Re: [Bf-committers] How & When could we support right-to-left languages?
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?
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 > > ___ > 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] How & When could we support right-to-left languages?
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 > ___ > 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] How & When could we support right-to-left languages?
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! > ___ > 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] Compile Error on BLEN_VER_RC_1
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 > > > ___ > 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] Compile Error on BLEN_VER_RC_1
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
Re: [Bf-committers] GSOC 2011 Proposal - Improving Motion Capture Import & Workflow
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. > ___ > 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 native compile for headless servers???
> 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender native compile for headless servers???
> 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Another svn/projects migrate coming!
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 > > ___ > 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] building blender with clang, scan-build
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 > ___ > 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] CMake+MSVC workarounds for recent /WX and MT changes
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 ___ 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] 2.55 beta AHOY!
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 ___ 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] Mingw/Quicktime building
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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJMwyoxAAoJEKtfN7KsE0TtmkgIAKu1q2rapFZDB64rIK3VnYF9 X+Orov6dmaa8iK2GJ3+jVWMZui/WQiCItXOqi0inc/au54V4nt0DW4rd6rsGdwof qxhCHilmVnq5TwFoRHyksSUzB1kn6fU7ogInrLVD8ldkO4vr+O6mXUNyaZs3smcu bv54XxTEblHK0aJTS/R9ZspIKq6y/j/bA78eTLFFb0l3OsczqtSnftfDQ3ubeJrY oEggiSpmLWrEXlapE148p30LvXdMfUIgRD4qBUcDz2NjnMWL/X138aJAq73hFcna jdxKWYO3ywuidcwKv4v2MEZ5OSckunXQwNxDa8XFXc5MiilGNPKDe8jWw8q/OkE= =Fdys -END PGP SIGNATURE- ___ 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] Mingw/Quicktime building
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] derived mesh in modifier stack
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 ___ 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] interesting side project
- 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers