall.org/30984/diff [2] - http://www.opengl.org/sdk/docs/man/xhtml/glShaderSource.xml [3] - backtrace - http://www.pasteall.org/30985 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] BGE GSoC Proposal: Converter Improvements
Hello, I would like some feedback on my proposal for converter improvements, which can be found here: http://wiki.blender.org/index.php/User:Moguri/GSoC2012_BGE_Converter_Improvements Thank you, Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] GSoC 2012
Hello Jason, You could start by checking out some video tutorials at Blender Cookie (http://cgcookie.com/blender/category/tutorials/game-engine/). Note that some of the tutorials are focused on using Blender with Unity, but there are also some BGE ones. I would also recommend getting on some IRC channels on freenode: #blendercoders - The main Blender development channel #gameblender - A channel for BGE support #blender - A channel for general Blender support #bgecoders - A development channel focused on the BGE, but not very active I would recommend at least visiting #blendercoders. I tend to hang out in all of these channels and I use the nick Moguri. If I'm online, go ahead and give me a poke; I'd be happy to talk about the BGE with you. Cheers, Mitchell Stokes PS For anyone wanting to get into development, one of the first things you'll want to figure out, is how to build Blender: http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender On Wed, Mar 21, 2012 at 8:53 AM, Jason Tu jason...@gmail.com wrote: Hey guys, Just wanted to introduce myself for GSoC. My name's Jason and I'm a second-year undergrad at Binghamton University in New York (the U.S.). I've always been a huge Photoshop user and graphics nerd, but I somehow never got into 3D. I think GSoC is a great opportunity to get involved with the development side of 3D/gamey stuff, and I'd still like to contribute in the case that I don't get selected for GSoC. I just finished building Blender, and I'm looking through the ideas list. One topic that sticks out for me is the game engine--which I'll have to play with. Do you guys have any advice for a newbie to Blender and 3D development? -Jason ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43876] trunk/blender/source: Fix for aliased fonts in the game engine.
I think this broke the framerate and profile display in some cases: http://www.pasteall.org/pic/26095 I haven't yet been able to find a simple case that shows this. That screenshot is from this project: https://code.google.com/p/conceptrpg2/ --Mitchell Stokes On Fri, Feb 3, 2012 at 5:51 PM, Alex Fraser a...@phatcore.com wrote: Revision: 43876 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=43876 Author: z0r Date: 2012-02-04 01:51:59 + (Sat, 04 Feb 2012) Log Message: --- Fix for aliased fonts in the game engine. - Mipmaps are generated in BLF when drawing text in-game. In that case, padding around each glyph is increased to prevent bleeding. - Texture filtering is turned on for in-game text. - All glyphs are now twisted: the leading edge is brought a small distance forward, to prevent z-fighting in overlapping (kerned) glyphs. This happens both in the game engine and the rest of the UI, but should have no effect in the UI due to Z-compression in the clipping matrix. Reviewed and approved by bdiego; see patch [#29882] in the tracker. Tested by dfelinto. Modified Paths: -- trunk/blender/source/blender/blenfont/BLF_api.h trunk/blender/source/blender/blenfont/intern/blf_glyph.c trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp Modified: trunk/blender/source/blender/blenfont/BLF_api.h === --- trunk/blender/source/blender/blenfont/BLF_api.h 2012-02-04 00:36:55 UTC (rev 43875) +++ trunk/blender/source/blender/blenfont/BLF_api.h 2012-02-04 01:51:59 UTC (rev 43876) @@ -197,6 +197,7 @@ #define BLF_KERNING_DEFAULT (13) #define BLF_MATRIX (14) #define BLF_ASPECT (15) +#define BLF_TEXFILTER (16) #define BLF_DRAW_STR_DUMMY_MAX 1024 Modified: trunk/blender/source/blender/blenfont/intern/blf_glyph.c === --- trunk/blender/source/blender/blenfont/intern/blf_glyph.c 2012-02-04 00:36:55 UTC (rev 43875) +++ trunk/blender/source/blender/blenfont/intern/blf_glyph.c 2012-02-04 01:51:59 UTC (rev 43876) @@ -54,6 +54,8 @@ #include blf_internal_types.h #include blf_internal.h +#define _BLF_PADDING 3 +#define _BLF_MIPMAP_LEVELS 3 GlyphCacheBLF *blf_glyph_cache_find(FontBLF *font, int size, int dpi) { @@ -87,7 +89,11 @@ gc-cur_tex= -1; gc-x_offs= 0; gc-y_offs= 0; - gc-pad= 3; + /* Increase padding for each mipmap level: 0-3, 1-4, 2-6, 3-10, ... */ + if (font-flags BLF_TEXFILTER) + gc-pad= pow(2, _BLF_MIPMAP_LEVELS) + 2; + else + gc-pad= _BLF_PADDING; gc-num_glyphs= font-face-num_glyphs; gc-rem_glyphs= font-face-num_glyphs; @@ -296,13 +302,17 @@ static void blf_texture_draw(float uv[2][2], float dx, float y1, float dx1, float y2) { - + /* When a string is being rendered as individual glyphs (as in the game + * engine), the leading edge needs to be raised a fraction to prevent + * z-fighting for kerned characters. - z0r */ + float twist = (dx1 - dx) * 0.0002; + glBegin(GL_QUADS); glTexCoord2f(uv[0][0], uv[0][1]); - glVertex2f(dx, y1); + glVertex3f(dx, y1, twist); glTexCoord2f(uv[0][0], uv[1][1]); - glVertex2f(dx, y2); + glVertex3f(dx, y2, twist); glTexCoord2f(uv[1][0], uv[1][1]); glVertex2f(dx1, y2); @@ -405,6 +415,15 @@ glBindTexture(GL_TEXTURE_2D, g-tex); glTexSubImage2D(GL_TEXTURE_2D, 0, g-xoff, g-yoff, g-width, g-height, GL_ALPHA, GL_UNSIGNED_BYTE, g-bitmap); + if (font-flags BLF_TEXFILTER) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, + _BLF_MIPMAP_LEVELS); + glGenerateMipmap(GL_TEXTURE_2D); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, + GL_LINEAR_MIPMAP_LINEAR); + } glPopClientAttrib(); g-uv[0][0]= ((float)g-xoff) / ((float)gc-p2_width); Modified: trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp === --- trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp 2012-02-04 00:36:55 UTC (rev 43875) +++ trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp 2012-02-04 01:51:59 UTC (rev 43876) @@ -136,8 +136,8 @@ /* the actual drawing */ glColor4fv(color); + BLF_enable(fontid
[Bf-committers] Python Scripts and the GPL
Hello, I hate to bring up the GPL again, but I am rather confused on the subject and I was hoping someone could enlighten me on the matter. My primary concern is the BGE (and the corresponding bge module), but I think the same thoughts can be applied to bpy as well. Now, I have read the GPL for Artists FAQ entry on the matter[0], but it seems rather vague on a few points. For one, it seems to suggest that if I were to import a 3rd party module that has C code, then that 3rd party module must be GPL (the FAQ says nothing about GPL-compatible). This of course severely limits the number of libraries that can be used with Blender and the BGE. For example, if I want to use the MIT licensed PyENet library[1] in my game, I wouldn't be able to without violating the GPL. And, for that matter if I could still use PyENet, it would force all of my modules to be GPL (again, the FAQ says nothing about GPL-compatible). Furthermore, the section on games and the GPL in the FAQ[2] says I only need to make the files available under the GPL if they are bundled into the Blenderplayer, but it says nothing about scripts. What if I have a script inside a blend file that makes a call to PyENet, is this blendfile now forced to be GPL regardless of whether or not it is bundled in the Blenderplayer? And if the script wasn't inside the blendfile, but still accessed from the blendfile? Cheers, Mitchell Stokes [0] http://www.blender.org/education-help/faq/gpl-for-artists/#c2129 [1] https://code.google.com/p/pyenet/ [2] http://www.blender.org/education-help/faq/gpl-for-artists/#c2130 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Warnings currently disabled for MSVC (CMake and SCons)
Hello devs, For both SCons and CMake warnings have been disabled (/W0) for MSVC. This doesn't seem like a good idea. Any reason for this? I would think that it should be at least /W2 or /W3. Cheers, Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Warnings currently disabled for MSVC (CMake and SCons)
Okay, it looks like they are enabled in CMake. They're set to /W0 initially, but later changed to /W3. However, SCons seems to still be at /W0. --Mitchell Stokes On Sat, Dec 24, 2011 at 2:51 AM, Mitchell Stokes moguri...@gmail.com wrote: Hello devs, For both SCons and CMake warnings have been disabled (/W0) for MSVC. This doesn't seem like a good idea. Any reason for this? I would think that it should be at least /W2 or /W3. Cheers, Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [42647] trunk/blender: Bicubic bump map filtering.
GPU_code_generate_glsl_lib() is not called for the Blenderplayer. Is there any problem to moving this function into GPU_extensions_init()? It seems like it would encapsulate initialization a bit more. --Mitchell Stokes On Fri, Dec 16, 2011 at 6:20 PM, Mitchell Stokes moguri...@gmail.com wrote: This commit causes the Blenderplayer to crash on startup. Here is the call stack: blenderplayer.exe!strstr(const char * str1=0x, const char * str2=0x0001411649b8) Line 45 + 0x4 bytes C blenderplayer.exe!gpu_parse_functions_string(GHash * hash=0x02de2e98, unsigned char * code=0x) Line 129 + 0x11 bytes C blenderplayer.exe!GPU_lookup_function(const unsigned char * name=0x000141165ca0) Line 241 C blenderplayer.exe!GPU_link(GPUMaterial * mat=0x02de2668, const unsigned char * name=0x000141165ca0, ...) Line 1161 + 0xa bytes C blenderplayer.exe!GPU_shadeinput_set(GPUMaterial * mat=0x02de2668, Material * ma=0x02e70508, GPUShadeInput * shi=0x002dc330) Line 1300 C blenderplayer.exe!GPU_blender_material(GPUMaterial * mat=0x02de2668, Material * ma=0x02e70508) Line 1424 C blenderplayer.exe!GPU_material_from_blender(Scene * scene=0x02e5d598, Material * ma=0x02e70508) Line 1449 + 0xf bytes C blenderplayer.exe!BL_BlenderShader::ReloadMaterial() Line 44 + 0x23 bytes C++ blenderplayer.exe!BL_BlenderShader::BL_BlenderShader(KX_Scene * scene=0x02d2a8e0, Material * ma=0x02e70508, int lightlayer=1) Line 34 C++ blenderplayer.exe!KX_BlenderMaterial::SetBlenderGLSLShader(int layer=1) Line 784 + 0x45 bytes C++ blenderplayer.exe!KX_BlenderMaterial::OnConstruction(int layer=1) Line 169 C++ blenderplayer.exe!BL_ConvertMesh(Mesh * mesh=0x02e7beb8, Object * blenderobj=0x02e61d28, KX_Scene * scene=0x02d2a8e0, KX_BlenderSceneConverter * converter=0x02d29040) Line 1083 + 0x38 bytes C++ blenderplayer.exe!gameobject_from_blenderobject(Object * ob=0x02e61d28, KX_Scene * kxscene=0x02d2a8e0, RAS_IRenderTools * rendertools=0x02d1d1d0, KX_BlenderSceneConverter * converter=0x02d29040) Line 1774 + 0x22 bytes C++ blenderplayer.exe!BL_ConvertBlenderObjects(Main * maggie=0x02e156f8, KX_Scene * kxscene=0x02d2a8e0, KX_KetsjiEngine * ketsjiEngine=0x02d272a0, e_PhysicsEngine physics_engine=UseBullet, RAS_IRenderTools * rendertools=0x02d1d1d0, RAS_ICanvas * canvas=0x02d192e0, KX_BlenderSceneConverter * converter=0x02d29040, bool alwaysUseExpandFraming=false) Line 2083 + 0x29 bytes C++ blenderplayer.exe!KX_BlenderSceneConverter::ConvertScene(KX_Scene * destinationscene=0x02d2a8e0, RAS_IRenderTools * rendertools=0x02d1d1d0, RAS_ICanvas * canvas=0x02d192e0) Line 378 C++ blenderplayer.exe!GPG_Application::startEngine() Line 729 C++ blenderplayer.exe!GPG_Application::startWindow(STR_String title={...}, int windowLeft=100, int windowTop=100, int windowWidth=640, int windowHeight=480, const bool stereoVisual=false, const int stereoMode=1, const unsigned short samples=0) Line 338 + 0xd bytes C++ blenderplayer.exe!main(int argc=2, char * * argv=0x003e3240) Line 945 + 0x59 bytes C++ blenderplayer.exe!__tmainCRTStartup() Line 278 + 0x19 bytes C blenderplayer.exe!mainCRTStartup() Line 189 C --Mitchell Stokes On Thu, Dec 15, 2011 at 5:58 AM, Antony Riakiotakis kal...@gmail.com wrote: Revision: 42647 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=42647 Author: psy-fi Date: 2011-12-15 13:58:09 + (Thu, 15 Dec 2011) Log Message: --- Bicubic bump map filtering. This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs. To use the functionality change the bump mapping method to best quality Previous best quality setting becomes medium quality now. For non OpenGL 3.0 GPUs this becomes the same as medium quality Also: * added tooltip descriptions to the bump method settings. * modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL. Bicubic shader by Morten Mikkelsen. Thanks a lot! Oh...and FIRST! Modified Paths: -- trunk/blender/release/scripts/startup/bl_ui/properties_texture.py trunk/blender/source/blender/blenkernel/intern/material.c trunk/blender/source/blender/gpu/GPU_extensions.h trunk/blender/source/blender/gpu/intern/gpu_codegen.c trunk/blender/source/blender/gpu/intern/gpu_material.c trunk/blender/source/blender/gpu/intern/gpu_shader_material.glsl trunk/blender/source/blender/gpu/intern
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [42647] trunk/blender: Bicubic bump map filtering.
