Re: [Bf-committers] How & When could we support right-to-left languages?

2011-09-15 Thread Steve Obbayi
The letters need to be joined. The alignment is wrong too. Ideally the text 
should be right aligned

Steve

- "Dalai Felinto"  wrote:

> Hi,
> 
> While we are in the fun experiments department I built Blender with a
> patched ar.po: http://blenderecia.orgfree.com/blender/tmp/arabic.jpg
> 
> patch:
> http://blenderecia.orgfree.com/blender/tmp/arabic_flipped.patch
> flipping script:
> http://blenderecia.orgfree.com/blender/scripts/flip_po.py
> 
> And by flipping I mean to reverse the text order, not to mirror it
> horizontally.
> 
> I wonder how readable that is :)
> --
> Dalai
> 
> PS.: in garlic RNA_types_init_gettext is being called only by
> blenderplayer
> and the function doesn't exist (we have only the header in
> RNA_access.h).
> Can that be completely removed? Otherwise it doesn't build
> blenderplayer.
> 
> 2011/9/15 Ton Roosendaal 
> 
> > Hi,
> >
> > Here's UI drawing with negated matrix:
> > http://www.blender.org/bf/blah.png
> >
> > source/blender/editors/interface.c, uiDrawBlock(), swap first two
> args
> > in wmOrtho2().
> >
> > Unfortunately a lot of other issues happen still... previews,
> icons,
> > histograms and so on. All pixeldrawing goes L->R...
> >
> > -Ton-
> >
> >
> ----
> > Ton Roosendaal  Blender Foundation   t...@blender.org   
> www.blender.org
> > Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
> Netherlands
> >
> > On 15 Sep, 2011, at 19:27, Steve Obbayi wrote:
> >
> > > Looks like there's going to be some intense work needed here. I
> have
> > > quite a bit of free time
> > > over the next few weeks so I will probably use a lot of it
> getting
> > > up to speed in the UI code
> > > And by the way, the numbers in Arabic follow the L->R English
> format.
> > >
> > > Steve
> > >
> > > - "Ton Roosendaal"  wrote:
> > >
> > >> Hi,
> > >>
> > >> Some pointers for people who like to dive into it:
> > >>
> > >> Issue 1: typing text in buttons
> > >>
> > >> source/blender/editors/interface/interface_handlers.c
> > >> functions called ui_textedit_...
> > >>
> > >> It's all hardcoded to typing L->R now. Selecting, arrow keys
> same.
> > >>
> > >> Issue 2:
> > >> Are numbers typed reverse too? I guess, but they don't draw
> reverse
> > >> right?
> > >>
> > >> Issue 3:
> > >> Filepaths... is this reversed?
> > >>
> > >> Issue 4:
> > >> Text drawing in buttons, there's alignment code hardcoded...
> needs to
> > >>
> > >> be flippable.
> > >> Same for truncating rules of strings in Blender.
> > >>
> > >> Issue 5:
> > >> Click in text button has very nasty code to detect which
> character is
> > >>
> > >> found.
> > >>
> > >> Issue 6:
> > >> Is increment/decrement button clicks the same still? Same for
> gesture
> > >>
> > >> (left = lower, right is higher value).
> > >>
> > >> All in all, it'll needs someone with quite some time figuring out
> our
> > >>
> > >> UI code. It's unfortunately wrapped old sorta 90ies stuff here
> still.
> > >>
> > >> Might be only possible by cleaning and structuring code
> partially.
> > >>
> > >> -Ton-
> > >>
> > >>
> 
> > >> Ton Roosendaal  Blender Foundation   t...@blender.org
> > >> www.blender.org
> > >> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
> > >> Netherlands
> > >>
> > >> On 15 Sep, 2011, at 17:33, xiangquan xiao wrote:
> > >>
> > >>> After congcong made an advertisement about garlic in the
> blender-
> > >>> nations,
> > >>> more and more volunteers come to contribute to the translation
> > >>> program.
> > >>> However, Hebrew and Persian(Farsi) as well as Arabic are
> written
> > >>> from right
> > >>> to left. We have disscussed this issue not long ago, but it
> seems a
> > >>
> > >>> little more
> > >>> urgent than

Re: [Bf-committers] How & When could we support right-to-left languages?

