Re: [Bf-committers] can we update ffmpeg to have RTSP support?

2014-07-15 Thread Reuben Martin
On Wednesday, July 16, 2014 12:55:49 PM Campbell Barton wrote:
 On the other hand we end up loosing time to support various
 configurations, its hard to know beforehand if enabling options incurs
 maintenance overhead.
 
 Seems like a special case - couldn't the BlenderCAVE/remote-camera
 users who want RTSP  do their own builds?

May I suggest enabling v4l2? In conjunction with the v4l2loopback kernel 
module (https://github.com/umlaeute/v4l2loopback) you could use it as a shim 
to interface with any source available to ffmpeg / gstreamer / mlt / whatever 
support v4l2. That way all you need to deal with is uncompressed video. No 
codecs to worry about since it's would be decompressed by whatever is feeding 
the v4l2loopback input. Also a big bonus is that it's non-blocking, unlike a 
FIFO interface.

For windows, I'm sure there is something similar that could be done with 
directshow. For Mac you might consider something like Syphon. 
(http://syphon.v002.info/)

-Reuben
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Re: [Bf-committers] can we update ffmpeg to have RTSP support?

2014-07-15 Thread Reuben Martin
I have a deck link card. And I've redirected the captured video from it to
the v4l2loopback device. It can be done using bmdcapture + ffmpeg or
gstreamer. Both work quite well. You can do it with melt too, but
technically it uses ffmpeg to interface with v4l2.
On Jul 16, 2014 12:23 AM, Fazekas László mn...@freemail.hu wrote:

 I agree. For win32, besides of DirectShow, there is the simple old VfW
 input. I think it's still working and it has a wrapper for DirectShow.
 For OSX, the video capture is in the commercial version of Quicktime.

 But there are incompatible hardwares with their own interface (for
 example, BMD DeckLink). So perhaps a raw input through a fifo (named
 pipe) is still a good option.

 2014-07-16 05:34 keltezéssel, Reuben Martin írta:
  On Wednesday, July 16, 2014 12:55:49 PM Campbell Barton wrote:
  On the other hand we end up loosing time to support various
  configurations, its hard to know beforehand if enabling options incurs
  maintenance overhead.
 
  Seems like a special case - couldn't the BlenderCAVE/remote-camera
  users who want RTSP  do their own builds?
  May I suggest enabling v4l2? In conjunction with the v4l2loopback kernel
  module (https://github.com/umlaeute/v4l2loopback) you could use it as a
 shim
  to interface with any source available to ffmpeg / gstreamer / mlt /
 whatever
  support v4l2. That way all you need to deal with is uncompressed video.
 No
  codecs to worry about since it's would be decompressed by whatever is
 feeding
  the v4l2loopback input. Also a big bonus is that it's non-blocking,
 unlike a
  FIFO interface.
 
  For windows, I'm sure there is something similar that could be done with
  directshow. For Mac you might consider something like Syphon.
  (http://syphon.v002.info/)
 
  -Reuben
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Re: [Bf-committers] HiDPI notes for other OS'es

2013-06-29 Thread Reuben Martin
On Saturday, June 29, 2013 04:47:09 PM Brecht Van Lommel wrote:
 It's not a reliable value to use, because it's not correctly reported
 by many monitors, and does not actually correspond to the DPI assumed
 by any other UI toolkit. I've looked for the right value for quite a
 while, but only conclusion I can find is that none of
 Gnome/KDE/Xfce/GTK/Qt/.. have proper high DPI support on Linux/X11,
 it's just not implemented. If one of them did we could copy the same
 mechanism to detect DPI.

Blog post from yesterday may provide insight into how others are tackling the 
issue.

http://blogs.gnome.org/alexl/2013/06/28/hidpi-support-in-gnome/

-Reuben
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Re: [Bf-committers] Remove Frameserver

2012-08-02 Thread Reuben Martin
I tried using it when it did work, and even then it didn't provide the 
functionality that it was intended for. Furthermore, the intended 
functionality does not fit into the monolithic work flow that blender is 
designed to facilitate.

On Friday, August 03, 2012 12:19:35 AM Thomas Dinges wrote:
 Hey everyone,
 Today Campbell, Sergey and I discussed to drop frameserver.
 
 The reasoning is, that it's not really used (at all?).
 Also we got one bug report a few weeks ago, where someone said that its
 not working at all! (And that over a couple of versions, so it was not
 used at all, otherwise people would have reported earlier)
 http://projects.blender.org/tracker/index.php?func=detailaid=32078group_id
 =9atid=498
 
 Any objections to that?
 
 Patch for the removal:
 http://www.pasteall.org/34253/diff
 
 Regards,
 Thomas
 
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Re: [Bf-committers] Floating buttons proposal

2012-06-15 Thread Reuben Martin
meh, we all do it now and then. I pissed a guy off a few years ago on this list 
by by being a smart ass when calling him out for posting a long winded email 
that provided nothing of technical significance, but was little more than a 
copy and paste of a press release sprinkled with buzzwords. It started my own 
personal little flame war.

People will usually put up with you going off the deep end if you can back your 
position up. (And be willing to eat your hat when you're wrong.) People 
passionate about blender ofter have very strong opinions about this stuff.

For what it's worth, there might be a good argument for using floating buttons 
for context specific things that would just be a waste of space in a panel 99% 
of the time. A good example is the panel that lets you modify the parameters 
of your previous action. It varies quite drastically in size depending on 
context, and as a result I'm constantly changing it's size and position in the 
tool shelf.

-Reuben

On Saturday, June 16, 2012 09:21:10 AM Michael Fox wrote:
 sorry for my outburst, i hope no one really takes offence to me, my
 opinions are my own and i tend to be a little protective of blender, i
 owe my life to it.
 
 some serious things have happened in my life recently and its made me
 irritable, im usually not like this, so for any offence i have caused im
 sorry and please excuse me
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[Bf-committers] Build error

2012-03-29 Thread Reuben Martin

I've been having this build error the last couple days. SVN is up-to-date.

-Reuben


Log:

[ 17%] Building C object 
source/blender/blenkernel/CMakeFiles/bf_blenkernel.dir/intern/collision.c.o
source/blender/blenkernel/intern/collision.c: In function ‘edgepair_cmp’:
source/blender/blenkernel/intern/collision.c:636:19: warning: initialization 
discards qualifiers from pointer target type
source/blender/blenkernel/intern/collision.c:636:28: warning: initialization 
discards qualifiers from pointer target type
source/blender/blenkernel/intern/collision.c:638:6: warning: unused variable 
‘keysb’
source/blender/blenkernel/intern/collision.c: In function 
‘cloth_edge_collision’:
source/blender/blenkernel/intern/collision.c:681:2: warning: initialization 
from incompatible pointer type
source/blender/blenkernel/intern/collision.c:681:2: warning: initialization 
from incompatible pointer type
source/blender/blenkernel/intern/collision.c:681:2: warning: initialization 
from incompatible pointer type
source/blender/blenkernel/intern/collision.c:681:2: warning: initialization 
from incompatible pointer type
source/blender/blenkernel/intern/collision.c:681:2: warning: initialization 
from incompatible pointer type
source/blender/blenkernel/intern/collision.c:681:2: warning: initialization 
from incompatible pointer type
source/blender/blenkernel/intern/collision.c:794:5: warning: passing argument 2 
of ‘sub_v3_v3v3’ from incompatible pointer type
source/blender/blenlib/intern/math_vector_inline.c:294:14: note: expected 
‘const float *’ but argument is of type ‘void **’
source/blender/blenkernel/intern/collision.c:794:5: warning: passing argument 3 
of ‘sub_v3_v3v3’ from incompatible pointer type
source/blender/blenlib/intern/math_vector_inline.c:294:14: note: expected 
‘const float *’ but argument is of type ‘void **’
source/blender/blenkernel/intern/collision.c:795:5: warning: passing argument 2 
of ‘sub_v3_v3v3’ from incompatible pointer type
source/blender/blenlib/intern/math_vector_inline.c:294:14: note: expected 
‘const float *’ but argument is of type ‘void **’
source/blender/blenkernel/intern/collision.c:795:5: warning: passing argument 3 
of ‘sub_v3_v3v3’ from incompatible pointer type
source/blender/blenlib/intern/math_vector_inline.c:294:14: note: expected 
‘const float *’ but argument is of type ‘void **’
source/blender/blenkernel/intern/collision.c:804:5: warning: passing argument 2 
of ‘copy_v3_v3’ from incompatible pointer type
source/blender/blenlib/intern/math_vector_inline.c:65:14: note: expected ‘const 
float *’ but argument is of type ‘void **’
source/blender/blenkernel/intern/collision.c:805:5: warning: passing argument 2 
of ‘copy_v3_v3’ from incompatible pointer type
source/blender/blenlib/intern/math_vector_inline.c:65:14: note: expected ‘const 
float *’ but argument is of type ‘void **’
source/blender/blenkernel/intern/collision.c:809:5: error: implicit declaration 
of function ‘eltopo_line_line_moving_isect_v3v3_f’
source/blender/blenkernel/intern/collision.c:778:16: warning: unused variable 
‘collp2’
source/blender/blenkernel/intern/collision.c:778:8: warning: unused variable 
‘collp1’
source/blender/blenkernel/intern/collision.c:680:8: warning: unused variable 
‘n1’
source/blender/blenkernel/intern/collision.c:673:9: warning: unused variable 
‘distance’
source/blender/blenkernel/intern/collision.c:672:15: warning: unused variable 
‘verts1’
source/blender/blenkernel/intern/collision.c: In function 
‘cloth_collision_response_moving’:
source/blender/blenkernel/intern/collision.c:948:8: warning: unused variable 
‘epsilon2’
source/blender/blenkernel/intern/collision.c:946:15: warning: unused variable 
‘v2’
source/blender/blenkernel/intern/collision.c:945:28: warning: unused variable 
‘u3’
source/blender/blenkernel/intern/collision.c:945:24: warning: unused variable 
‘u2’
source/blender/blenkernel/intern/collision.c:945:20: warning: unused variable 
‘u1’
source/blender/blenkernel/intern/collision.c: In function ‘tripair_cmp’:
source/blender/blenkernel/intern/collision.c:1131:18: warning: initialization 
discards qualifiers from pointer target type
source/blender/blenkernel/intern/collision.c:1131:27: warning: initialization 
discards qualifiers from pointer target type
source/blender/blenkernel/intern/collision.c:1133:6: warning: unused variable 
‘keysb’
source/blender/blenkernel/intern/collision.c: In function 
‘cloth_point_tri_moving_v3v3_f’:
source/blender/blenkernel/intern/collision.c:1182:2: error: implicit 
declaration of function ‘eltopo_point_tri_moving_v3v3_f’
source/blender/blenkernel/intern/collision.c: In function ‘cloth_collision’:
source/blender/blenkernel/intern/collision.c:1198:21: warning: unused variable 
‘p’
source/blender/blenkernel/intern/collision.c:1198:8: warning: unused variable 
‘n1’
source/blender/blenkernel/intern/collision.c:1192:9: warning: unused variable 
‘distance’
source/blender/blenkernel/intern/collision.c:1191:15: warning: unused variable 
‘verts1’

[Bf-committers] Wayland to soon release stable 1.0

2012-01-31 Thread Reuben Martin

http://fosdem.org/2012/interview/kristian-hogsberg

Has anybody even looked into porting Blender's toolkit to Wayland? Qt and Gtk 
toolkits are chomping at the bit to move to Wayland, so I imagine that the 
Linux distros will begin a hard push to move everything to Wayland in the not-
too-distant fiuture.

-Reuben
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[Bf-committers] CUDA compiler open-sourced

2011-12-14 Thread Reuben Martin

With all the headaches of trying to make Cycles work properly with OpenCL, I 
thought it was interesting that Nvidia has now open sourced with CUDA compiler 
as well as the documentation of the intermediate representation.

http://pressroom.nvidia.com/easyir/customrel.do?easyirid=A0D622CE9F579F09version=livereleasejsp=release_157xhtml=trueprid=831864

In theory, this could mean that CUDA could eventually be ported to non-nvidia 
architectures.



-Reuben
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Re: [Bf-committers] CUDA compiler open-sourced

2011-12-14 Thread Reuben Martin
The devil is in the details. Nobody really knows yet, as they have only made 
the announcement. I don't think you can actually get ahold of anything yet. 
And they haven't indicated what licenese it is to be released under.

-Reuben

On Thursday, December 15, 2011 12:47:32 AM Davis Sorenson wrote:
 To quote from the linked article:
 NVIDIA today announced that *it will provide the source code* for the new
 NVIDIA® CUDA® LLVM-based compiler *to academic researchers and
 software-tool vendors*, enabling them to more easily add GPU support for
 more programming languages and support CUDA applications on alternative
 processor architectures.
 
 While It does mention opening (In the title) and source code, the wording
 is a bit strange. Do they mean that it will be Shared-source like some
 Microsoft products, or do they mean that it will be under an open-source
 license? Just thought I would point this out. Either way this is good news,
 but if it's real open-source it's much better news.
 
 Davis
 
 On Thu, Dec 15, 2011 at 12:42 AM, Reuben Martin reube...@gmail.com wrote:
  With all the headaches of trying to make Cycles work properly with
  OpenCL, I
  thought it was interesting that Nvidia has now open sourced with CUDA
  compiler
  as well as the documentation of the intermediate representation.
  
  
  http://pressroom.nvidia.com/easyir/customrel.do?easyirid=A0D622CE9F579F0
  9version=livereleasejsp=release_157xhtml=trueprid=831864
  
  In theory, this could mean that CUDA could eventually be ported to
  non-nvidia
  architectures.
  
  
  
  -Reuben

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Re: [Bf-committers] Help! Error building blender

2011-12-01 Thread Reuben Martin
On Thursday, December 01, 2011 04:11:08 PM iozk...@gmail.com wrote:
 I have error building blender latest source 
 LINK: fatal error LNK1104: cannot open file
 'libboost_thread-vc100-mt-s-1_47.lib'
 
 I'm bulding with python 27 scons

The error is rather self explanatory. Make sure the missing file exists, and 
that is in in the library paths used when linking.

-Reuben
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Re: [Bf-committers] Is alpha within Blender totally broken?

2011-07-17 Thread Reuben Martin
On Saturday, July 16, 2011 02:37:57 PM Troy Sobotka wrote:
 So far, I've been experimenting with several files and uptake tools
 using Blender in conjunction with Nuke. I have yet to be able to find
 a pattern that delivers proper alpha channels.Perhaps someone here can
 shed some light on the matter.

I can't speak for Nuke, but if blender has a bug concerning alpha channels when 
rendering, then it also has the same bug in the compositer, because I've never 
had issues keying anything.

The first two images look like what happens when trying to key a pre-multiplied 
image with a white background that isn't properly removing the matte. The 
second two look like trying to 
key with the matte being removed, but not useing linear color space blending in 
the compositing. But I don't know what your actual settings are.

Straight-keyed Alpha, CM on, rendered to Half-Exr, Composited with CM on. (in 
blender) http://img692.imageshack.us/img692/779/compositescreencap.png

-Reuben
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Re: [Bf-committers] Confusing Render, File Format and Encoding presets

2011-01-23 Thread Reuben Martin
On Friday, January 14, 2011, Damir Prebeg wrote:
 I find organization and interaction of render, file format and
 encoding presets under render options quite inconsistent and
 illogical. So here are my proposals:
 
 A) First smaller annoyances:
 Default render preset that we get when Blender is first started is not
 even listed under Render presets dropdown. Also, there's no option for
 aspect ratio locking while changing image dimensions.
 Is there any special reason why actual frame rate is calculated from
 framerate and framerate base and not simply one float value for
 framerate (eg. FPS: 23.976 instead of FPS:24 and Base:1.001)?

Living in the US I can not stress how much of a PITA it is when dealing with 
video set as a decimal rather than a frame-rate / frame-base ratio. Causes all 
sorts of annoying little sync problems. Being able to specify both is 
invaluable.

 And there's a bug: Select any Render preset, and then reload startup
 file (Ctrl+N). All values except selected Render preset name in that
 dropdown box will be reloaded.

What's actually needed is a means to store your own custom presets. (i.e. the 
settings are not stored in the file, which preset was selected is what is 
stored)

 
 I propose that there should be Default entry by default,
 implementation of aspect ratio lock and one simple floating point
 framerate.
 


layout needs to be something logical. Right now different parameters are 
scattered all over the place and it is a mess. I would propose a render panels 
to be stacked somthing like this:

 Render Action Pannel 

- Select from user-created presets
- Render Type (Render Animation, Preview Render, Bake
- Enable / Disable Compositor  Sequencer

 Render Settings specific to rendering engine 

- Aliasing
- Sample filter
- Dithering
- Render Layers
- Render feature enable / disable

 Non-Format or Render Engine Specific Options 

- Frame Rate, Frame Base
- Resolution
- Display Aspect Ratio  -or-  Sample Aspect Ratio  (Being able to switch 
between the two as an option would be super nice)
- Field / Frame
- Color Range (having the option to clamp YCbCr values to match 601 or 709 spec 
would be nice)
- Stamp

 Format Type ===

- Video Format  -or-  Image Format   -or-  Frame Server
- Format specific options
- Codec(s) used (from what is availble for selected format)

 Codec Options -or- Image Type Options 

- Codec or Image format specific options

==


Beyond that I would even recommend dropping support for many of the formats and 
codecs. Anything with P and B frames in an AVI file is a mess. For that matter 
I don't understand why blender supports non-intraframe codecs anyway.  There 
are plenty of tools outside of blender to deal with transcoding into 
distribution formats. Limiting supported video formats (likewise with audio 
formats) to things like MJPEG, DNxHD, AVC-Intra, FFV1, and other similar 
intra-frame or lossless codecs would make for a lot less headaches in the 
sequencer.  To be honest I think it's kinda pointless to try to support things 
like x264 where the amount of options availble (if all exposed) would take up 
quite a bit of space. But they again, the one option you don't make availale to 
reduce size is of course the one option I want to get access to. This is why 
even now, I do all my encoding outside of blender.

-Reuben
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Re: [Bf-committers] Fwd: Copyright violation distributing faac binaries together with GPL software

2011-01-06 Thread Reuben Martin
On Thursday, January 06, 2011, Leo Sutic wrote:
 The solution is to compile FFmpeg / libavcodec without libfaac.
 (Throwing out x264 is not an option, as libfaac has more problems than
 just being GPL-incompatible) It should be a build config change and
 that's it - but someone has to build a new distribution. Then we should
 be OK. SVN is down fot the moment, so I haven't been able to look at the
 2.49 source to figure out where the change needs to be made.
 
 We lose the ability to encode sound using AAC, but nothing more.
 

FFMPEG has their own AAC decoder which should work for the decode side. They 
have been developing their own AAC encoder as well, but it's still a work in 
progress.

I've always built against my system's ffmpeg (0.6.1+) without any issues. (at 
least for building)

-Reuben
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Re: [Bf-committers] Fwd: Copyright violation distributing faac binaries together with GPL software

2011-01-06 Thread Reuben Martin
On Thursday, January 06, 2011, Ton Roosendaal wrote:
 Hi devs,
 
 Please advise. I recall libavcodec is quite old already, and probably  
 obsolete mostly because of FFmpg?
 
 -Ton-
 
  From: Carl Eugen Hoyos
  Date: 6 January, 2011 17:15:37 GMT+01:00
  To: foundat...@blender.org
  Subject: Copyright violation distributing faac binaries together  
  with GPL software
 
  I downloaded blender-2.49b-windows, it contains libavcodec.dll, a  
  binary distribution of libavcodec. The dll contains code from x264,  
  making it GPL (and not LGPL). It also contains code from the libfaac  
  project.
  Originally, libfaac claimed to be free software (under the LGPL),  
  but unfortunately, this was never true: libfaac is (and always has  
  been) proprietary software.

I'm not sure where he is getting this from. There is no libfaac dll shipped in 
the zip archive, and the dll deos not appear to be statically linked with 
libfaac.


reu...@subterfuge ~ $ strings avcodec-52.dll | grep aac
aac_main
aac_low
aac_ssr
aac_ltp
Read beyond end of ff_aac_codebook_vectors[%d][]. index %d = %d
jaac
faacDecInit2 failed r:%d   sr:%ld  ch:%ld  s:%d
faac: codec init failed.
faac: frame decoding failed: %s
aac_adtstoasc
aac_adtstoasc_bsf
aac_decoder
aac_encoder
aac_parser
ff_aac_ac3_parse
ff_aac_codebook_vectors
ff_aac_coders
ff_aac_kbd_long_1024
ff_aac_kbd_short_128
ff_aac_num_swb_1024
ff_aac_num_swb_128
ff_aac_parse_header
ff_aac_pow2sf_tab
ff_aac_pred_sfb_max
ff_aac_psy_model
ff_aac_scalefactor_bits
ff_aac_scalefactor_code
ff_aac_spectral_bits
ff_aac_spectral_codes
ff_aac_spectral_sizes

I believe all of those strings are comming from the ffmpeg codebase.

On _MY_ system where I compiled ffmpeg with libfaac:

reu...@subterfuge ~ $ less /usr/lib64/libavcodec.so.52

Dynamic section at offset 0x69e848 contains 47 entries:
  TagType Name/Value
[ ... ]
 0x0001 (NEEDED) Shared library: [libfaac.so.0] 

-Reuben
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Re: [Bf-committers] Does blender svn cmake build with openCOLLADA

2010-10-25 Thread Reuben Martin
Not sure an about player, but I've been building with collada and cmake for
several months.
On Oct 25, 2010 8:42 AM, Dave Plater dpla...@webafrica.org.za wrote:
 Hi, I've created shared openCOLLADA libs to use for blender (They've
 even got SONAMEs) and I'm also trying to change to cmake, does blender
 build with cmake with collada and player?
 You can see the openCOLLADA package at :

https://build.opensuse.org/package/show?package=openCOLLADAproject=home%3Aplater%3Ablender
 the 2.5x blender package is in the same project.
 I can also build them for fedora, ubuntu, debian, mandriva and centos at
 a later stage, though I'm not familiar with debian style packages yet.
 Thanks
 Dave P
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Re: [Bf-committers] Blender Foundation Development Team report week 40

2010-10-09 Thread Reuben Martin
Yo, back on Saturday, October 09, 2010 (Ry)akiotakis (An)tonis was all like:
 Collada fails to compile for me (Scons- MinGW with gcc 4.5.1)
 
 
 In file included from
 e:/mingw/lib/gcc/../../include/c++/4.5.1/ext/hash_map:60:0,
  from
 E:\blender_svn\lib\windows\gcc\opencollada\include\COLLADABaseUtils\include/COLLADABUPrerequisites.h:41,
  from
 E:\blender_svn\lib\windows\gcc\opencollada\include\COLLADABaseUtils\include/Math/COLLADABUMathUtils.h:14,
  from
 E:\blender_svn\lib\windows\gcc\opencollada\include\COLLADABaseUtils\include/Math/COLLADABUMathMatrix4.h:16,
  from
 E:\blender_svn\lib\windows\gcc\opencollada\include\COLLADAFramework\include/COLLADAFWTypes.h:16,
  from
 E:\blender_svn\lib\windows\gcc\opencollada\include\COLLADAFramework\include/COLLADAFWUniqueId.h:15,
  from source\blender\collada\/SkinInfo.h:31,
  from source\blender\collada\SkinInfo.cpp:40:
 e:/mingw/lib/gcc/../../include/c++/4.5.1/backward/backward_warning.h:28:2:
 warning: #warning This file includes at least one deprecated or
 antiquated header which may be removed without further notice at a
 future date. Please use a non-deprecated interface with equivalent
 functionality instead. For a listing of replacement headers and
 interfaces, consult the file backward_warning.h. To disable this
 warning use -Wno-deprecated.
 In file included from
 e:/mingw/lib/gcc/../../include/c++/4.5.1/ext/hash_map:60:0,
  from
 E:\blender_svn\lib\windows\gcc\opencollada\include\COLLADABaseUtils\include/COLLADABUPrerequisites.h:41,
  from
 E:\blender_svn\lib\windows\gcc\opencollada\include\COLLADABaseUtils\include/Math/COLLADABUMathUtils.h:14,
  from
 E:\blender_svn\lib\windows\gcc\opencollada\include\COLLADABaseUtils\include/Math/COLLADABUMathMatrix4.h:16,
  from
 E:\blender_svn\lib\windows\gcc\opencollada\include\COLLADAFramework\include/COLLADAFWTypes.h:16,
  from
 E:\blender_svn\lib\windows\gcc\opencollada\include\COLLADAFramework\include/COLLADAFWUniqueId.h:15,
  from
 E:\blender_svn\lib\windows\gcc\opencollada\include\COLLADAFramework\include/COLLADAFWObject.h:15,
  from
 E:\blender_svn\lib\windows\gcc\opencollada\include\COLLADAFramework\include/COLLADAFWMeshPrimitive.h:15,
  from source\blender\collada\MeshImporter.cpp:31:
 e:/mingw/lib/gcc/../../include/c++/4.5.1/backward/backward_warning.h:28:2:
 warning: #warning This file includes at least one deprecated or
 antiquated header which may be removed without further notice at a
 future date. Please use a non-deprecated interface with equivalent
 functionality instead. For a listing of replacement headers and
 interfaces, consult the file backward_warning.h. To disable this
 warning use -Wno-deprecated.
 In file included from source\blender\collada\SkinInfo.cpp:34:0:
 source\blender\editors\include/ED_mesh.h:84:1: error: 'intptr_t' does
 not name a type
 In file included from
 E:\blender_svn\lib\windows\gcc\opencollada\include\COLLADAFramework\include/COLLADAFWPolygons.h:15:0,
  from source\blender\collada\MeshImporter.cpp:33:
 E:\blender_svn\lib\windows\gcc\opencollada\include\COLLADAFramework\include/COLLADAFWMeshPrimitiveWithFaceVertexCount.h:
 In member function 'const int
 COLLADAFW::MeshPrimitiveWithFaceVertexCountVertexCountType::getGroupedVerticesVertexCount(size_t)
 const':
 E:\blender_svn\lib\windows\gcc\opencollada\include\COLLADAFramework\include/COLLADAFWMeshPrimitiveWithFaceVertexCount.h:90:17:
 error: 'cerr' is not a member of 'std'
 scons: *** [E:\blender_svn\build\source\blender\collada\SkinInfo.o] Error 1
 source\blender\collada\MeshImporter.cpp: In member function 'MTex*
 MeshImporter::assign_textures_to_uvlayer(COLLADAFW::TextureCoordinateBinding,
 Mesh*, TexIndexTextureArrayMap, MTex*)':
 source\blender\collada\MeshImporter.cpp:707:32: error: 'class
 COLLADAFW::TextureCoordinateBinding' has no member named 'getSemantic'
 scons: *** [E:\blender_svn\build\source\blender\collada\MeshImporter.o] Error 
 1
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Update your Collada codebase to svn 771.

-Reuben
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[Bf-committers] cmake parses compiler options incorrectly

2010-09-06 Thread Reuben Martin
Since sometime within the past day or two, cmake has generated make files that 
are not correctly parsing the compiler options info a functional shell script.


[  0%] Building CXX object 
intern/audaspace/CMakeFiles/bf_intern_audaspace.dir/intern/AUD_Mixer.cpp.o
c++: no input files 

  
/bin/sh: -fopenmp: command not found
make[2]: *** 
[intern/audaspace/CMakeFiles/bf_intern_audaspace.dir/intern/AUD_Mixer.cpp.o] 
Error 127
make[1]: *** [intern/audaspace/CMakeFiles/bf_intern_audaspace.dir/all] Error 2
make: *** [all] Error 2

-Reuben
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Re: [Bf-committers] building blender with opencollada using scons on ubuntu

2010-09-04 Thread Reuben Martin
Yo, back on Saturday, September 04, 2010 Wael EL ORAIBY was all like:
 Hi,
 
 I have been trying to build blender on ubuntu amd64, i followed the
 steps in 
 http://wiki.blender.org/index.php/User:Kazanbas/Building_Collada_Branch
 but did not succeed, I still have problems with the include
 directories for opencollada! so is there any way to remedy this ?
 
 One question though, why opencollada is not with the rest of extern
 shipped with blender, won't that make building blender easier and less
 complicated ?
 
 Regards,
 
 

The includes are not all dumped in one directory, but rather is assumed that 
the path layout from the directory set as the collada include directory will 
retain the path layout as pulled from the collada repo. You should just be able 
to point it to the root directory of your local copy of the repo.

i.e. if your opencollada include directory is set to /usr/include/collada/ then 
the layout within that directory needs to be:

.
|-- COLLADABaseUtils
|   `-- include
|   `-- Math
|-- COLLADAFramework
|   `-- include
|-- COLLADASaxFrameworkLoader
|   `-- include
|   |-- generated14
|   `-- generated15
|-- COLLADAStreamWriter
|   `-- include
|-- COLLADAValidator
|   `-- include
|-- Externals
|   |-- MathMLSolver
|   |   `-- include
|   |   `-- AST
|   `-- UTF
|   `-- include
|-- GeneratedSaxParser
|   `-- include
`-- common
|-- libBuffer
|   `-- include
|   |-- performanceTest
|   `-- unitTest
`-- libftoa
`-- include
|-- performanceTest
`-- unitTest

-Reuben
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[Bf-committers] Scons and install paths layout

2010-08-30 Thread Reuben Martin

With the recent removal of the WITH_BF_FHS variable I'm having trouble 
figuring out how to setup a standard linux system install.

Right now the install paths relative to the install root are:

./
|blender
|-- 2.53
|   `-- scripts
|   |-- [ ... ]
|-- icons
|   |-- [ ... ]
`-- plugins
|-- [ ... ]


And I want to set it to do something more in line with LSB layout that will 
allow multiple versions installed on the system in parallel:

./
|-- bin
|   `-- blender-2.53
|-- lib
|   `-- blender
|   `-- 2.53
|   `-- plugins
`-- share
`-- blender
`-- 2.53
|-- icons
`-- scripts


Is there a way to do this now without WITH_BF_FHS ?


-Reuben
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Re: [Bf-committers] blender opencollada svn circle

2010-08-24 Thread Reuben Martin
Yo, back on Tuesday, August 24, 2010 luxInteg was all like:
 Greetings,
 
 I am attempting to   compile blender with opencollada on a  machine with 
 these:-
 --CPU- amd64
 --o/s linux 64-bit only
 --compiler gcc-4.4.2
 
 opencollada SVN rv735  compiles  NOT/w-scons ~ required  libs.
 opencollada SVN rv767  compiles/w-scons  ~ required  libs.
 
 blenderSVN 31533  compiles fine aginst  opencollada-svn revision  735  
 blenderSVN 31533  compiles NOT  aginst opencollada-svn revisions 767/768
 

You have to build SVN-r735. Furthermore, to build with gcc 4.4 you have to 
apply a patch first.

Read here: http://code.google.com/p/opencollada/issues/detail?id=44

Also when you build blender you need to be sure the library and include paths 
are set correctly according to however you install opencollada.

-Reuben
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Re: [Bf-committers] Declarative UI Experiment

2010-08-08 Thread Reuben Martin

If you're defining a custom XML name-space for blender, would it be possible to 
embed python script within the markup as event handlers or registering 
callbacks? (Similar to how ECMA script is embedded within (X)HTML.) You could 
have the best of both worlds that way. Especially if you extend it to other 
areas (or create new name-spaces) where markup alone would be somewhat limiting.

-Reuben



Yo, back on Sunday, August 08, 2010 Campbell Barton was all like:
 There are some concerns I have with the current UI code so yesterday I
 looked into declarative UI's (Mozilla's XUL and some others) and wrote
 a working, experimental XML method for defining panels/menus/headers.
 
 Comparisons with render dimension and stamp panel (XML misses poll functions)
 http://www.pasteall.org/14880/python
 http://www.pasteall.org/14879/xml
 
 Before I go any further I should say that this is something I did in
 my spare time yesterday because I wanted to look into an alternative,
 its not a BF supported project :)
 Also, I'm not especially interested in XML, This could be JSON, a
 Python dictionary or our own markup.
 
 The XML to RNA translator will currently run if you start blender in
 debug mode (--debug argument). just to show this is working.
 the script that does this is scripts/modules/bpy_xml_ui.py
 notice it has no hard coded rna functions, the XML names are passed
 directly to RNA so its just a thin wrapper.
 
 Problems I see with the current python based UI
 - heavy weight solution to a simple(?) problem - in many cases you
 only define rows/columns containing static rna references.
   we are writing code for what is really a data definition.
   (note: in some cases its useful to write code for a UI rather then
 just doing simple data deceleration, but perhaps this is an exception
 which can be supported).
 - no way to validate rna variables are correct.
 - no way to edit the UI graphically.
 - ties us too closely to python, requires we run python code to do a UI.
 
 So after doing this test here are some pro's for this style of UI integration
 - having declarative XML/JSON/YAML UI co-exist with what we have now
 is quite easy (either for migration or to support both systems long
 term)
   (having 2 methods of doing UI's is annoying and in general I'd like
 to avoid this)
 - declarative UI supports having a graphical tool to create and edit
 the UI where code cant be edited in a graphical tool, think how nice
 it could be for someone with no coding experience to make a UI for
 their rig, or to add options they use frequently into blenders.
   note, UI can generate code easy enough, just not edit once
 generated - http://members.optusnet.com.au/cjbarton/obui/ObUI.png :).
 - declarative UI means we can scan the UI and detect bad RNA paths for
 example, at the moment you only get the error when the button is
 drawn.
 - interestingly I found the XML version of the UI nicer in some ways
   * The columns and rows are anonymous, no need for variable names, I
 quite like this.
   * The nested structure of the UI is better displayed in XML then by
 python functions.
 
 Some Implementation details/options
 - However this works it should at least not be slower then the current
 UI api stuff (easy enough to make it faster)
 - XML/JSON translation into RNA could be cached and could be faster
 then current Py UI
 - since XML cant define expressions we could inline python in XML or
 XML in python, but think this could get annoying. having external xml
 files would be cumbersome IMHO.
   Just saying its not hard to mix this any way that suits us.
 - Even though most of the time I find code logic in UI scripts to be
 bad practice, it IS useful at times, can't ignore this. a declarative
 UI is less functional.
 - We could *optionally* replace python draw functions with a draw
 dictionary, this lets us have the benefits of a declarative UI with
 minimal disruption.
 eg:
 def MyPanel(bpy.types.Panel):
   bl_label = My Panel
   bl_draw_data = [
 (row: ({align: True},
   column: ( ... )
 )
   ]
  basically a list/dictionary which represents the XML linked
 above, though I find the py version would use a lot of quotes and
 braces.
 
 Would be good to discuss this on the list and see if its worth
 investigating further.
 
 - Campbell

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Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-08 Thread Reuben Martin
Yo, back on Saturday, May 08, 2010 nautilus was all like:
 Yo, internet tough guy, I'm not sure if I'm misunderstanding your
 post, but when you post a reply to a person who is trying to be
 helpful you should
 
 1) be respectful and considerate like Joe that replied before you.
 
 2) be intelligent.
 

That's all fine and well, but your original post is neither respectful nor 
intelligent. (And not the least bit helpful)

I'm not saying your topic of discussion is out of context for this mailing 
list, but your means of approaching it is very pretentious.

- Nothing you mentioned is anything that the developers are probably not 
already aware of to some degree.

- It is an obnoxiously long post full of long quotes that amount to little more 
than hot air.

- Houdini, Maya, etc, are all excellent programs, but this is Blender. Assuming 
that you can take what works well in one environment and directly graft it into 
another environment without taking into consideration the differences in needs, 
goals, and culture will fail at worst, and be nothing more than a half-assed 
clone of something else at best.

- You would not believe how fantastically ineffective it is to walk in to a 
group of developers who work on a project out of personal passion and tell them 
how they should do their work or what their goals should be without first 
earning their respect. 

- If you want to be effective then you can express interest in contributing 
code to achieve the goals you mentioned. Or you can express interest in funding 
somebody else to work on those goals. Or you can start an actual discussion by 
requesting the developers point of view on if those goals would fit well with 
blender and if so to what extent. Big long quotes and references to other 
projects do not achieve that. They are merely solutions in search of a problem 
to fix.

-Reuben
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Re: [Bf-committers] patch #21750: Vectorscope and luma/color waveform for image view

2010-03-25 Thread Reuben Martin
Yo, back on Wednesday 24 March 2010 Xavier Thomas was all like:
 Test and feedback much appreciated :)
 
 Screenshot: http://www.pasteall.org/pic/show.php?id=2102

Wow, that looks beautiful. :)

For the WaveForm, would it also be possible to have an option to scope the 
YCrCb levels? That would be very beneficial for final output when trying to 
keep the levels clamped to CCIR 610 / 709 levels. (The levels allowed for 
Luminance are slightly different for levels allowed for chrominence according 
to spec, which can be hard to visualize in RGB mode.)

Also, would you consider and option to switch histogram between log and linear?

-Reuben
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[Bf-committers] Color Management and gamma correct scaling

2010-02-23 Thread Reuben Martin

I had know that working in linear color space helping color mixing look 
correct, but I hadn't known till now that it also plays a significant role in 
scaling images correctly as well.

There is an interesting article getting linked to from slashdot that might 
interest some people here involved with the color management:

http://www.4p8.com/eric.brasseur/gamma.html


-Reuben
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Re: [Bf-committers] Is collada work in progress?

2010-02-11 Thread Reuben Martin
Yo, back on Thursday 11 February 2010 Dave Plater was all like:
 The scripts/unixbuild.sh build works for me but I'm still getting
 missing include file problems, I've tried lndir in the
 source/blender/collada directory to link all the collada includes from
 their directories in the openCOLLADA sources but before I went to sleep
 last night I was still getting errors, openCOLLADA takes a long time to
 build. In my spec file, I unpack collada in the root directory of the
 blender sources and change to the collada directory, which is named
 openCOLLADA in my case, and then build it. The directory which the
 static libs are placed in by the build is installed-opencollada/lib and
 the libs built are :-
 libCOLLADABaseUtils.a,  libCOLLADASaxFrameworkLoader.a, 
 libGeneratedSaxParser.a,  libpcre.a,  libxml2.la,   testdso.a,
 libCOLLADAFramework.a,  libConvertUTF.a, libMathMLSolver.a, libxml2.a 
 and libxml2.lai
 Trial and error takes a long time, what should I specify for
 BF_OPENCOLLADA_LIBPATH=, BF_OPENCOLLADA= and the one I find the most
 difficult because the include files are scattered between different sub
 directories in the openCOLLADA root BF_OPENCOLLADA_INC=. I've
 currently specified :-
 BF_OPENCOLLADA=openCOLLADA
 BF_OPENCOLLADA_LIBPATH=openCOLLADA/installed-opencollada/lib and
 BF_OPENCOLLADA_INC=openCOLLADA/, openCOLLADA being the directory
 containing the collada sources unpacked in the blender source root. I
 will go through Sconstruct and compare it with yours.
 I've also found that the scons build of collada get's further with the
 latest version of scons, openSUSE is still on scons-1.2.0.d20090113, but
 will be on the latest when I submit the new build. The changelog of
 scons indicates that it had problems with different versions of python
 and I have both 2.6 and 3.1 on my system. Blender-2.50 is currently the
 only package that requires python3 in openSUSE.
 Thanks
 Dave P


For Blender, I have the following set:

WITH_BF_COLLADA = True
BF_COLLADA = '#source/blender/collada'
BF_COLLADA_INC = '${BF_COLLADA}'
BF_COLLADA_LIB = 'bf_collada'
BF_OPENCOLLADA = '/usr'
BF_OPENCOLLADA_LIB = 'OpenCOLLADAStreamWriter OpenCOLLADASaxFrameworkLoader 
OpenCOLLADAFramework OpenCOLLADABaseUtils GeneratedSaxParser UTF MathMLSolver 
pcre buffer ftoa'
BF_OPENCOLLADA_LIBPATH = '${BF_OPENCOLLADA}/lib'
BF_OPENCOLLADA_INC = '${BF_OPENCOLLADA}/include 
${BF_OPENCOLLADA}/include/collada'
BF_PCRE = ''
BF_PCRE_LIB = 'pcre'
BF_PCRE_LIBPATH = '/usr/lib'
BF_EXPAT = '/usr'
BF_EXPAT_LIB = 'expat'
BF_EXPAT_LIBPATH = '/usr/lib'


Be aware that I installed the openCollada library files into the system's 
/usr/lib (since I'm building everything using shared libs)

I also created a /usr/include/collada directory where I dumped the file 
structure with nothing but the include files. So for instance if looking for 
the include files for the COLLADABaseUtils they would be found in 
/usr/include/collada/COLLADABaseUtils/include/

-Reuben
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Re: [Bf-committers] Is collada work in progress?

2010-02-10 Thread Reuben Martin
Yo, back on Wednesday 10 February 2010 Dave Plater was all like:
 I tried the build exactly as laid out in the web page and then tried
 PCRENATIVE=no, I've also tried XMLPARSER with expat native and supplied,
 also libxmlnative, I haven't tried the supplied libxml yet but it will
 most probably give the same result, possibly caused by openSUSE's pcre
 installation or lack of an environment variable. I've discovered that
 the opencollada Makefile points to a bash script called unixbuild.sh
 which autoconfigures and then uses cmake, it's succeeded with the build
 and maybe I can get a clue there about what's missing with the scons build.
 Thanks
 Dave P
 

I think getting the blender portion of the code to compile and link correctly 
is dependent on which XML parser you build against. Also it's best to use the 
native system libs, because that will be the same libs the blender portion of 
the code builds against.

I'm on Gentoo, so it's a bit less of a mess: all the development portions of 
the packages are installed by default as a matter of necessity.

Here's the complete scons options I set pasted from the Sconstruct file:

[code]

vars = Variables('custom.py')
vars.Add(BoolVariable('RELEASE', 'Set to build for release', 1))
vars.Add(BoolVariable('PG', 'Set to build with -pg set for gcc for profiling', 
0))
vars.Add(BoolVariable('SHAREDLIB', 'Set to build shared libraries instead of 
static ones (untested).', 1))
vars.Add(BoolVariable('PCRENATIVE', 
Set to build using the systems native pcre lib instead of the delivered lib. 
Uses same configuration dir for both configurations.
, 1))
vars.Add(EnumVariable('XMLPARSER',
Selects the xml parser to be used
libxml: Use libXML contained in OpenCOLLADA external sources
expat: Use expat contained in OpenCOLLADA external sources
libxmlNative: Use libXML deliverd with your OS. libXML and the 
corresponding development files need to be installed
expatNative: Use expat deliverd with your OS. expat and the corresponding 
development files need to be installed


, 'expatnative', allowed_values=('libxml', 'expat', 'libxmlnative', 
'expatnative'), ignorecase=2))
vars.Add(BoolVariable('NOVALIDATION', 'Set to disable shema validation in sax 
frame work loader', 0))


[/code]


I also commented out the line to build the dae2ogre. Not needed and I don't 
think it builds anyway.

I also have a recent version of gcc, so I had to add a #include cstdio to 
common/libBuffer/src/CommonFWriteBufferFlusher.cpp


I've had blender building with Collada option turned on for several weeks. But 
it doesn't work. Of the few meshes I've tested (export from blender and import 
back in), all the mesh data is folded into itself so that all verticies with 
negative values in the local coordinates are mapped to the positive values. I 
haven't done much more with it besides just a casual test or two. I suspect 
that the problems are probably the result of all the warnings thrown about 
comparing signed and unsigned values. But that's just an assumption. I haven't 
had the motivation to really dig into it. There are occasional commits to the 
Collada branch, so I assume it's still a work in progress.

-Reuben
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Re: [Bf-committers] faster usage of panels via pie menu

2010-02-09 Thread Reuben Martin
Yo, back on Tuesday 09 February 2010 Charles Wardlaw was all like:

 I really like the idea of it popping up a panel like the F6 key,
 although the same pie menu in the Properties area could scroll to the
 requested panel instead.
 
 I would *kill* for the ability to customize pie menus by creating
 custom classes for them.

Would be nice to have one pie menu that is a generic tools menu that a user 
can customize with custom tool-sets, and a separate pie menu that is context 
specific and expandable via python.

-Reuben
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Re: [Bf-committers] Audio stuff!

2010-02-07 Thread Reuben Martin

I forgot to mention, (in case you're not familiar with the codec) that FFV1 is 
part of FFMPEG.

-Reuben
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Re: [Bf-committers] Shading System Proposals

2009-12-02 Thread Reuben Martin
On Tue, Dec 1, 2009 at 10:06 AM, Brecht Van Lommel bre...@blender.org wrote:
 Hi,

 After discussion with Matt and Nathan, I've revised the proposal, I
 think it's much clearer now, and also more ambitious. There's still
 various things to be worked out in more detail and mockups for UI to
 be made. But I think we now have a design that solves the BXDF/node
 interaction and the texture stack questions.
 http://wiki.blender.org/index.php/BlenderDev/ShadingSystem

 Brecht.


I'm not sure this is the proper place to bring this up since it is not
about BXDF but rather about API / design: Has anybody considered the
possibility of allowing 3rd party rendering engines selected via the
Render API, to add their own set of nodes for things like shaders or
procedural textures that are not supported by blender internal?

Furthermore, you write about some of the things that are Non-Targets
for this project. Will any of those limitations cause issues with some
external shaders? (Especially with some of the exotic things that can
be programed into a renderman shader)

I know 3rd party rendering engines are not the primary focus, but have
you determined the extents (if at all) to which the shading system
will accommodate them?

-Reuben
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