Moving the call to GPU_code_generate_glsl_lib() to the end of GPU_extensions_init() solves the problem, and (in my opinion) cleans things up a little. However, I'd like your feedback before committing. --Mitchell Stokes On Fri, Dec 16, 2011 at 6:33 PM, Mitchell Stokes moguri...@gmail.com wrote: GPU_code_generate_glsl_lib() is not called for the Blenderplayer. Is there any problem to moving this function into GPU_extensions_init()? It seems like it would encapsulate initialization a bit more. --Mitchell Stokes On Fri, Dec 16, 2011 at 6:20 PM, Mitchell Stokes moguri...@gmail.com wrote: This commit causes the Blenderplayer to crash on startup. Here is the call stack: blenderplayer.exe!strstr(const char * str1=0x, const char * str2=0x0001411649b8) Line 45 + 0x4 bytes C blenderplayer.exe!gpu_parse_functions_string(GHash * hash=0x02de2e98, unsigned char * code=0x) Line 129 + 0x11 bytes C blenderplayer.exe!GPU_lookup_function(const unsigned char * name=0x000141165ca0) Line 241 C blenderplayer.exe!GPU_link(GPUMaterial * mat=0x02de2668, const unsigned char * name=0x000141165ca0, ...) Line 1161 + 0xa bytes C blenderplayer.exe!GPU_shadeinput_set(GPUMaterial * mat=0x02de2668, Material * ma=0x02e70508, GPUShadeInput * shi=0x002dc330) Line 1300 C blenderplayer.exe!GPU_blender_material(GPUMaterial * mat=0x02de2668, Material * ma=0x02e70508) Line 1424 C blenderplayer.exe!GPU_material_from_blender(Scene * scene=0x02e5d598, Material * ma=0x02e70508) Line 1449 + 0xf bytes C blenderplayer.exe!BL_BlenderShader::ReloadMaterial() Line 44 + 0x23 bytes C++ blenderplayer.exe!BL_BlenderShader::BL_BlenderShader(KX_Scene * scene=0x02d2a8e0, Material * ma=0x02e70508, int lightlayer=1) Line 34 C++ blenderplayer.exe!KX_BlenderMaterial::SetBlenderGLSLShader(int layer=1) Line 784 + 0x45 bytes C++ blenderplayer.exe!KX_BlenderMaterial::OnConstruction(int layer=1) Line 169 C++ blenderplayer.exe!BL_ConvertMesh(Mesh * mesh=0x02e7beb8, Object * blenderobj=0x02e61d28, KX_Scene * scene=0x02d2a8e0, KX_BlenderSceneConverter * converter=0x02d29040) Line 1083 + 0x38 bytes C++ blenderplayer.exe!gameobject_from_blenderobject(Object * ob=0x02e61d28, KX_Scene * kxscene=0x02d2a8e0, RAS_IRenderTools * rendertools=0x02d1d1d0, KX_BlenderSceneConverter * converter=0x02d29040) Line 1774 + 0x22 bytes C++ blenderplayer.exe!BL_ConvertBlenderObjects(Main * maggie=0x02e156f8, KX_Scene * kxscene=0x02d2a8e0, KX_KetsjiEngine * ketsjiEngine=0x02d272a0, e_PhysicsEngine physics_engine=UseBullet, RAS_IRenderTools * rendertools=0x02d1d1d0, RAS_ICanvas * canvas=0x02d192e0, KX_BlenderSceneConverter * converter=0x02d29040, bool alwaysUseExpandFraming=false) Line 2083 + 0x29 bytes C++ blenderplayer.exe!KX_BlenderSceneConverter::ConvertScene(KX_Scene * destinationscene=0x02d2a8e0, RAS_IRenderTools * rendertools=0x02d1d1d0, RAS_ICanvas * canvas=0x02d192e0) Line 378 C++ blenderplayer.exe!GPG_Application::startEngine() Line 729 C++ blenderplayer.exe!GPG_Application::startWindow(STR_String title={...}, int windowLeft=100, int windowTop=100, int windowWidth=640, int windowHeight=480, const bool stereoVisual=false, const int stereoMode=1, const unsigned short samples=0) Line 338 + 0xd bytes C++ blenderplayer.exe!main(int argc=2, char * * argv=0x003e3240) Line 945 + 0x59 bytes C++ blenderplayer.exe!__tmainCRTStartup() Line 278 + 0x19 bytes C blenderplayer.exe!mainCRTStartup() Line 189 C --Mitchell Stokes On Thu, Dec 15, 2011 at 5:58 AM, Antony Riakiotakis kal...@gmail.com wrote: Revision: 42647 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=42647 Author: psy-fi Date: 2011-12-15 13:58:09 + (Thu, 15 Dec 2011) Log Message: --- Bicubic bump map filtering. This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs. To use the functionality change the bump mapping method to best quality Previous best quality setting becomes medium quality now. For non OpenGL 3.0 GPUs this becomes the same as medium quality Also: * added tooltip descriptions to the bump method settings. * modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL. Bicubic shader by Morten Mikkelsen. Thanks a lot! Oh...and FIRST! Modified Paths: -- trunk/blender/release/scripts/startup/bl_ui/properties_texture.py trunk/blender/source/blender/blenkernel/intern
Re: [Bf-committers] I need help reducing RNA lookups for fcurves
On Tue, Dec 6, 2011 at 12:13 AM, Joshua Leung aligor...@gmail.com wrote: While there are some inefficiencies here, for reference, how much of the rest of the time was spent by other areas? Was this the sole largest time sink, or is it one of the easiest to tackle first? About half of the time spent updating animations (excluding mesh deformation) is spent in RNA_path_resolve(). So this seemed like a good area to try and optimize. I think several things need clarification here. - bAction.curves represents ALL of the F-Curves that action has. All of the grouped ones appear first, in the order in which the groups they belong to exist. These are then followed by the ungrouped curves (which these days usually consist of those F-Curves which got created via inserting keys directly on buttons instead of via a Keying Set). - A single F-Curve can only ever belong to one group at a time. If you find a file where this is not the case, I'm afraid that it would've been stuck in an infinite loop on file load. - Indeed, there is absolutely no guarantee that curves in a single path belong to the same RNA Path. Although we currently by default end up with all the F-Curves for a single bone in a single group (and the F-Curves for other bones in other groups respectively), it could be equally possible (if a user created their own hand-crafted Keying Sets) that they have a situation where they've got F-Curves from multiple bones in the same group. Even in the first case here, you'd still have some location and some rotation (in the typical case) per group. And one last thing: be very careful whenever you start trying to deal with caches. Outdated or too frequently refreshing caches are a very common problem, and one that can we should be all to aware of. Thanks for the clarifications. At the moment I'm trying to avoid caching since what I really want to do is reuse the result from RNA_path_resolve() for any other fcurves using the same path. Here is some code I'm playing with: http://www.pasteall.org/27078/c If you notice, animsys_write_rna_setting_array() avoids extra calls to RNA_path_resolve(). Thanks, Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] I need help reducing RNA lookups for fcurves
By relying on the fact that the fcurves are ordered, I manged to come up with this patch: http://www.pasteall.org/27119/diff. It reduces the time the BGE spends in Blender's animation code by about 30%. The patch basically just moves the guts of animsys_write_rna_setting() into a new function called intern_write_rna_setting(). This allows me to create a animsys_write_rna_setting_array() without much code duplication. Then, the last step is to change how fcurves are iterated in animsys_evaluate_fcurves() and to take advantage of the new animsys_write_rna_setting_array(). Right now the old code is still there guarded by an #if 1 new_code #else old_code #end This way you can still easily switch between the new and the old code for testing. --Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] I need help reducing RNA lookups for fcurves
Hello devs, I was doing some profiling on an animation stress test scene in the BGE. I found that around 20% (18.8% in my last run) of the time was spent on looking up RNA paths (RNA_path_resolve). The way fcurves are currently executed, they each store a path and an index for array properties like location and rotation. Each fcurve is executed separately from from the others so each for each fcurve there is a call to RNA_path_resolve. This means 3 calls for one bone for position and 4 calls for one bone for rotation (using quats). So, for one bone, this are 7 calls that can be reduced to 2. Assuming each bone with fcurves has position and rotation curves, this would reduce the calls to RNA_path_resolve by about 71%. That covers the why, but I need help with the how. Creating a version of animsys_write_rna_setting() that works with arrays would be easy enough, but I'm not sure how to handle groups of fcurves at a time. I know there are groups in an action, but I don't think bAction::groups represents all the curves in bAction::curves. Also, it seems to me that a curve can belong to multiple groups, and that the curves in a group don't necessarily all use the same RNA path. Any thoughts? Thanks, Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer IRC meeting, nov 6 2011
Cucumber is also ready to be merged pending review: http://wiki.blender.org/index.php?title=Dev:2.6/Source/Development/Merge_And_Integration_Planoldid=151552 --Mitchell On Sun, Nov 6, 2011 at 12:25 PM, mindrones mindro...@gmail.com wrote: Hi all, some question about the documentation. On 11/06/2011 05:35 PM, Ton Roosendaal wrote: 1) Tomato, camera/motion tracking Is there any docs on Tomato? 2) Cycles render engine, http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles Awesome docs :) 3) Dynamic Paint I can only find: http://wiki.blender.org/index.php/User:MiikaH/GSoC-2011-DynamicPaint-BasicsGuide Is it complete? If not, how much work does it need to be final? 4) Ocean Simulation (modifier) http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulation/Ocean Today during the meeting we moved this to the 2.6 manual, but again, is it final? Regards, Luca _ http://wiki.blender.org/index.php/User:Mindrones http://www.mindrones.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer IRC meeting, nov 6 2011
Thomas, As far as I know, it was pushed back as a 2.61 target when it missed the deadlines for 2.60. It keeps being brought up and ignored, which to be honest is really starting to annoy me. It includes so many useful changes to the BGE, and it's been ready for months now. --Mitchell On Sun, Nov 6, 2011 at 12:40 PM, Thomas Dinges blen...@dingto.org wrote: Hi Mitchell, great, this can be added for 2.62 then. For 2.61 it comes too late. Bcon1 (in which the targets are defined) is over. :) Regards, Thomas Am 06.11.2011 21:35, schrieb Mitchell Stokes: Cucumber is also ready to be merged pending review: http://wiki.blender.org/index.php?title=Dev:2.6/Source/Development/Merge_And_Integration_Planoldid=151552 --Mitchell On Sun, Nov 6, 2011 at 12:25 PM, mindronesmindro...@gmail.com wrote: Hi all, some question about the documentation. On 11/06/2011 05:35 PM, Ton Roosendaal wrote: 1) Tomato, camera/motion tracking Is there any docs on Tomato? 2) Cycles render engine, http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles Awesome docs :) 3) Dynamic Paint I can only find: http://wiki.blender.org/index.php/User:MiikaH/GSoC-2011-DynamicPaint-BasicsGuide Is it complete? If not, how much work does it need to be final? 4) Ocean Simulation (modifier) http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulation/Ocean Today during the meeting we moved this to the 2.6 manual, but again, is it final? Regards, Luca _ http://wiki.blender.org/index.php/User:Mindrones http://www.mindrones.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 2.60a Ahoy
Hello, I know this is a little late (although, in my defense, previous emails suggested a Monday ahoy), but r41239 fixes some compatibility issues found with the action actuator in 2.60. It would be nice to see this commit in 2.60a, but I also understand that people have already started building and that if I wanted this in 2.60a, I should have started sooner. Cheers, Mitchell Stokes (Moguri) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 2.60a Ahoy
Yeah, I figured as much, but I thought I'd mention it. Cheers, Mitchell On Mon, Oct 24, 2011 at 1:09 AM, Campbell Barton ideasma...@gmail.com wrote: On Mon, Oct 24, 2011 at 6:31 PM, Mitchell Stokes moguri...@gmail.com wrote: Hello, I know this is a little late (although, in my defense, previous emails suggested a Monday ahoy), but r41239 fixes some compatibility issues found with the action actuator in 2.60. It would be nice to see this commit in 2.60a, but I also understand that people have already started building and that if I wanted this in 2.60a, I should have started sooner. Cheers, Mitchell Stokes (Moguri) Hi Mitchell, I'd rather not apply more fixes and re-ahoy, we had about 1 week to get important fixes in and doubtless well have many more fixes before 2.61. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] BGE Proposal: Character physics object type
I think integrating Bullet's Kinematic Character Controller would be a good project for a new developer. If someone is interested, I'd be willing to assist with navigating the BGE source, providing feedback/review, and maybe a bit of code. However, I have too many projects on my todo list to tackle this myself at the moment.. You can also find a demo of the character controller in the Bullet source code. Cheers, Mitchell On Tue, Aug 23, 2011 at 1:33 AM, Denis Washington den...@online.de wrote: Hello, This is the first time I am trying to get in touch with the Blender developer community, so please forgive me if this is the wrong communication channel for the following proposal. Also, let me tell you that I really love Blender, and would like to thank everyone who has contributed to it and made it what it is! You're my heroes. :) I recently investigated the Blender Game Engine for a hobby game project - a 2.5D platformer - and as a first exercise, I tried to get basic player character movement going. I expected this to be fairly easy to do, but I found out that it is actually pretty difficult to get right. The reason is that none of the currently available physics object types in the game engine are really appropriate for this task. Dynamic is the closest match, but leads to several weird problems due to doing more sophisticated physics simulation than is actually needed - you see effects such as the player character sliding a bit after releasing a movement key, or bouncing when hitting the ground after jump or walking into walls. Playing around with physics and material settings (mass, friction etc.) reduce these issues, but don't completely remove them; it all still feels unsatisfactory and not very professional. The point is that for this use case, there are actually no real physics needed at all; applying gravity and doing collision detection would actually be enough, and much more desirable as it provides the precision that the sophisticated physics types lack. In addition, such an implementation would be much more efficient. Unfortunately, such a solution would currently have to be implemented manually by writing a Python script which applies gravity and handles collisions manually. This is a shame, because I believe that the need for such behavior is very, very common - almost every first-person shooter and platform game uses such reduced physics for player characters and enemies, for instance - and should not have to be implemented by every game developer needing it individually. Also, the current situation is frustrating for newcomers: about the first thing almost any beginner will try to do is to make some kind of object move like in an FPS / jump'n'run game, and being confronted with weird bouncing and sliding behavior in these first steps is not exactly encouraging. Therefore, I propose the addition of a new physics object type named Character which applies the described basic means of physics to the object. This would provide BGE users with a simple way to get player character movement working as expected. Its implementation could use Bullet's kinematic character controller [1], which is exactly meant for this use case and has useful parameters such as step height (so that the character can walk over small steps, such as stairs, automatically). What do you think? Regards, Denis [1] http://bulletphysics.com/Bullet/BulletFull/classbtKinematicCharacterController.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [39013] trunk/blender/source/blender/ blenloader/intern/readfile.c: when appending with a NULL context dont print warnigns about s
I haven't tested LibLoad(), but I get the feeling this won't fix the issue of printing unnecessary warnings for LibLoad() since it isn't using a NULL context. Cheers, Mitchell On Thu, Aug 4, 2011 at 2:47 AM, Campbell Barton ideasma...@gmail.com wrote: Revision: 39013 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=39013 Author: campbellbarton Date: 2011-08-04 09:47:09 + (Thu, 04 Aug 2011) Log Message: --- when appending with a NULL context dont print warnigns about scene not being set - was annoying for BGE LibLoad. Modified Paths: -- trunk/blender/source/blender/blenloader/intern/readfile.c Modified: trunk/blender/source/blender/blenloader/intern/readfile.c === --- trunk/blender/source/blender/blenloader/intern/readfile.c 2011-08-04 08:46:17 UTC (rev 39012) +++ trunk/blender/source/blender/blenloader/intern/readfile.c 2011-08-04 09:47:09 UTC (rev 39013) @@ -13047,10 +13047,10 @@ } } +/* Context == NULL signifies not to do any scene manipulation */ static void library_append_end(const bContext *C, Main *mainl, FileData **fd, int idcode, short flag) { Main *mainvar; - Scene *scene= CTX_data_scene(C); Library *curlib; /* make main consistent */ @@ -13079,23 +13079,29 @@ lib_verify_nodetree(mainvar, FALSE); fix_relpaths_library(G.main-name, mainvar); /* make all relative paths, relative to the open blend file */ - /* give a base to loose objects. If group append, do it for objects too */ - if(scene) { - const short is_link= (flag FILE_LINK) != 0; - if(idcode==ID_SCE) { - /* dont instance anything when linking in scenes, assume the scene its self instances the data */ + if(C) { + Scene *scene= CTX_data_scene(C); + + /* give a base to loose objects. If group append, do it for objects too */ + if(scene) { + const short is_link= (flag FILE_LINK) != 0; + if(idcode==ID_SCE) { + /* dont instance anything when linking in scenes, assume the scene its self instances the data */ + } + else { + give_base_to_objects(mainvar, scene, curlib, idcode, is_link); + + if (flag FILE_GROUP_INSTANCE) { + give_base_to_groups(mainvar, scene); + } + } } else { - give_base_to_objects(mainvar, scene, curlib, idcode, is_link); + printf(library_append_end, scene is NULL (objects wont get bases)\n); + } - if (flag FILE_GROUP_INSTANCE) { - give_base_to_groups(mainvar, scene); - } - } + append_do_cursor(scene, curlib, flag); } - else { - printf(library_append_end, scene is NULL (objects wont get bases)\n); - } /* has been removed... erm, why? s..ton) */ /* 20040907: looks like they are give base already in append_named_part(); -Nathan L */ /* 20041208: put back. It only linked direct, not indirect objects (ton) */ @@ -13105,8 +13111,6 @@ blo_freefiledata( *fd ); *fd = NULL; } - - append_do_cursor(scene, curlib, flag); } void BLO_library_append_end(const bContext *C, struct Main *mainl, BlendHandle** bh, int idcode, short flag) ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Burster, .blend player on the web
I have contributed code to Burster in the past to get the Burster plugin working with Blender 2.5. I've also been planning to help them out some more once I get a few other projects wrapped up. Cheers, Mitchell On Sat, Jul 30, 2011 at 7:04 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Interesting project: http://geta3d.com I noticed Burster was only mentioned here once, by Dalai. Having an online .blend player always has been a great target, but complex to manage especially on stablity and security level. At the geta3d website the origins lead to: http://www.itechnologie.com.pl/ Are there people working Burster on this list? Would be cool if we can cooperate on such activities in public (here) as well. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [38649] branches/soc-2011-pepper/source/ blender: == RNA Property Updates get called by Animation System now ==
Okay, it looks like the function was only used for shape key drivers in the BGE. This patch fixes it: http://www.pasteall.org/23470/diff I'm not sure if this is the route you'd want to go though. Cheers, Mitchell On Mon, Jul 25, 2011 at 11:32 PM, Mitchell Stokes moguri...@gmail.com wrote: This breaks the game engine since it also used BKE_animsys_evaluate_animdata(). G.main isn't very useful as far as the BGE is concerned, and I don't know if I have access to a Blender scene when BKE_animsys_evaluate_animdata() is called in a few places. Could BKE_animsys_evaluate_animdata() be setup to allow for NULL for the Scene pointer? Or something along these lines? Cheers, Mitchell On Sat, Jul 23, 2011 at 9:37 PM, Matt Ebb m...@mke3.net wrote: On Sun, Jul 24, 2011 at 2:34 PM, Joshua Leung aligor...@gmail.com wrote Log Message: --- == RNA Property Updates get called by Animation System now == Thank you very much! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Can we please stop breaking APIs?
Hello devs, I thought the 2.5 Python API was supposed to be considered stable, but lo and behold, a recent commit once again broke my scripts. The commit in question changes BGL.Buffer.list to BGL.Buffer.to_list() [1]. Bgui[2] makes use of BGL and is now broken. Furthermore, if I fix Bgui to work with Blender trunk and I release a version of Bgui before Blender 2.59 (which is possible), then Bgui would have a requirement of needing an in development version of Blender. If we're going to be changing APIs, can we at least keep old things around as deprecated for a release or two? [1] http://lists.blender.org/pipermail/bf-blender-cvs/2011-July/037581.html [2] https://code.google.com/p/bgui/ Thank you, Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [38303] branches/soc-2011-pepper/source/ blender/editors/space_outliner: == The great Outliner code split up ==
This commit broke building with CMake. I have the fix if you want me to commit it. Cheers, Mitchell On Mon, Jul 11, 2011 at 3:59 AM, Joshua Leung aligor...@gmail.com wrote: Revision: 38303 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=38303 Author: aligorith Date: 2011-07-11 10:59:53 + (Mon, 11 Jul 2011) Log Message: --- == The great Outliner code split up == As per my proposal (http://lists.blender.org/pipermail/bf- committers/2011-July/032553.html), I've split outliner.c into several new files based on the purpose of the relevant code. * outliner_tree.c - building outliner structure * outliner_draw.c - outliner drawing (including toggle buttons and their handling) * outliner_edit.c - all operators for toggling stuff, and/or hotkey accessed operators. Also KeyingSet and Driver operators go here * outliner_tools.c - all operators and callbacks used for handling RMB click on items * outliner_select.c - stuff for selecting rows, and handling the active/selected toggling stuff In a few cases, the split hasn't been totally clear-cut due to cross- dependencies and other spaghetti. However, in a few cases, I have managed to remove the need for some of the prototypes that were needed in the past by judicious reshuffling of functions, which also makes it easier to actually find what you're looking for. Modified Paths: -- branches/soc-2011-pepper/source/blender/editors/space_outliner/outliner_intern.h Added Paths: --- branches/soc-2011-pepper/source/blender/editors/space_outliner/outliner_draw.c branches/soc-2011-pepper/source/blender/editors/space_outliner/outliner_edit.c branches/soc-2011-pepper/source/blender/editors/space_outliner/outliner_select.c branches/soc-2011-pepper/source/blender/editors/space_outliner/outliner_tools.c branches/soc-2011-pepper/source/blender/editors/space_outliner/outliner_tree.c Removed Paths: - branches/soc-2011-pepper/source/blender/editors/space_outliner/outliner.c Deleted: branches/soc-2011-pepper/source/blender/editors/space_outliner/outliner.c === --- branches/soc-2011-pepper/source/blender/editors/space_outliner/outliner.c 2011-07-11 09:47:13 UTC (rev 38302) +++ branches/soc-2011-pepper/source/blender/editors/space_outliner/outliner.c 2011-07-11 10:59:53 UTC (rev 38303) @@ -1,6148 +0,0 @@ -/* - * $Id$ - * - * * BEGIN GPL LICENSE BLOCK * - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2004 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * * END GPL LICENSE BLOCK * - */ - -/** \file blender/editors/space_outliner/outliner.c - * \ingroup spoutliner - */ - - -#include math.h -#include string.h -#include stdlib.h -#include stddef.h - -#include MEM_guardedalloc.h - -#include DNA_anim_types.h -#include DNA_armature_types.h -#include DNA_constraint_types.h -#include DNA_camera_types.h -#include DNA_group_types.h -#include DNA_key_types.h -#include DNA_lamp_types.h -#include DNA_material_types.h -#include DNA_mesh_types.h -#include DNA_meta_types.h -#include DNA_particle_types.h -#include DNA_scene_types.h -#include DNA_world_types.h -#include DNA_sequence_types.h -#include DNA_object_types.h - -#include BLI_blenlib.h -#include BLI_utildefines.h -#include BLI_math_base.h - -#if defined WIN32 !defined _LIBC -# include BLI_fnmatch.h /* use fnmatch included in blenlib */ -#else -# ifndef _GNU_SOURCE -# define _GNU_SOURCE -# endif -# include fnmatch.h -#endif - - -#include BKE_animsys.h -#include BKE_context.h -#include BKE_deform.h -#include BKE_depsgraph.h -#include BKE_fcurve.h -#include BKE_global.h -#include BKE_group.h -#include BKE_library.h -#include BKE_main.h -#include BKE_modifier.h -#include BKE_report.h -#include BKE_scene.h -#include BKE_sequencer.h - -#include ED_armature.h -#include ED_object.h -#include ED_screen.h -#include ED_util.h - -#include WM_api.h -#include WM_types.h - -#include BIF_gl.h -#include
Re: [Bf-committers] Blender 2.58a release AHOY
Could the OS X maintainer please build the Blenderplayer too? I think is this supposed to be working now in OS X. Thanks, Mitchell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Proposing to remove ATI hack in the BGE's Display List rasterizer
Hello devs, In the BGE's Display List rasterizer, there is a check to see if the user is using an ATI card. If the user is, the rasterizer falls back to immediate mode instead of using vertex arrays to build the display lists. While it doesn't seem to matter much for performance either way, I would rather not have vendor specific checks like this (unless maybe for optimizations). I'm guessing this was done due to a driver issue since users are not reporting any problems with the check disabled[0] (I don't have an ATI card to test personally). I also have a patch that shows the check[1]. So, is it okay to remove this check/hack? Cheers, Mitchell [0] http://blenderartists.org/forum/showthread.php?223214-Dev-Checking-Display-List-and-Vertex-Array-Support-on-ATI-cards-%28need-testers%29 [1] http://www.pasteall.org/22862/diff ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [36837] trunk/blender: CMake changes
This commit seems to break setups where the lib directories are reached with a symlink. My blender/../lib is a symlink to the directory where I actually keep my libs so I can avoid multiple lib checkouts, but still organize my working copies the way I want. If I comment out the check, things build just fine, so the symlink is working properly. I just don't know if IS_DIRECTORY can correctly follow it. Operating System: Windows 7 Pro 64bit Compiler: MSVC 2010 Cheers, Mitchell On Mon, May 23, 2011 at 7:56 AM, Campbell Barton ideasma...@gmail.com wrote: Revision: 36837 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=36837 Author: campbellbarton Date: 2011-05-23 14:56:14 + (Mon, 23 May 2011) Log Message: --- CMake changes - don't allow building if the LIBDIR is not found on mac/windows. - by default use -O2 rather then -O3 for GCC release flags, was crashing some GCC versions and blender releases are supposed to use -O2. Modified Paths: -- trunk/blender/CMakeLists.txt trunk/blender/build_files/cmake/macros.cmake Modified: trunk/blender/CMakeLists.txt === --- trunk/blender/CMakeLists.txt 2011-05-23 14:51:31 UTC (rev 36836) +++ trunk/blender/CMakeLists.txt 2011-05-23 14:56:14 UTC (rev 36837) @@ -55,33 +55,19 @@ # quiet output for Makefiles, 'make -s' helps too # set_property(GLOBAL PROPERTY RULE_MESSAGES OFF) -# ignore system set flag, use our own -# must be before project(...) -# if the user wants to add their own its ok after first run. -if(DEFINED CMAKE_C_STANDARD_LIBRARIES) - set(_reset_standard_libraries OFF) -else() - set(_reset_standard_libraries ON) -endif() +#- +# Load some macros. +include(build_files/cmake/macros.cmake) -project(Blender) +#- +# Initialize project. +blender_project_hack_pre() -if (_reset_standard_libraries) - # Must come after project(...) - # - # MINGW workaround for -ladvapi32 being included which surprisingly causes - # string formatting of floats, eg: printf(%.