2011-09-15 Thread Steve Obbayi
Looks like there's going to be some intense work needed here. I have quite a 
bit of free time
over the next few weeks so I will probably use a lot of it getting up to speed 
in the UI code 
And by the way, the numbers in Arabic follow the L->R English format.

Steve

- "Ton Roosendaal"  wrote:

> Hi,
> 
> Some pointers for people who like to dive into it:
> 
> Issue 1: typing text in buttons
> 
> source/blender/editors/interface/interface_handlers.c
> functions called ui_textedit_...
> 
> It's all hardcoded to typing L->R now. Selecting, arrow keys same.
> 
> Issue 2:
> Are numbers typed reverse too? I guess, but they don't draw reverse  
> right?
> 
> Issue 3:
> Filepaths... is this reversed?
> 
> Issue 4:
> Text drawing in buttons, there's alignment code hardcoded... needs to 
> 
> be flippable.
> Same for truncating rules of strings in Blender.
> 
> Issue 5:
> Click in text button has very nasty code to detect which character is 
> 
> found.
> 
> Issue 6:
> Is increment/decrement button clicks the same still? Same for gesture 
> 
> (left = lower, right is higher value).
> 
> All in all, it'll needs someone with quite some time figuring out our 
> 
> UI code. It's unfortunately wrapped old sorta 90ies stuff here still. 
> 
> Might be only possible by cleaning and structuring code partially.
> 
> -Ton-
> 
> 
> Ton Roosendaal  Blender Foundation   t...@blender.org   
> www.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
> Netherlands
> 
> On 15 Sep, 2011, at 17:33, xiangquan xiao wrote:
> 
> > After congcong made an advertisement about garlic in the blender- 
> > nations,
> > more and more volunteers come to contribute to the translation  
> > program.
> > However, Hebrew and Persian(Farsi) as well as Arabic are written  
> > from right
> > to left. We have disscussed this issue not long ago, but it seems a 
> 
> > little more
> > urgent than I ever thought.
> >
> > Is there somebody working for this? Or at least any plan?
> > I'd like to help on this, but I'm totally unfamiliar with these  
> > languages,
> > as well as the text rendering process :(
> >
> > Regards!
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> 
> ___
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Re: [Bf-committers] How & When could we support right-to-left languages?

2011-09-15 Thread Steve Obbayi
Thanks Kent. These justification and truncation are definitely important things 
to consider as
I go through the necessary code.

Steve

- "Kent Mein"  wrote:

> In reply to Steve Obbayi (st...@sobbayi.com):
> 
> > Date: Thu, 15 Sep 2011 18:58:11 +0300 (EAT)
> > From: Steve Obbayi 
> > To: bf-blender developers 
> > Subject: Re: [Bf-committers] How & When could we support
> right-to-left
> >  languages?
> > Reply-To: bf-blender developers 
> > 
> > I am also not sure on the progress on this, I have some knowledge of
> Arabic, although
> > not my first language. I would also like to get my hands dirty on
> this. Any pointers on where to pick up
> > will be much appreciated.
> > 
> > Steve
> 
> As I see it breaking things down should be like this:
> do some google searches for: gettext bidi  
> Read up on issues and how people are doing it.
> 
> Then we have two things we need to deal with:
>   truncating strings
>   justifcation
> 
> For truncating strings, look at: 
> source/blender/blenfont/intern/blf_font.c  (function blf_font_draw)
>   notice the len property, you'll need to rewrite this
>   and other functions so if bidi then
>   grab the string starting from the other end...
> 
> The justifcation is probably a little more complex but same sort of
> deal...
> 
> Kent
> 
> > 
> > - "xiangquan xiao"  wrote:
> > 
> > > After congcong made an advertisement about garlic in the
> > > blender-nations,
> > > more and more volunteers come to contribute to the translation
> > > program.
> > > However, Hebrew and Persian(Farsi) as well as Arabic are written
> from
> > > right
> > > to left. We have disscussed this issue not long ago, but it seems
> a
> > > little more
> > > urgent than I ever thought.
> > > 
> > > Is there somebody working for this? Or at least any plan?
> > > I'd like to help on this, but I'm totally unfamiliar with these
> > > languages,
> > > as well as the text rendering process :(
> > > 
> > > Regards!
> > > ___
> > > 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
> > 
> 
> -- 
> m...@cs.umn.edu
> http://www.cs.umn.edu/~mein
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Re: [Bf-committers] How & When could we support right-to-left languages?

2011-09-15 Thread Steve Obbayi
I am also not sure on the progress on this, I have some knowledge of Arabic, 
although
not my first language. I would also like to get my hands dirty on this. Any 
pointers on where to pick up
will be much appreciated.

Steve

- "xiangquan xiao"  wrote:

> After congcong made an advertisement about garlic in the
> blender-nations,
> more and more volunteers come to contribute to the translation
> program.
> However, Hebrew and Persian(Farsi) as well as Arabic are written from
> right
> to left. We have disscussed this issue not long ago, but it seems a
> little more
> urgent than I ever thought.
> 
> Is there somebody working for this? Or at least any plan?
> I'd like to help on this, but I'm totally unfamiliar with these
> languages,
> as well as the text rendering process :(
> 
> Regards!
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Re: [Bf-committers] Compile Error on BLEN_VER_RC_1

2011-04-18 Thread Steve Obbayi
Thanks guys

Yeah I am using CMake 2.8.2 let me upgrade and see if that fixes the problem

Steve



- "Alex K"  wrote:

> Hi,
> Are you using Cmake 2.8.3 or earlier? If so, you need to upgrade to
> Cmake
> 2.8.4. Cmake had a bug with vs2010 with resource definitions which
> they
> fixed.
> 
> Alex
> 
> On Mon, Apr 18, 2011 at 12:04 PM, Tom Edwards
> wrote:
> 
> > It should be generated by source\creator\CMakeLists.txt line 104
> onward.
> > It works fine in VC9 though but there's a comment about it not
> building
> > with VC10...is 10 actually supported?
> >
> > On 18/04/2011 4:22, Steve Obbayi wrote:
> > > Hi all,
> > >
> > > I am getting this error building Rev. 36213 with Ms VC 2010
> > >
> > > ..\..\..\source\icons\winblender.rc(17): error RC2104: undefined
> keyword
> > or key name: BLEN_VER_RC_1
> > >
> > > I have not seen this before, does anyone know where that should
> be
> > defined?
> > >
> > > Steve
> > > ___
> > > Bf-committers mailing list
> > > Bf-committers@blender.org
> > > http://lists.blender.org/mailman/listinfo/bf-committers
> > >
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
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[Bf-committers] Compile Error on BLEN_VER_RC_1

2011-04-18 Thread Steve Obbayi
Hi all, 

I am getting this error building Rev. 36213 with Ms VC 2010

..\..\..\source\icons\winblender.rc(17): error RC2104: undefined keyword or key 
name: BLEN_VER_RC_1

I have not seen this before, does anyone know where that should be defined?

Steve
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Re: [Bf-committers] GSOC 2011 Proposal - Improving Motion Capture Import & Workflow

2011-04-02 Thread Steve Obbayi
Is it just me, there seems to be nothing on that page...

User account "BenjycookI" is not registered.

Is the message I get

Steve Obbayi 

- "Benjy Cook"  wrote:

> Hello everyone,I have uploaded my GSOC proposal to my user page on the
> blender wiki.http://wiki.blender.org/index.php/User:BenjycookI have
> yet to send it to Google, as I hope the participants of this list can
> provide me with some valuable advice before finally sending it.I
> appreciate any and all input, good or bad.
> Thank you for your time,Benjy Cook
> P.S. There is a link to a pdf version on the top of the page, if that
> is preferred.   
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Re: [Bf-committers] Blender native compile for headless servers???

2011-03-11 Thread Steve Obbayi
> Hi Steve,
> 
> On Wed, Mar 9, 2011 at 6:29 AM, Steve Obbayi 
> wrote:
> > Hi Brecht, I am planning to implement this so a quick question.
> > Are their any major huddles you came across that are worth
> mentioning other than
> > what you have stated here?
> 
> Not that I remember, and probably the issues you run into will be
> different, given that I didn't use opengl/ghost stubs.
> 
> Brecht.


Hi Brecht,

I start working on this come Monday. I will share any unusual occurrences
along the way.

Steve


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Re: [Bf-committers] Blender native compile for headless servers???

2011-03-08 Thread Steve Obbayi
> Hi,
> 
> On Tue, Mar 8, 2011 at 9:58 PM, Campbell Barton 
> wrote:
> > Probably the easiest way to maintain this would be to use stubs for
> > ghost and opengl so we dont litter our codebase with ifdef's.
> >
> > Brecht did this once for some renderfarm testcase, so he may have
> some
> > suggestions.
> 
> What I did was compile without editors/, but then you still have the
> problem that OpenGL is used in other places, and perhaps you want the
> use the operators that are in editors/. So adding stubs for OpenGL
> and
> Ghost is probably the least intrusive solution if someone wants to
> implement this.
> 
> Brecht.

Hi Brecht, I am planning to implement this so a quick question.
Are their any major huddles you came across that are worth mentioning other than
what you have stated here?


- Steve

--
Software Developer 
www.sobbayi.com 
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Re: [Bf-committers] Another svn/projects migrate coming!

2011-02-20 Thread Steve Obbayi
That explains a lot. Thanks



Steve Obbayi: Software Developer 
Homepage: http://www.sobbayi.com 


- "Ton Roosendaal"  wrote:

> Hi,
> 
> Oh, he just decided to do this right away :) In the process, svn/ 
> trackers are not accessible!
> 
> -Ton-
> 
> 
> Ton Roosendaal  Blender Foundation   t...@blender.org   
> www.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
> Netherlands
> 
> On 20 Feb, 2011, at 17:01, Ton Roosendaal wrote:
> 
> > Hi,
> >
> > SVN and trackers are running again. An fsck does miracles :)
> > Still, according our sysadm the "motherboard is rotten", so we'll
> move
> > it over asap.
> >
> > -Ton-
> >
> >
> 
> > Ton Roosendaal  Blender Foundation   t...@blender.org 
> > www.blender.org
> > Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The  
> > Netherlands
> >
> > On 20 Feb, 2011, at 14:29, Ton Roosendaal wrote:
> >
> >> Hi all,
> >>
> >> Last December the projects site and svn were migrated to a new  
> >> server.
> >> Since then this system has given weird errors occasionally.
> There's
> >> something bad with the hardware apparently.
> >>
> >> We'll ditch this server and move it all to a new system (there's a
> >> spare).
> >>
> >> Currently the server is down and not responding to remote reboots,
> >> will try to get in the colocation center today to kick it with
> some
> >> terminal magic :)
> >>
> >> This means the bug trackers and svn is not accessible until
> further
> >> notice. We're on it!
> >>
> >> -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
> 
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Re: [Bf-committers] building blender with clang, scan-build

2011-01-07 Thread Steve Obbayi

This is great, I have been keeping a keen eye on llvm+clang and having blender 
support
it is great

Steve

- "Campbell Barton"  wrote:

> Building blender with clang's scan-build gives useful
> reports/warnings
> which typical compilers wont report.
> of course it has a lot of false positives or warnings which wouldn't
> result in actual bugs but its it also shows up real bugs, some of
> which would be hard to track otherwise.
> 
> Heres the output from scan-build as html (r34117):
>   http://www.graphicall.org/ftp/ideasman42/2011-01-07-2/
> 
> I wrote up a wiki page on how to build llvm+clang and use with
> blender.
>   http://wiki.blender.org/index.php/User:Ideasman42/BlenderClang
> 
> -- 
> - Campbell
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Re: [Bf-committers] CMake+MSVC workarounds for recent /WX and MT changes

2010-11-02 Thread Steve Obbayi
Hi,

I had to explicitly cast the ints to unsigned ints to get it to compile
as well. I believe other compilers have been it implicitly. If so then
this should be fine. I will also look into the multithreading a little 
more and give my comments on it.


Steve Obbayi
Software Developer

- Original Message -
From: "Dalai Felinto" 
To: "bf-blender developers" 
Sent: Tuesday, November 2, 2010 6:56:18 PM GMT -05:00 US/Canada Eastern
Subject: [Bf-committers] CMake+MSVC workarounds for recent /WX and MT changes

Hello there,
there are two set of problems stopping blender for building on MSVC +CMake.
I have they working (locally) with some tweaks, but it would be nice to find
what is the right way to do it.

1) The first one is regarding warnings (WX):
Blender will crash for some of the warnings in smoke, custom_data and ffmpeg
projects. The kind of error we get is:
 - trunk\source\blender\blenkernel\intern\smoke.c(148) : error C2220:
warning treated as error - no 'object' file generated

The fix I'm applying locally is:
http://www.pasteall.org/16439/diff (basically casting ints to unsigned int -
as commented in previous email)

2) Multithreading is crashing things here. I noticed recent commits for
scons (and attempt ones for CMake) regarding this, but for me it's still
broken.
Following the instructions from here
http://msdn.microsoft.com/en-us/library/Aa267384 I managed to build again
going to the "blender" project and changing the ignored libraries from
libc.lib to:
libc.lib;msvcrt.lib;libcd.lib;libcmtd.lib;msvcrtd.lib

I guess I could change it in CMakeLists.txt - e.g.::
-SET(PLATFORM_LINKFLAGS "/NODEFAULTLIB:libc.lib ")
+SET(PLATFORM_LINKFLAGS "/NODEFAULTLIB:libc.lib msvcrt.lib libcd.lib
libcmtd.lib msvcrtd.lib")

Does anyone know if this is the way to go?

Regards,
Dalai

www.dalaifelinto.com
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Re: [Bf-committers] 2.55 beta AHOY!

2010-10-29 Thread Steve Obbayi
Windows builds fine with Scons. However with msvc 2010 Express I've only got it 
to build with CMake 2.8 and disable
OpenEXR.

Steve Obbayi
Software Developer


- Original Message -
From: "Dave Plater" 
To: bf-committers@blender.org
Sent: Friday, October 29, 2010 1:35:00 PM GMT -05:00 US/Canada Eastern
Subject: Re: [Bf-committers] 2.55 beta AHOY!

On 10/29/2010 09:42 AM, Dalai Felinto wrote:
> Dave, my CMakeCache.txt - http://www.pasteall.org/16515
>
> 2010/10/29 Dave Plater 
>
>   
>> On 10/28/2010 05:28 PM, Mitchell Stokes wrote:
>> 
>>>> ../../lib/libgp_ghost.a(GPG_ghost.cpp.o): In function `main':
>>>>
>>>>
>>>> 
>> /usr/src/packages/BUILD/blender-2.55/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp:825:
>> 
>>>> undefined reference to `setGamePythonPath(char*)'
>>>> ../../lib/libgp_ghost.a(GPG_Application.cpp.o): In function
>>>> `GPG_Application::initEngine(GHOST_IWindow*, int)':
>>>>
>>>>
>>>> 
>> /usr/src/packages/BUILD/blender-2.55/source/gameengine/GamePlayer/ghost/GPG_Application.cpp:607:
>> 
>>>> undefined reference to `PyObjectPlus::SetDeprecationWarnings(bool)'
>>>> ../../lib/libgp_ghost.a(GPG_Application.cpp.o): In function
>>>> `GPG_Application::stopEngine()':
>>>>
>>>>
>>>> 
>> /usr/src/packages/BUILD/blender-2.55/source/gameengine/GamePlayer/ghost/GPG_Application.cpp:734:
>> 
>>>> undefined reference to `saveGamePythonConfig(char**)'
>>>>
>>>>
>>>> 
>> /usr/src/packages/BUILD/blender-2.55/source/gameengine/GamePlayer/ghost/GPG_Application.cpp:737:
>> 
>>>> undefined reference to `exitGamePythonScripting()'
>>>> ../../lib/libgp_ghost.a(GPG_Application.cpp.o): In function
>>>> `GPG_Application::startEngine()':
>>>>
>>>>
>>>> 
>> /usr/src/packages/BUILD/blender-2.55/source/gameengine/GamePlayer/ghost/GPG_Application.cpp:683:
>> 
>>>> undefined reference to `setupGamePython(KX_KetsjiEngine*, KX_Scene*,
>>>> Main*, _object*, _object**, _object**, int, char**)'
>>>>
>>>>
>>>> 
>> /usr/src/packages/BUILD/blender-2.55/source/gameengine/GamePlayer/ghost/GPG_Application.cpp:692:
>> 
>>>> undefined reference to `loadGamePythonConfig(char*, int)'
>>>> collect2: ld returned 1 exit status
>>>> make[2]: *** [bin/blenderplayer] Error 1
>>>> make[1]: *** [source/blenderplayer/CMakeFiles/blenderplayer.dir/all]
>>>> 
>> Error
>> 
>>>> 2
>>>> make[1]: *** Waiting for unfinished jobs
>>>> [100%] Built target blender
>>>> make: *** [all] Error 2
>>>>
>>>> If somebody can give me a clue, I can't get back to this until tonight.
>>>> My build statement :
>>>> pushd Build
>>>> cmake ../ \
>>>>  -DWITH_FFTW3:BOOL=on \
>>>>  -DWITH_JACK:BOOL=on \
>>>>  -DWITH_OPENCOLLADA:BOOL=on \
>>>>  -DWITH_PLAYER:BOOL=on \
>>>>  -DWITH_SNDFILE:BOOL=on \
>>>>  -DOPENCOLLADA=%{_prefix} \
>>>>  -DOPENCOLLADA_LIBPATH=%{_libdir} \
>>>>  -DOPENCOLLADA_INC=%{_includedir} \
>>>>  -DWITH_PYTHON_INSTALL:BOOL=off \
>>>>  -DWITH_PYTHON:BOOL=off \
>>>>  -DWITH_IMAGE_OPENJPEG:BOOL=on \
>>>>  -DWITH_FFMPEG:BOOL=off \
>>>>  -DWITH_CXX_GUARDEDALLOC:BOOL=off \
>>>>  -DPYTHON_LIB=%_libdir}/libpython3.1.so \
>>>>  -DPYTHON_INC=%{_includedir}/python3.1 -G"Unix Makefiles" \
>>>>  -DCMAKE_VERBOSE_MAKEFILE:BOOL=on \
>>>>  -DCMAKE_INSTALL_PREFIX:PATH=%{_prefix}
>>>>
>>>>
>>>>
>>>> 
>>> Are you building with the game engine enabled? I'm using CMake on Arch
>>>   
>> with
>> 
>>> gcc 4.5.1, and all seems to be working. I can post the contents of my
>>> CMakeCache.txt if that will help.
>>>
>>> --Mitchell
>>>
>>>   
>> The game engine is enabled by default, I went through the main
>> CMakeLists.txt and enabled the options I needed that didn't have on as
>> default. What may be different to your build is my use of python.
>> Because I'm packaging this for the distro I can't have embedded python3
>> or installed python3. openSUSE is at python3-3.1, I'm trying
>> python3-3.1.2, maybe that will work. The contents of your CMakeCache.txt
>> would be appreciated.
>> Thanks
>> Dave P
>> ___
>
It's interesting to see what windows builds blender with but
unfortunately it won't help me.
Thanks
Dave P

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Re: [Bf-committers] Mingw/Quicktime building

2010-10-23 Thread Steve Obbayi
Yeah Thanks Nathan, I finally figured that out. I'll be happy to figure a way 
around
this problem

Steve Obbayi
Software Developer


- Original Message -
From: "Nathan Letwory" 
To: "bf-blender developers" 
Sent: Saturday, October 23, 2010 2:32:17 PM GMT -05:00 US/Canada Eastern
Subject: Re: [Bf-committers] Mingw/Quicktime building

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 23.10.2010 12:37, Steve Obbayi wrote:
> Hi all,
> Is it just me who is is unable to build blender r32662?
> Using Mingw with scons and getting an error on:
> 
> In file included from source\blender\imbuf\intern\anim_movie.c:76:0:
> source\blender\quicktime/quicktime_import.h:44:20: fatal error: Movies.h:
> No suc
> h file or directory
> compilation terminated.
> scons: ***
> [E:\BlenderSVN\build\win32-mingw\source\blender\imbuf\intern\anim_mov
> ie.o] Error 1
> scons: building terminated because of errors.
> 
> I have Quicktime installed in the correct path. it used to build under
> VS2008.

Quicktime with MingW is not supported. If you or anybody else can get a
patch or so that makes it work I'll be happy to apply it; but I doubt
it'll work.

/Nathan

- -- 
Nathan Letwory
Letwory Interactive
http://www.letworyinteractive.com
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[Bf-committers] Mingw/Quicktime building

2010-10-23 Thread Steve Obbayi
Hi all,
Is it just me who is is unable to build blender r32662?
Using Mingw with scons and getting an error on:

In file included from source\blender\imbuf\intern\anim_movie.c:76:0:
source\blender\quicktime/quicktime_import.h:44:20: fatal error: Movies.h:
No suc
h file or directory
compilation terminated.
scons: ***
[E:\BlenderSVN\build\win32-mingw\source\blender\imbuf\intern\anim_mov
ie.o] Error 1
scons: building terminated because of errors.

I have Quicktime installed in the correct path. it used to build under
VS2008.

Steve Obbayi
Software Developer

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Re: [Bf-committers] derived mesh in modifier stack

2010-10-10 Thread Steve Obbayi

Hi Tobias, I've taken a quick peek and it looks like get_dm() and get_cddm() 
return 
copies of the original or derived mesh and therefore leave the originals 
untouched. So i dont 
think you will find updated vertices from either of these functions.

It only makes sense so that when you remove the modifier it can revert to the 
original
mesh. Someone else can hopefully clarify.

Steve Obbayi


- Original Message -
From: "Tobias Oelgarte" 
To: bf-committers@blender.org
Sent: Sunday, October 10, 2010 6:46:50 PM GMT +03:00 Iraq
Subject: [Bf-committers] derived mesh in modifier stack

Hi,

As far as i found out, a DerivedMesh is created as soon as some modifier 
needs to construct its own geometry. There are the utility functions 
get_dm() and get_cddm() in MOD_util. What is their purpose? I looked at 
what they are doing and it looked like get_cddm() would ensure a 
DerivedMesh is created. But somehow it does not update the vertices and 
normals.

How im supposed to access the vertex normals that would exist after the 
last modifier worked on them, before my own modifier, if it is just a 
deform modifier, that does not deliver a new DerivedMesh?

In other words: Can i update the DerivedMesh passed to deformVerts()? Or 
is there a better way to access the current normal data? Vertices seam 
not to be updated after get_dm() or get_cddm().

Best wishes Tobias Oelgarte
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Re: [Bf-committers] interesting side project

2010-07-06 Thread Steve Obbayi


- Original Message -
From: "Kent Mein" 
To: bf-committers@blender.org
Sent: Tuesday, July 6, 2010 12:37:55 PM GMT -05:00 US/Canada Eastern
Subject: [Bf-committers] interesting side project

I had a couple of people from the mpeg group approach me to work on
a pretty interesting project.  My work and personal projects seem to
be taking up all of my time, so I thought I'd share the basics and see
if there is anyone else that is interested in doing it.

Basically what they are wanting to do is create a new highly optimized
file format that they can stream 3d with.  

They want to use mpeg Scene description, (BiFs and or LASeR)
Progressive TFAN (compression of meshes)
and Bone Based Animation compression
and wrapping these three inside of the MPEG 4 File Format.

If your interested, let me know and I'll give you the details.

Thanks,

Kent
-- 
m...@cs.umn.edu
http://www.cs.umn.edu/~mein

Kent, 

I'd like to hear more about this coz it sounds very interesting indeed


Steve Obbayi

SKYPE: sobbayi
http://sobbayi.com
http://blog.sobbayi.com
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