*f, 3, value). to crash blender - # with a meaningless stack trace. by overriding this flag we ensure we only - # have libs we define and that cmake scons builds match. - set(CMAKE_C_STANDARD_LIBRARIES CACHE STRING FORCE) - set(CMAKE_CXX_STANDARD_LIBRARIES CACHE STRING FORCE) - mark_as_advanced(CMAKE_C_STANDARD_LIBRARIES) - mark_as_advanced(CMAKE_CXX_STANDARD_LIBRARIES) -endif() -unset(_reset_standard_libraries) +project(Blender) +blender_project_hack_post() enable_testing() @@ -92,10 +78,6 @@ set(LIBRARY_OUTPUT_PATH ${CMAKE_BINARY_DIR}/lib CACHE INTERNAL FORCE ) #- -# Load some macros. -include(build_files/cmake/macros.cmake) - -#- # Set default config options get_blender_version() @@ -984,6 +966,12 @@ #- # Common. +if(APPLE OR WIN32) + if(NOT IS_DIRECTORY ${LIBDIR}) + message(FATAL_ERROR Apple and Windows require pre-compiled libs at: '${LIBDIR}') + endif() +endif() + if(WITH_RAYOPTIMIZATION) if(CMAKE_COMPILER_IS_GNUCC) if(SUPPORT_SSE_BUILD) Modified: trunk/blender/build_files/cmake/macros.cmake === --- trunk/blender/build_files/cmake/macros.cmake 2011-05-23 14:51:31 UTC (rev 36836) +++ trunk/blender/build_files/cmake/macros.cmake 2011-05-23 14:56:14 UTC (rev 36837) @@ -388,3 +388,71 @@ # message(STATUS Version (Internal): ${BLENDER_VERSION}.${BLENDER_SUBVERSION}, Version (external): ${BLENDER_VERSION}${BLENDER_VERSION_CHAR}-${BLENDER_VERSION_CYCLE}) endmacro() + + +# hacks to override initial project settings +# these macros must be called directly before/after project(Blender) +macro(blender_project_hack_pre) + # + # MINGW HACK START + # ignore system set flag, use our own + # must be before project(...) + # if the user wants to add their own its ok after first run. + if(DEFINED CMAKE_C_STANDARD_LIBRARIES) + set(_reset_standard_libraries OFF) + else() + set(_reset_standard_libraries ON) + endif() + + # -- + # GCC -O3 HACK START + # needed because O3 can cause problems but + # allow the builder to set O3 manually after. + if(DEFINED CMAKE_C_FLAGS_RELEASE) + set(_reset_standard_cflags_rel OFF) +
Re: [Bf-committers] GE still slow in rev 36978
Hello Sanne, Please add a new bug report. Cheers, Mitchell On Sat, May 28, 2011 at 6:44 AM, Sanne sa...@lavabit.com wrote: Hi all, this commit by Brecht SVN commit: /data/svn/bf-blender [36952] trunk/blender/source/gameengine/ BlenderRoutines/BL_KetsjiEmbedStart.cpp: Attempted fix for #27482: game engine running slow due to revision 36698 doesn't fix the issue for me, the GE is still very slow in revision 36978, but only in camera view. With the 3d viewport camera the speed is normal. Should I add to bug #27482 or open a new one? I'm on Linux 64 Bit. Thanks, Sanne ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [BGE Proposal]Save converted BGE data out to a file
Hello Francesco, It would be better if you moved this proposal to the wiki. As for the actual content of the proposal, the implementation details still seem a bit fuzzy (probably because you're still researching). For example, more information on reusing Blender's DNA system would be nice. Also, it might be good to note any issues you foresee (such as pointers to Blender data) so that you might get some feedback to address the issues. I wish I could provide more helpful and specific feeback, but I am unsure of a lot of the implementation details myself. I might do some digging and provide more information later. Cheers, Mitchell On Sun, May 8, 2011 at 1:11 PM, Trouble Maker maker...@gmail.com wrote: Here a proposal of mine that i wrote after looking a bit in the code. http://projects.blender.org/developer/diary.php?diary_id=230diary_user=26292 If i should write it somewhere else where everybody can modify it, let me know and i'll do it. Any help, suggestion or correction will be much appreciated :) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] List of BGE patches
As discussed in during the BGE dev meeting last Sunday, here is a list of smaller patches that are floating around the tracker that might be worth looking at for 2.58: Features: * Anisotropic Texture Filtering: http://projects.blender.org/tracker/?func=detailaid=25676group_id=9atid=127 * Make Cast Buffer Shadows option work in viewport and BGE: http://projects.blender.org/tracker/?func=detailaid=25675group_id=9atid=127 I will be expanding this list as I get more of my patches polished up and ready for the tracker. Cheers, Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] BGE IRC Developer Meeting: May 1, 2011
Hello everyone, Today we held an IRC meeting to discuss the BGE and it's future. We plan to have more of these in the future (possibly once a month). Here are the minutes of this meeting: License: * Attempt to use non-viral licenses going forward * Allows for code to be reused and shared with other projects (eg, GameKit) * Modification to existing code needs to be GPL, new “modules” can be licensed separately * Try to double license GSoC 2011 projects * Some food for thought: http://altdevblogaday.org/2011/04/12/sharing-code/ Current Projects and Merging: * The GSoC BGE Shaders branch still has workflow issues and missing data-types. Mitchell will come up with a list of todos and rebranch with working code (trying to use an existing branch if possible) * The GSoC Recast/Detour branch is stable enough to merge, and Nick will prepare it for merging in the next couple of weeks. * The TexFace removal feature is almost ready. Dalai will be giving the patch a “final treatment” this week/next. * A list of smaller features will be sent to the mailing list for review Some ideas of what new developers could look into: * Discrete LoD * Save converted BGE data out to a file * Document bge.constraints and bge.texture modules * Adding threading to the BGE (eg, loading a new scene, separate render thread to make use of swap buffer wait time, etc) [NOTE: This one's tough!] GSoC 2011 Polishing and Bugfixing Project: * Fixing GLSL lighting bugs * Fixing python functions for mist, ambient, etc in GLSL mode * Support for DDS textures with DXT compression (patch started) * VBO support (patch started) * Multi-UV (patch started) * Mip Map settings per texture * A BA thread will be started for more feedback Future involvement: * Mitchell Stokes will remain active. * Dalai Felinto needs to finish his book, but he plans to do more coding after that. * Sven Brand hopes to remain active at least until December when he finishes his thesis * Vitor Balbio will continue studying the code and will help with what he can * Daniel Stokes plans to continue contributing * Benoit Bolsee plans get back to some BGE work after 1 year ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] BGE IRC Developer Meeting: May 1, 2011
Write it up in the wiki and then send a link to the mailing list when it's ready. On Sun, May 1, 2011 at 3:47 PM, Trouble Maker maker...@gmail.com wrote: * Save converted BGE data out to a file I would like to start coding about this. I'll write a proposal about how i think it should work at the end of this week. Where should i post it for approval/suggestions/changes? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.57a AHOY!
Did the new Physics regression tests from Erwin get uploaded yet? --Mitchell On Thu, Apr 21, 2011 at 7:14 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Revision: 36273 Tagged: https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57a-release Release builders can put builds in the usual locations :) If all goes fine - yes we can! - svn opens up as usual for work on 2.5x related targets and more bugfixing tomorrow. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.57a release?
Another problem in 2.57 is that it appears that the Bullet upgrade made the radar sensor unusable: http://projects.blender.org/tracker/index.php?func=detailaid=26795group_id=9atid=306 This is not currently fix in SVN though. --Mitchell Stokes On Sat, Apr 16, 2011 at 12:16 AM, Campbell Barton ideasma...@gmail.comwrote: There are 2 bugs in 2.57 which might make 2.57a worthwhile (both fixed in SVN). [#26930] Blender 2.57 Shuts down when trying to edit 3D text http://projects.blender.org/tracker/?func=detailatid=498aid=26930group_id=9 --- Entering editmode on text would crash on a OSX only. [#26933] Render Crash with Decimate Modifier http://projects.blender.org/tracker/?func=detailatid=498aid=26930group_id=9 --- Would crash any time orco's were not available, error in new tangent space code. Another problem: Linux build is from r36147, but the tag shows r36148 as the last change. https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57-release/ The bug fixed r36148 stopped files with image space grease pencil in 2,4x from crashing on load. https://projects.blender.org/tracker/index.php?func=detailaid=26950group_id=9atid=498 I didn't check other build revisions but if they are not from r36148 or newer they'll have this problem too. Normally we give this 1 week, so something to bring up this Sunday meeting. - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] FBX format - GSoC
There was also an FBX Importer started for Blender 2.5: https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/io_import_fbx.py It needs a lot of work still. --Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] GSoC proposal - GE Nodes
Hello, Nodal Logic is a pretty big task. Mostly because of the all the design decisions to get it right. I'm in the #blendercoders IRC channel (freenode) quite a bit using the nick Moguri. So, come find me if you want to chat. Also, I'd recommend talking with Campbell (Ideasman). Good luck! --Mitchell Stokes (Moguri) On Tue, Mar 29, 2011 at 7:17 PM, Sven von Brand Laredo svbr...@alumnos.inf.utfsm.cl wrote: Hi, I would like to participate in the GSoC, specially in the Game Engine Nodes, I've participated a bit in the community before. Haven't participated much in the development of Blender, but would like to change that. This past Summer (Chilean Summer, January-February) I did and internship in a Game Development Company and worked a lot in C++. I'm currently a last year student from Computer Science Engineering and would like to participate in the node editor for the game engine as I've work a lot with the Game Engine for school projects and doing other things and would love to have that functionality in Blender for myself and for everyone interested :). So could anyone help me get into this, I read the page for the node editor, it looks like a lot of work, but I think something like what's proposed could be done. Any tips you could give me to help me get my proposal to a good start? Thank you in advance -- Sven von Brand Laredo Estudiante de Ing. Civil Informatica, UTFSM Fedora Ambassador for Chile ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] bpy.dll
On Windows, C Extension modules for Python have the extension .pyd instead. So, try renaming the module from bpy.dll to bpy.pyd. Cheers, Mitchell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35672] trunk/blender/source/blender: Bugfix #26549
id_us_min(texn-env-ima) generates a warning and causes MSVC+CMake to not build since warnings are treated as errors. id_us_min((ID*)texn-env-ima) is fine though. If this is the right change, than I can go ahead and commit it. Cheers, Mitchell On Mon, Mar 21, 2011 at 10:10 AM, Ton Roosendaal t...@blender.org wrote: Revision: 35672 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=35672 Author: ton Date: 2011-03-21 17:10:55 + (Mon, 21 Mar 2011) Log Message: --- Bugfix #26549 Using environment map type load increased user counter on each preview render. Also noticed that this type of envmap use wasn't threadsafe, causing imbufs being allocated for all threads. Also fixed that. Modified Paths: -- trunk/blender/source/blender/blenkernel/intern/texture.c trunk/blender/source/blender/render/intern/source/envmap.c Modified: trunk/blender/source/blender/blenkernel/intern/texture.c === --- trunk/blender/source/blender/blenkernel/intern/texture.c 2011-03-21 16:46:26 UTC (rev 35671) +++ trunk/blender/source/blender/blenkernel/intern/texture.c 2011-03-21 17:10:55 UTC (rev 35672) @@ -788,7 +788,10 @@ } if(texn-coba) texn-coba= MEM_dupallocN(texn-coba); - if(texn-env) texn-env= BKE_copy_envmap(texn-env); + if(texn-env) { + texn-env= BKE_copy_envmap(texn-env); + id_us_min(texn-env-ima); + } if(texn-pd) texn-pd= MEM_dupallocN(texn-pd); if(texn-vd) { texn-vd= MEM_dupallocN(texn-vd); Modified: trunk/blender/source/blender/render/intern/source/envmap.c === --- trunk/blender/source/blender/render/intern/source/envmap.c 2011-03-21 16:46:26 UTC (rev 35671) +++ trunk/blender/source/blender/render/intern/source/envmap.c 2011-03-21 17:10:55 UTC (rev 35672) @@ -75,47 +75,54 @@ { int dx, part; - BKE_free_envmapdata(env); + /* after lock we test cube[1], if set the other thread has done it fine */ + BLI_lock_thread(LOCK_IMAGE); + if(env-cube[1]==NULL) { + + BKE_free_envmapdata(env); - dx= ibuf-y; - dx/= 2; - if (3*dx == ibuf-x) { - env-type = ENV_CUBE; - } else if (ibuf-x == ibuf-y) { - env-type = ENV_PLANE; - } else { - printf(Incorrect envmap size\n); - env-ok= 0; - env-ima-ok= 0; - return; - } - - if (env-type == ENV_CUBE) { - for(part=0; part6; part++) { - env-cube[part]= IMB_allocImBuf(dx, dx, 24, IB_rect|IB_rectfloat); + dx= ibuf-y; + dx/= 2; + if (3*dx == ibuf-x) { + env-type = ENV_CUBE; + env-ok= ENV_OSA; + } else if (ibuf-x == ibuf-y) { + env-type = ENV_PLANE; + env-ok= ENV_OSA; + } else { + printf(Incorrect envmap size\n); + env-ok= 0; + env-ima-ok= 0; } - IMB_float_from_rect(ibuf); - IMB_rectcpy(env-cube[0], ibuf, - 0, 0, 0, 0, dx, dx); - IMB_rectcpy(env-cube[1], ibuf, - 0, 0, dx, 0, dx, dx); - IMB_rectcpy(env-cube[2], ibuf, - 0, 0, 2*dx, 0, dx, dx); - IMB_rectcpy(env-cube[3], ibuf, - 0, 0, 0, dx, dx, dx); - IMB_rectcpy(env-cube[4], ibuf, - 0, 0, dx, dx, dx, dx); - IMB_rectcpy(env-cube[5], ibuf, - 0, 0, 2*dx, dx, dx, dx); - env-ok= ENV_OSA; - } - else { /* ENV_PLANE */ - env-cube[1]= IMB_dupImBuf(ibuf); - IMB_float_from_rect(env-cube[1]); - - env-ok= ENV_OSA; - } + if(env-ok) { + if (env-type == ENV_CUBE) { + for(part=0; part6; part++) { + env-cube[part]= IMB_allocImBuf(dx, dx, 24, IB_rect|IB_rectfloat); + } + IMB_float_from_rect(ibuf); + + IMB_rectcpy(env-cube[0], ibuf, + 0, 0, 0, 0, dx, dx); + IMB_rectcpy(env-cube[1], ibuf, + 0, 0, dx, 0, dx, dx); + IMB_rectcpy(env-cube[2], ibuf, + 0, 0, 2*dx, 0, dx, dx); + IMB_rectcpy(env-cube[3], ibuf, +
Re: [Bf-committers] Feedback on BGE Collision API
@Geoff Method overhead could be rather problematic using callbacks with a lot of collisions. And I agree that an even list/queue makes more sense for the current API. @Alex I'm not interested in adding other callbacks at the moment, but you're right that the method for registering callbacks should use a specific name to allow for other options later. Also, the owner of the collision event probably should be included in the event (as you said) so that you can always have a reference to the object. Handler/Listener classes are another possibility, especially if callbacks were implemented for more than just collisions. @Jim The BGE currently doesn't have good support for subclassing, so people wont be defining on_collision methods for objects. This is why a callback would be needed instead. @Knapp Thanks for the tip. I'll take a look at them. Thanks for the feedback! I think I'm now leaning much more towards a per frame list/queue of some sort. Dalai or Campbell, do either of you have any suggestions/feedback? Cheers, Mitchell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] main game engine loop
Ultimately it's KX_KetsjiEngine::NextFrame(). If you want more details, find me in the #blendercoders irc channel (nick Moguri). Cheers, Mitchell On Sun, Mar 20, 2011 at 4:25 PM, Fabio Gonzalez fabiojo...@gmail.com wrote: what is the main function that handles the main looping of the Blender Game Engine that calls the controllers, run python scripts and render. if is Possible, I whant disponibilize acess since of the game engine to run others function into a while loop in Python. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Introduction
Hi Benjy! If you're interested in doing some BGE development, come find me in the #blendercoders IRC channel on freenode. I can help you start to figure out the source code. :) Cheers, Mitchell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Feedback on BGE Collision API
Hello Blender devs, I'm getting tired of not having access to collision information from the BGE Python API, so I've decided to address this. I'm thinking a collision would generate two collision events: one relative to each object. This CollisionEvent object can contain information like hit location, hit material and hit object (the material and object would be what the object is hitting, remember, the events are relative to an object). However, I'm uncertain as to how the user should access this events. Other events like keyboard and mouse events are done by checking some sort of list. If I were to do this for collision events, I'd keep a list of collision events on each KX_GameObject. Making use of this list would look something like this: for ce in obj.collisions: if ce.name == Bomb: obj.endObject() This looks good and is consistent with the rest of Blender. However, I'm wondering if callbacks might be better? A callback example would look something like: def col_bomb(self, ce): if ce.object.name == Bomb: self.endObject() obj.register(col_bomb) The callback example only has to be run once where as the list example must be run constantly. I've put some of these ideas in a brief wiki page[1]. Thoughts? Cheers, Mitchell [1] http://wiki.blender.org/index.php/User:Moguri/BGE_Collision_API_Proposal ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Bullet physics update
Nice to see you around again Erwin! bpy is available in the BGE if you're running from inside Blender. However, not from the Blenderplayer. Since this is more of a debug thing, I think this would be acceptable. Cheers, Mitchell Stokes On Tue, Mar 1, 2011 at 11:38 AM, Erwin Coumans erwin.coum...@gmail.comwrote: Hi, That is a good idea but I don't think it is a full replacement unless BPY is available within the BGE. Having the option to export within the BGE allows you to 'debug' and export a full running simulation. Some constraints/joints are only added at run-time (vehicles for example). Is BPY that can access a running Bullet simulation, available inside BGE? Thanks, Erwin On 1 March 2011 11:23, Dalai Felinto dfeli...@gmail.com wrote: Hi Erwin, I plan to add a single BGE physics API to export to a .bulle file, for example exportBullet(char* fileName); What if instead of a BGE API you do it as a bpy API? That way one can write an addon to export the .bulle files. It should already be possible now, but having an API for that can be easier I guess. (as a matter of fact Juha Mäki-Kanto, who submitted the RigidBodyJoint patch, uses Blender exactly for this, to export the .bulle for his engine) -- Dalai 2011/3/1 Erwin Coumans erwin.coum...@gmail.com: Hi Carsten, No API or GUI changes, demos should work the same. I plan to add a single BGE physics API to export to a .bulle file, for example exportBullet(char* fileName); The physics behaviour might slightly change (unavoidable), so if you share the demos with me, I can help compatibility. Thanks, Erwin On 1 March 2011 10:54, Carsten Wartmann c...@blenderbuch.de wrote: Am 01.03.2011 19:04, schrieb Erwin Coumans: Hi, It has been a long time. Indeed! Can I go ahead (in the upcoming few weeks) and make the change, or is someone else working on Bullet related things? Well, not code wise, but I am just updating the BGE part of my book, so do you think I will face problems in my demo files after the book is printed? I.e. will it change things in a manner that the physics dont work the way they should? Will there be GUI changes? (small things like a new menu entry is not a problem, but shuffling menus would). Cheers, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Do you have think create the engine for xbox 360 and PS3 game development?
The BGE cannot link against closed source libraries. Both the 360 and PS3 SDKs are closed source, which means the BGE can never support them. Cheers, Mitchell Stokes ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Decimation / Surface Simplifier...
I'm usually hanging out in the IRC channel (#blendercoders on Freenode) if you want to talk about BGE topics. Cheers, Mitchell Stokes (Moguri) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33962] trunk/blender: CMake: use blender_include_dirs(${OPENGL_INCLUDE_DIR}) rather then blender_include_dirs(${OPENGL_INCLUDE_
Thanks for the fix! Unfortunately, however, a recent change by Nathan has a negative effect causing a CMake error. On a test environment of mine (64-bit Windows Vista, VS 2008 Pro), It also breaks on Win7 Pro 64bit using VS 2010 Pro. if(MSVC) - include_directories(${OPENGL_INCLUDE_DIR}) + include_directories(${OPENGL_INCLUDE_DIR}) else() - blender_include_dirs(${OPENGL_INCLUDE_DIR}) + blender_include_dirs(${OPENGL_INCLUDE_DIR}) endif() this block should simply be: blender_include_dirs(${OPENGL_INCLUDE_DIR}) without the if-else-endif statement. Hope this change does not break the compilation process in other environments. If there are no objections, I'll commit the fix suggested by Tamito. Cheers, Mitchell Stokes (Moguri) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer meeting minutes, jan 2 2011
1) Blender 2.56 - Crucial bug fix done: doing an Undo with pointcaches (simulations like smoke, fluids) crashed Blender. This case is common enough to demand a quick update for the 2.56 release. In order to test the improved pointcache code well, we'll wait 2 more days. The Blenderplayer also had a crash on exit and the official win32 build of the player couldn't import modules like blf or bgl. So, yet another reason for a 2.56a. ;) Cheers, Moguri ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33962] trunk/blender: CMake: use blender_include_dirs(${OPENGL_INCLUDE_DIR}) rather then blender_include_dirs(${OPENGL_INCLUDE_
On Sun, Jan 2, 2011 at 1:05 PM, GSR gsr@infernal-iceberg.com wrote: Hi, rd6t-k...@asahi-net.or.jp (2011-01-02 at 2100.53 -): The build with VS and CMake goes straight now. Thanks for the fix! blender_include_dirs(${OPENGL_INCLUDE_DIR}) Out of curiosity about what was causing the problem, could you make it print the contents of OPENGL_INCLUDE_DIR? Thanks. include_directories() doesn't like empty strings and OPENGL_INCLUDE_DIR is empty for MSVC (it does some other voodoo). ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers