Re: [Bf-committers] Blender 2.66 RC AHOY

2013-02-14 Thread pete larabell
Sorry I have not had time to work through the issues with OCIO in BSD
yet.  I will try to get it working tonight after work.

On Thu, Feb 14, 2013 at 1:55 AM, Sergey Sharybin sergey@gmail.com wrote:
 Moved them to usual location.

 Seems now all builds are up.


 On Thu, Feb 14, 2013 at 9:04 AM, Thomas Dinges blen...@dingto.org wrote:

 Windows Builds:
 http://blender.dingto.org/266_RC/

 Am 13.02.2013 19:09, schrieb Sergey Sharybin:
  Hi,
 
  You're right. It is NOW the time for Release Candidate!
 
  Information for platform maintainers:
 
  - Build from trunk SVN revision 54535
  - Addons revision 4268
  - Locale revision 1451
 
  As usual would suggest naming blender-2.66-RC-platform for archive
 name.
  Place archives to usual place and let me know so i'll (or Ton) move then
 to
  our download ftp.
 


 --
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 Blender Developer, Artist and Musician

 www.dingto.org

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Re: [Bf-committers] Blender 2.65 release AHOY!

2012-12-12 Thread pete larabell
Hey guys,

I'm out of town all week this week and don't have access to my build
boxes (FreeBSD).

If there is anyone out there who could make one for 2.65 feel free, or
wait till the weekend when I return home.

Sorry for the delay.

Cheers!
Peter

On Mon, Dec 10, 2012 at 8:15 AM, Sergey Sharybin sergey@gmail.com wrote:
 Hello everyone!

 Finally the time has come to make 2.65 release!

 Information for platform maintainers:

 tag: blender-2.65-release
 tag revision: 52851
 addons revision: 4034
 locale revision:  1277

 Keep usual naming and let me know when the builds are ready.

 Thanks everyone for the release! =)

 P.S. Just a reminder: we keep trunk frozen for around a day after release.
 Trunk unfreeze will be announced here in ML.

 --
 With best regards, Sergey Sharybin
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Re: [Bf-committers] Blender 2.64a release AHOY!

2012-10-10 Thread pete larabell
FreeBSD builds of r51232 have been uploaded.

On Tue, Oct 9, 2012 at 3:24 PM, Sergey Sharybin sergey@gmail.com wrote:
 Moved them to usual location.

 Would declare all further discovered issues are to be fixed in 2.65 :)

 On Wed, Oct 10, 2012 at 2:19 AM, Thomas Dinges blen...@dingto.org wrote:

 Windows builds:
 http://blender.dingto.org/builds/264a_Release/

 Am 09.10.2012 20:21, schrieb Sergey Sharybin:
  Pardon again, after discovered issue with cloths, tag revision was
 changed
  to 51232.
 
  On Tue, Oct 9, 2012 at 5:51 PM, Sergey Sharybin sergey@gmail.com
 wrote:
 
  And now we ready again!
 
  Updated information:
 
  tag: blender-2.64a-release
  tag revision: 51221
  addons revision: 3836
  locale revision:  1115
 
  On Tue, Oct 9, 2012 at 5:28 PM, Sergey Sharybin sergey@gmail.com
 wrote:
 
  Pardon, we discovered some last-minute issues. Please hold on with
 builds.
 
  I'll send update when we'll solve the issues.
 
 
  On Tue, Oct 9, 2012 at 4:43 PM, Sergey Sharybin sergey@gmail.com
 wrote:
 
  Hello community!
 
  We're now ready for release 2.64a which is bugfix release only.
 
Information for platform maintainers:
 
  tag: blender-2.64a-release
  tag revision: 51210
  addons revision: 3836
  locale revision:  1115
 
  Keep usual naming and put builds to usual place :)
 
  After this release we're switching back to usual bi-month release
 cycle.
 
  --
  With best regards, Sergey Sharybin
 
 
 
  --
  With best regards, Sergey Sharybin
 
 
 
  --
  With best regards, Sergey Sharybin
 
 
 


 --
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 www.dingto.org

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Re: [Bf-committers] Blender meeting minutes, july 1st 2012

2012-07-01 Thread pete larabell
 - Tile compositor - still has open issues. Mask rasterizer will get updated 
 to respect tile/thread design today/tomorrow.
 It's unclear where the perceived slowness is - it might well be mostly on 
 UI/feedback level. Jeroen Bakker can connect with the Mango team for tests 
 and feedback.

With regards to the update to mask rasterizer tile/thread design...
It's functional now but still somewhat messy code and is just about
ready for commit. Very limited network access for me over weekends. If
can't commit today will certain commit tomorrow.

The slowness issue is the feathering. The feathering algorithm in
trunk right now was VERY NON-optimized. In order to make
tile/threading work correct, the much faster feathering algorithm was
needed anyway, so this problem should be automatically resolved.

Will be mailing/irc-ing sergey,campbell when commit happens.

Cheers!
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Re: [Bf-committers] Blender developer meeting notes - 24 June 2012

2012-06-25 Thread pete larabell

 Mailed with Pete tonight. He was planning to commit optimization to how
 feather is calculated on his monday (quite large timezone gap). Also, we've
 been discussing making this stuff nicely tileable. Hopefully soon it'll be
 done.


I'm changing the way this node operates, but it still needs some data
to be calculated per-frame that operates on the entire frame. I've
made quite a few improvements to this node on my local build, which as
stated, will commit real soon. It might not come today though (unless
you guys need this done first) because I'm working toward improving
speed and tilabiliy (is that the right term?? xD) for the mask
rasterizer for mask editor as it seems that is a more pressing need.
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Re: [Bf-committers] Siggraph 2012 - Los Angeles 5-9 August

2012-06-24 Thread pete larabell
I'm very much hoping to attend. Will know soon for sure whether
company is going to send me or not.

On Sun, Jun 24, 2012 at 11:07 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 Blender's going to present at Siggraph again:
 http://www.blender.org/blenderorg/blender-foundation/siggraph-2012/

 Anyone going to Siggraph already? Interested to meet, hangout or help?
 Free tickets too!

 Laters,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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[Bf-committers] svn down

2012-06-01 Thread pete larabell
I know this goes without saying that the proper officials are likely
to already be aware... but just in case:

svn seems to have a problem...
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Re: [Bf-committers] Developer meeting minutes May 13, 2012

2012-05-13 Thread pete larabell
The basic masking lib is in tomato already. Patch with additive +
subtractive masks discussed by Sergey and I will be ready very soon.
Still need to clarify a few things with Sergey before double edging
support works.

On Sun, May 13, 2012 at 10:35 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 Here's the notes from today's meeting in irc.freenode.net #blendercoders:

 1) Blender release review

 - The 2.63a update has been released last week. Documentation and release log 
 was a bit sparse though... Ton Roosendaal reminded everyone to be more active 
 in wikifying your work!

 2) New release targets, current projects

 - Masking can be release target: Sergey Sharybin is almost finished, waiting 
 for Pete Larabell's library now?

 - Tiles compositor branch has been successfully reviewed, can go in this week!

 - Mike Erwins tablet work is nearly done (for real now!), can get in too. 
 Main features are:
 * Multi-window pressure loss fixed!
 * Ink blot fixed!
 * Finer-grained pressure/tilt sensitivity
 * Smoother strokes
 * Eraser actually erases gpencil strokes

 - Motion tracking: Keir Meirle will work on planar tracking (pretty far 
 along), masked trackers (not started yet), reconstruction with Ceres (new 
 solver).

 - Brecht van Lommel's Cycles targets: performance improvements, some new 
 nodes, AMD OpenCL support (with limited kernel), motion blur.

 - Ton proposes to release in 7 weeks, he'll update the project page in wiki 
 a.s.a.p. with a proposal for BCON dates.

 3) Other projects

 How are the future release targets? Mentioned was Freestyle, Nurbana, 
 Unlimited clay, ... people are welcome to report on their branches and 
 possible mergers!

 4) Google Summer of Code

 - Tom Musgrove will make a code.blender.org blog article to introduce all 
 projects

 - 21st May GSoC starts!

 - First target for students then is to cleanup proposal and get the design 
 approved.

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] Blender 2.63a build AHOY!

2012-05-09 Thread pete larabell
Hey guys,

It'll be a few hours before the FreeBSD builds are up. About 3.5hrs from now.


On Wed, May 9, 2012 at 12:42 PM, Sergey Sharybin sergey@gmail.com wrote:
 Hello, Blender Community!

 The time has come to make 2.63a release!

 Information for platform maintainers:

 tag: blender-2.63a-release
 tag revision: 46461
 addons revision: 3355
 locale revision:  616

 Keep naming in the same way as you did it for 2.63 release, will help
 changing download page :)
 Let me know when you'll upload builds to ftp.

 Thanks to everyone who helped with this release!

 --
 With best regards, Sergey Sharybin
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Re: [Bf-committers] new Linux install = svn woes

2012-05-01 Thread pete larabell
Indeed this happens on a default install of subversion on Ubuntu
12.04. Perhaps we add it to the building blender wiki... ?

On Tue, May 1, 2012 at 1:24 AM, Nicholas Bishop
nicholasbis...@gmail.com wrote:
 I get this error as well; been using this workaround:
 http://linux-knowledgebase.com/en/Tip_of_the_day/December/Certificate_verification_error%253A_signed_using_insecure_algorithm

 -Nicholas

 On Tue, May 1, 2012 at 1:47 AM, Mike Erwin significant@gmail.com wrote:
 Hi all,

 I just set up Linux Mint Debian, and get this error while attempting
 to grab the latest bits:

 merwin@dozer ~/blender/svn/trunk $ svn co
 https://svn.blender.org/svnroot/bf-blender/trunk/blender .
 WARNING: gnome-keyring:: couldn't connect to:
 /tmp/keyring-M3FISK/pkcs11: No such file or directory
 svn: OPTIONS of
 'https://svn.blender.org/svnroot/bf-blender/trunk/blender':
 Certificate verification error: signed using insecure algorithm
 (https://svn.blender.org)

 Any clues? Had no such problem with Xubuntu, but it died this weekend
 after an upgrade.

 Mike Erwin
 musician, naturalist, pixel pusher, hacker extraordinaire
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Re: [Bf-committers] Blender 2.63 Release Candidate 1 AHOY

2012-04-19 Thread pete larabell
FreeBSD builds are up on ftp.

On Wed, Apr 18, 2012 at 5:13 AM, Sergey Sharybin sergey@gmail.com wrote:
 Pardon, revision for addons_contrib doesn't actually matter. They wouldn't
 be included into final release :)

 On Wed, Apr 18, 2012 at 12:04 PM, Sergey Sharybin sergey@gmail.comwrote:

 Hello to all platform maintainers!

 We've fixed all current stoppers from our bug-tracker so the time has come
 to do RC1 build.

 I'd prefer have RC builds to be synchronized with revision, so revisions
 to be used:

 addons: r 3274.
 addons_contrib: r 3274
 locale: r 545
 trunk: r 45743

 Also i'd want to ask you to keep such
 naming: blender-2.63-rc1-platform_suffix
 Just pedantic to make download site look nice :)

 --
 With best regards, Sergey Sharybin




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[Bf-committers] 2d mask editor (rasterizer portion)

2012-03-30 Thread pete larabell
Hey all!

I've posted a build of r45292 with the 2D Mask rasterizer in the
compositor to graphicall.org

The link is HERE: http://graphicall.org/893

I'll just paste the description from GA here:
-
build with part of new 2D Mask Editor.

This build does NOT have the mask editor itself, rather, it has the
mask rasterizer inside the compositor. The masks are rasterized on the
fly, but all the curve masks are hard coded.

This means this build is *NOT* useful for production, or any other
kind, of real work. It is only for demostration purposes to get
feedback on usage in the compo.

Instructions to use:

1.) Open any scene
2.) Enable Comp. Nodes
3.) Under Input class, add User Mask node
4.) Connect User Mask node to a viewer or whatever else
5.) You can select from a list of masks (which will be the ones you
draw in MaskEditor in final version) to see different masks rasterized
on the fly

So to clarify, this is just so I can get simply user feedback about a
few things:

A.) the Node name, what should it be?
B.) does it truly belong in input category? does it belong with other masks?

also: This *will* indeed support doubled edges masks, like the Double
Edge Mask node, once the GUI part of the Mask Editor is completed.
Right now the mask in this build are hard coded curve data since there
is no GUI in this build.

Anyway, I'm excited to show off some work and wanted to get feedback
from users about those compo. UI. issues!

Cheers!
Peter
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Re: [Bf-committers] Inconsistent Object add

2012-02-21 Thread pete larabell
I believe the cube vs. torus difference is that one is an actual mesh
type in C (cube), and the other is added purely via python (torus).
But if you mean WHY as in why don't we fix that?, then your guess is
as good as mine. :)

On Tue, Feb 21, 2012 at 5:04 PM, Thomas Dinges blen...@dingto.org wrote:
 Hi,
 Today I became aware of some inconsistencies. I really doubt that this
 is intentional, because it does not make any sense!

 1) Add a Camera and add a Cube
 The Camera is always aligned to view (the option for that is even
 missing in the Toolbar)
 The Cube is not aligned but the option is there.

 2)
 When I add a Cube and change the Operator settings, for example the
 rotation, this is gone when I add another cube, I have to change the
 rotation again.
 But if I change some Operator settings for the Torus Mesh, it remembers
 my settings and a second torus has the same size etc like my first one.

 Why is that totally inconsistent?

 Regards,
 Thomas

 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

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Re: [Bf-committers] blender users group for Chicago IL

2012-02-14 Thread pete larabell
Here's another one from WI that would like to attend. :)

On Tue, Feb 14, 2012 at 9:59 AM, CG Cookie jonat...@cgcookie.com wrote:
 Hey Seth,

 Myself and the CG Cookie studio are based in the Western suburbs. I would 
 love to take part in a Chicago area users group.

 --
 CG Cookie
 Sent with Sparrow (http://www.sparrowmailapp.com/?sig)


 On Tuesday, February 14, 2012 at 8:38 AM, Kent Mein wrote:


 On Feb 13, 2012, at 7:16 PM, seth wilson wrote:

  Hello, I'm not sure if this is the right place to ask. I have been unable 
  to find any Blender users or training anywhere near Chicago IL. I am 
  wondering if I could be authorized to start and or take part in a Blender 
  users group for the Chicagoland area. I would still consider myself at the 
  intermediate level with Blender but have been using the software for over 
  2 years now. Having nothing but online support has made my journey very 
  slow. Which is why I want to do this. I currently work at U of C in the 
  special events department and may be able to obtain a space to use and a/v 
  equipment for presentations and classes. Thanks,Seth
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 Hi Seth,

 Sounds good. You do not need any approval to form a users group. Go for it.
 You might want to post something to blender nation to let others know about 
 it.

 Kent Mein
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Re: [Bf-committers] cuda sdk, the source code

2012-01-13 Thread pete larabell
Indeed, I certainly don't want to do anything questionable... my sole
reason for hoping to get access to it was to get it to compile on
FreeBSD.

Right now I can't compile CUDA kernels on BSD since I can't run the SDK.

I head some things about people doing it via linux emulations, but it
really deserves a proper port.

If there is any risk at all involved with me porting it since I also
wish to remain a blender developer, then I'll leave it to someone else
to port it.

On Fri, Jan 13, 2012 at 9:34 AM, Christopher Allan Webber
cweb...@dustycloud.org wrote:
 Since this is under a shared source style license, it's possibly
 actually risky to read the source code if you're contributing to FOSS
 projects, I think.  Keep that in mind!

 Brecht Van Lommel brechtvanlom...@pandora.be writes:

 I signed up for it but didn't get a reply yet.

 Brecht.

 On Thu, Jan 5, 2012 at 9:28 PM, pete larabell xgl.asyl...@gmail.com wrote:
 Hey all,

 Has anyone on the list, or BF as an organization, been able to get a
 copy of the cuda sdk?

 I'd like to work toward getting it to run natively on FreeBSD so I can
 provide cuda support for the BSD builds of blender. Right now I can
 only build cycles w/cpu.

 I've read where the nvidia sdks can be run in BSD under linux
 emulation to compile binaries, then the binaries run fine under native
 BSD since nvidia has a true driver for the OS, but I'd sure like to
 eliminate dependence on the linux layer to compile things for BSD.

 I see it's free to sign up to try to get a copy... does BF have a
 copy already?

 Cheers!
 Peter
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[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43265] trunk/blender/source/blender: Added Double Edge Mask Compositor Node

2012-01-10 Thread pete larabell
Sorry folks, forgot the commit message.

The patch adds the Double Edge Mask comp. node. Useful for VFX work and
other such things.

Basic concept is it takes two single channel inputs and produces a single
channel output where feathered region is created by combining areas and
filling varying gradient between input 1 and input 2's edges.

Short explanation of how it works found here:

http://wiki.blender.org/index.php/User:Xgl_asyliax



On Tue, Jan 10, 2012 at 2:32 PM, Thomas Dinges blen...@dingto.org wrote:



  Original-Nachricht   Betreff: [Bf-blender-cvs] SVN
 commit: /data/svn/bf-blender [43265] trunk/blender/source/blender:  Datum:
 Tue, 10 Jan 2012 19:08:08 + (UTC)  Von: Peter Larabell
 xgl.asyl...@gmail.com xgl.asyl...@gmail.com  Antwort an:
 bf-committers@blender.org  An: bf-blender-...@blender.org

 Revision: 43265
   
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=43265
 Author:   xglasyliax
 Date: 2012-01-10 19:08:08 + (Tue, 10 Jan 2012)
 Log Message:
 ---


 Modified Paths:
 --
 trunk/blender/source/blender/blenkernel/BKE_node.h
 trunk/blender/source/blender/blenkernel/intern/node.c
 trunk/blender/source/blender/editors/space_node/drawnode.c
 trunk/blender/source/blender/makesrna/RNA_access.h
 trunk/blender/source/blender/makesrna/intern/rna_nodetree.c
 trunk/blender/source/blender/makesrna/intern/rna_nodetree_types.h
 trunk/blender/source/blender/nodes/CMakeLists.txt
 trunk/blender/source/blender/nodes/NOD_composite.h

 Added Paths:
 ---
 
 trunk/blender/source/blender/nodes/composite/nodes/node_composite_doubleEdgeMask.c

 Modified: trunk/blender/source/blender/blenkernel/BKE_node.h
 ===
 --- trunk/blender/source/blender/blenkernel/BKE_node.h2012-01-10 
 19:01:27 UTC (rev 43264)
 +++ trunk/blender/source/blender/blenkernel/BKE_node.h2012-01-10 
 19:08:08 UTC (rev 43265)
 @@ -642,6 +642,7 @@
  #define CMP_NODE_STABILIZE2D 263
  #define CMP_NODE_TRANSFORM   264
  #define CMP_NODE_MOVIEDISTORTION 265
 +#define CMP_NODE_DOUBLEEDGEMASK266

  #define CMP_NODE_GLARE   301
  #define CMP_NODE_TONEMAP 302

 Modified: trunk/blender/source/blender/blenkernel/intern/node.c
 ===
 --- trunk/blender/source/blender/blenkernel/intern/node.c 2012-01-10 
 19:01:27 UTC (rev 43264)
 +++ trunk/blender/source/blender/blenkernel/intern/node.c 2012-01-10 
 19:08:08 UTC (rev 43265)
 @@ -1839,6 +1839,7 @@
   register_node_type_cmp_vecblur(ttype);
   register_node_type_cmp_dilateerode(ttype);
   register_node_type_cmp_defocus(ttype);
 + register_node_type_cmp_doubleedgemask(ttype);
   
   register_node_type_cmp_valtorgb(ttype);
   register_node_type_cmp_rgbtobw(ttype);

 Modified: trunk/blender/source/blender/editors/space_node/drawnode.c
 ===
 --- trunk/blender/source/blender/editors/space_node/drawnode.c
 2012-01-10 19:01:27 UTC (rev 43264)
 +++ trunk/blender/source/blender/editors/space_node/drawnode.c
 2012-01-10 19:08:08 UTC (rev 43265)
 @@ -1472,6 +1472,18 @@
   uiItemR(col, ptr, factor, 0, NULL, ICON_NONE);
  }

 +static void node_composit_buts_double_edge_mask(uiLayout *layout, bContext 
 *UNUSED(C), PointerRNA *ptr)
 +{
 + uiLayout *col;
 +
 + col= uiLayoutColumn(layout, 0);
 +
 + uiItemL(col, Inner Edge:, ICON_NONE);
 + uiItemR(col, ptr, inner_mode, 0, , ICON_NONE);
 + uiItemL(col, Buffer Edge:, ICON_NONE);
 + uiItemR(col, ptr, edge_mode, 0, , ICON_NONE);
 +}
 +
  static void node_composit_buts_map_value(uiLayout *layout, bContext 
 *UNUSED(C), PointerRNA *ptr)
  {
   uiLayout *sub, *col;
 @@ -1926,6 +1938,9 @@
   case CMP_NODE_ID_MASK:
   ntype-uifunc= node_composit_buts_id_mask;
   break;
 + case CMP_NODE_DOUBLEEDGEMASK:
 + ntype-uifunc= node_composit_buts_double_edge_mask;
 + break;
   case CMP_NODE_MATH:
   ntype-uifunc= node_buts_math;
   break;

 Modified: trunk/blender/source/blender/makesrna/RNA_access.h
 ===
 --- trunk/blender/source/blender/makesrna/RNA_access.h2012-01-10 
 19:01:27 UTC (rev 43264)
 +++ trunk/blender/source/blender/makesrna/RNA_access.h2012-01-10 
 19:08:08 UTC (rev 43265)
 @@ -136,6 +136,7 @@
  extern StructRNA RNA_CompositorNodeGlare;
  extern StructRNA RNA_CompositorNodeHueSat;
  extern StructRNA RNA_CompositorNodeIDMask;
 +extern StructRNA RNA_CompositorNodeDoubleEdgeMask;
  extern StructRNA RNA_CompositorNodeImage;
  extern StructRNA RNA_CompositorNodeInvert;
  extern StructRNA RNA_CompositorNodeLensdist;

 

Re: [Bf-committers] Blender developers IRC meeting, 18 dec 2011

2011-12-19 Thread pete larabell
Quick reply on DEM node,

Yes that's ready, Lukas Tonne said he'd review.

The 2D mask editor code is working on the mask side, but I had 0% of
the UI code for it done, so that'll be at least 2.63. Discussed some
important things with Sebastian and Daniel. Will send UI proposal in
shortly. Will have time to get it in good shape this week.

Cheers!
Peter

On Mon, Dec 19, 2011 at 1:21 AM, Knapp magick.c...@gmail.com wrote:
 I wanted to point out that there are a lot of little problems with the
 gui. It would be nice to see these things cleaned up.

 For example loading a set of images into the sequence editor is
 different from loading them into the compositor. There is no reason
 why that I can see. Just 2 different programmers picking two different
 ways. It would be nice if they were both the same.

 The movie clip editor and the VSE are almost the same in looks. Could
 they not be wrapped into one thing, sort of like the node editor with
 different button at the bottom to pic the functions needed?

 If you need to use ray-mirror you must turn it on by clicking a shaded
 button on the transparency group. I have always thought that shaded
 meant turned off. Likewise, if transparency is clicked but mirror not,
 then changing max dist will change the material look but it is also
 shaded. I spent an hour last week on this one because I could not get
 trans to work because a button that was turned off was messing it up.
 I never thought I needed to adjust a turned off setting.

 If you want an image texture as your sky you must click horizon in
 influences. I really think this could use a better name. Horizon is
 understandable if you are on the world panel and it has them with the
 same name there but would not something like sky or backdrop be
 better? Open to ideas here. I don't feel that I have hit it. Perhaps
 this button would be better else where but then it is associated with
 just this texture. . .

 That is just of the top of my head. As I would I keep finding more. My
 point is that these are not going to stop anything from working but
 they look bad or they are hard to learn. KISS. I think the gui could
 use some cleaning up and work flow improvements.

 Thanks.
 --
 Douglas E Knapp

 Creative Commons Film Group, Helping people make open source movies
 with open source software!
 http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

 Massage in Gelsenkirchen-Buer:
 http://douglas.bespin.org/tcm/ztab1.htm
 Please link to me and trade links with me!

 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] Release targets for 2.62

2011-12-16 Thread pete larabell
Hey there,

Sorry if this isn't the correct place to state this.

Lukas agreed to do review of Double Edge Matte node for compositor.

I'm hoping this can get in for 2.62 :)

Cheers
Peter

On Fri, Dec 16, 2011 at 8:19 AM, Sergey Sharybin sergey@gmail.com wrote:
 Hi,

 Any branches/projects which aren't reviewing or which need to be placed to
 code review and reviewed?

 --
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Re: [Bf-committers] Blender 2.61 Ahoy!

2011-12-14 Thread pete larabell
Hey guys,

Sorry it's so late... FreeBSD 32bit build is up on FTP in normal place.

My apologies.

Will try to get 64bit build on ftp sometime today as well, but for now
32bit is up and ready to go...
I've also static linked OIIO in the build since OIIO doesn't by
default compile on FreeBSD without patching.

Cheers!

On Wed, Dec 14, 2011 at 4:10 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 Just for clarity: we agreed to only have a very short total freeze
 around the release. Tomorrow (15th) svn can go open again. :)

 Release goes out in a few hours from now.

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 13 Dec, 2011, at 17:56, Ton Roosendaal wrote:

 Hi all,

 The last commit has been done, Blender svn r42608.
 Tagging is being done now... just start update svn and make clean!

 Forgot in commit: Image by Reynante Martinez.
 Splash committee: Sam Brubaker, Max Hammond and Roberto Roch.

 Tomorrow release :)

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org
 www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands

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Re: [Bf-committers] problems with blender r42611

2011-12-14 Thread pete larabell
You can also from inside QtCreator just add another build step. Just
add another make step with target install and it will run make
install after the build. Slight bummer that it runs it every-time, but
if you are rapid developing, the files are still cached on disk (more
than likely..) and the copy takes a few seconds.

On Wed, Dec 14, 2011 at 10:49 AM, Campbell Barton ideasma...@gmail.com wrote:
 you can symlink svn scripts into the build dir to avoid `make install`
 though this wont work for cycles atm.

 http://wiki.blender.org/index.php/User:Ideasman42/CMakeQTCreatorLinux#Optimize_Rebuilds

 On Wed, Dec 14, 2011 at 9:29 PM, johannes amorosa
 johannes.amor...@googlemail.com wrote:
 blender works. make install did the trick. Sry for the noise - didn't wan't
 make doubt in the build.
 I used Qtcreator for building blender and the last months I never had to
 make install to run it inside qtcreator.
 It seems like I didn't understand the building process 100%.
 johannes

 On 13 December 2011 20:46, Nathan Letwory 
 nat...@letworyinteractive.comwrote:

 Sounds like you're either starting Blender from the wrong directory (in
 case you use scons: start from BF_INSTALLDIR, not BF_BUILDDIR), or you
 didn't do make install if you used cmake.

 /Nathan

 On Tue, Dec 13, 2011 at 8:19 PM, johannes amorosa 
 johannes.amor...@googlemail.com wrote:

  Hi
  compiling works - when I start blender Icons are missing. It looks like
  this
  http://www.pasteall.org/pic/22611
 
  error messag spam like the followings:
 
  find 'bpy_types' module
  pyrna_srna_ExternalType: failed to find 'bpy_types' module
  ImportError: No module named bpy_types
  pyrna_srna_ExternalType: failed to find 'bpy_types' module
 
  search for unknown operator 'WM_OT_context_cycle_int',
  'WM_OT_context_cycle_int'
  search for unknown operator 'WM_OT_context_cycle_int',
  'WM_OT_context_cycle_int'
  search for unknown operator 'WM_OT_context_cycle_int',
  'WM_OT_context_cycle_int'
  search for unknown operator 'WM_OT_context_cycle_int',
  'WM_OT_context_cycle_int'
  search for unknown operator 'CONSOLE_OT_execute', 'CONSOLE_OT_execute'
  search for unknown operator 'CONSOLE_OT_execute', 'CONSOLE_OT_execute'
  search for unknown operator 'CONSOLE_OT_autocomplete',
  'CONSOLE_OT_autocomplete'
  search for unknown operator 'WM_OT_context_toggle',
 'WM_OT_context_toggle'
  search for unknown operator 'WM_OT_context_toggle',
 'WM_OT_context_toggle'
  search for unknown operator 'WM_OT_url_open', 'WM_OT_url_open'
 
  I hope this is a local problem and not a showstopper for tomorow. But I'm
  compiling blender 5x a week the last month and never had problems.
  How can I help to verify?
 
  Linux ali 3.0.0-14-server #23-Ubuntu SMP Mon Nov 21 20:49:05 UTC 2011
  x86_64 x86_64 x86_64 GNU/Linux
 
  johannes
 
 
  --
  ++
  johannes amorosa
  twitter: jamorosa
  http://iamnotamus.de
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Re: [Bf-committers] Blender 2.61 release candidate 1 ahoy!

2011-12-08 Thread pete larabell
FreeBSD i386 build (32bits) is up on ftp.

On Wed, Dec 7, 2011 at 11:41 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 We're now going to build a release candidate for 2.61.

 SVN trunk revision: 42494
 SVN scripts rev: 2751

 (latest, as of now :)

 The splash and release nr in Blender is still as for 2.60, no worries!

 Please use for naming of builds the format as for 2.60rc:
 http://download.blender.org/release/Blender2.60rc/

 Lowercase 'rc1' please.

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] Blender 2.61 release candidate 1 ahoy!

2011-12-08 Thread pete larabell
Yeah, historically I have been. I haven't had the chance to patch OIIO
on my 64bit machine yet, and as such, haven't been able to compile
w/cycles turned on.

I'll get to it either today or at latest tomorrow.

On Thu, Dec 8, 2011 at 12:16 PM, Sergey Sharybin sergey@gmail.com wrote:
 Thanks, copied it to release/Blender2.61/

 Btw, are we doing 64bit freebsd builds?

 On Thu, Dec 8, 2011 at 9:28 PM, pete larabell xgl.asyl...@gmail.com wrote:

 FreeBSD i386 build (32bits) is up on ftp.

 On Wed, Dec 7, 2011 at 11:41 AM, Ton Roosendaal t...@blender.org wrote:
  Hi all,
 
  We're now going to build a release candidate for 2.61.
 
  SVN trunk revision: 42494
  SVN scripts rev: 2751
 
  (latest, as of now :)
 
  The splash and release nr in Blender is still as for 2.60, no worries!
 
  Please use for naming of builds the format as for 2.60rc:
  http://download.blender.org/release/Blender2.60rc/
 
  Lowercase 'rc1' please.
 
  Thanks,
 
  -Ton-
 
  
  Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
  Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
 
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Re: [Bf-committers] Mesh curvature estimation

2011-12-01 Thread pete larabell
I dont think the MIQ project got very far, since I've offered to
implement this once my work on compositor / mask editor is done, and
my offer was generally greeted with much happiness that someone was
going to do this...

noone even mentioned to me that anyone did a gsoc on it... so im
guessing it didn't go TOO far... but maybe I'm wrong... idk.

On Mon, Nov 28, 2011 at 6:01 AM, Vincent Nivoliers
vincent.nivoli...@loria.fr wrote:
 [2011-11-27 19:38:53 -0500] Nicholas Bishop:
 Hi all,

 A few times I've run into algorithms that require principal curvatures
 [1] as inputs. My cursory examination of the Blender source (basically
 just grepping for curvature) didn't turn up any code for this, so I
 ported the (GPLv2) curvature code from the trimesh2 lib [2] to
 Blender. That code is based on the paper Estimating Curvatures and
 Their Derivatives on Triangle Meshes [3]. Dunno if this is useful to
 anyone else, but I've pushed a Blender branch [4] containing the
 curvature calculation (in blenlib/intern/curvature.c), as well as a
 test modifier that displays the curvature vectors.

 Screenshot with Suzanne: http://www.pasteall.org/pic/show.php?id=21557

 Notes:
 The original code was in C++; I converted it to C and switched the
 math stuff over to blenlib and the types to MVert/MFace/etc. The
 per-vertex output is the two principal curvatures and two direction
 vectors. I haven't updated the code to handle quads yet, it'll
 assert() if it encounters a non-triangle face. I've only just gotten
 this working, so there are definitely bugs in it yet. :)

 Thanks,
 -Nicholas

 [1] http://en.wikipedia.org/wiki/Principal_curvature
 [2] http://gfx.cs.princeton.edu/proj/trimesh2/
 [3] http://gfx.cs.princeton.edu/pubs/_2004_ECA/
 [4] 
 https://gitorious.org/~nicholasbishop/blenderprojects/nicholasbishop-blender/commits/tri-curvature

 Hi,
 There was a gsoc project last year [1] about the implementation of mixed
 integer quadrangulationsa [2] into blender. I don't know where this
 project lies now, but I believe this code uses a curvature estimator to
 generate a direction field on the surface.

 Thanks for this work,
 -- Vincent

 [1] http://code.google.com/p/google-summer-of-code-2010-blender/
 [2] 
 http://www.graphics.rwth-aachen.de/uploads/media/bommes_zimmer_2009_siggraph_01.pdf
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[Bf-committers] Developers using #define in headers - how to ???

2011-11-07 Thread pete larabell
Hey all,

A recent occurrence one-again brought a question to my mind...

Is there a preferred method for developers to request safe #define's
in certain header files for in-development work they are doing, with
intent that such work will eventually go into trunk?

What I mean by that:

Recently I submitted for review the double edge matte compositor node.
In developing this node, I used the next available node number to
represent the node.

for me this was line 570 of source/blender/blenkernel/BKE_node.h

I had used:

#define CMP_NODE_DBLEDGMATTE262

and a recent merge (which I'm certainly happy to see :) ) added:

#define CMP_NODE_MOVIECLIP  262
#define CMP_NODE_STABILIZE2D263
#define CMP_NODE_TRANSFORM  264
#define CMP_NODE_MOVIEDISTORTION265

which of course caused conflict.  Not a big deal, since it's a quick
fix in only one file for me, but it raised the question again in my
head:

Is there something already in place (possibly it's currently just ask
on #blendercoders which I supposed would have worked) where devs
could keep a running list of what eachother are doing in certain files
which require unique numbers so as to not overlap numbers like I did?

Again I'm certainly not complaining, and as stated this is incredibly
easy to fix, but in my case, and possibly due to my own negligence, I
had already submitted a patch for review before discovering this
overlap.

I know it could get messy if we have a developers reservation list
where people could go reserve arbitrary amounts of #define s for
projects, some of which may never see the light of day.

So all that being said: Is there some way for people like me to avoid
duplication such as this in the future? Or is it best to just ask in
IRC?

Cheers!
Peter
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Re: [Bf-committers] Patch for Double Edge Matte comp. node.

2011-11-04 Thread pete larabell
Update to patch:

http://www.pasteall.org/26079/diff

Sebastian noticed an error in the .diff that caused it to not apply correctly.

Thanks for spotting it!

On Thu, Nov 3, 2011 at 2:54 PM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:
 Am 03.11.2011 18:05, schrieb pete larabell:
 Looking for reviewers. :)

 Patch:
 http://projects.blender.org/tracker/index.php?func=detailaid=29145group_id=9atid=127

 Description of what it does:
 http://wiki.blender.org/index.php/User:Xgl_asyliax

 Direct Link to patch:
 http://www.pasteall.org/26044/diff

 Old-ish video of usage:
 http://www.youtube.com/watch?v=VcjEfoNIHZs

 Looks OK to me. But could you list possible use cases? I have a hard
 time to think of cases when i could need this node in post processing.

 nya~

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[Bf-committers] Patch for Double Edge Matte comp. node.

2011-11-03 Thread pete larabell
Looking for reviewers. :)

Patch:
http://projects.blender.org/tracker/index.php?func=detailaid=29145group_id=9atid=127

Description of what it does:
http://wiki.blender.org/index.php/User:Xgl_asyliax

Direct Link to patch:
http://www.pasteall.org/26044/diff

Old-ish video of usage:
http://www.youtube.com/watch?v=VcjEfoNIHZs
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[Bf-committers] notice on wiki

2011-10-27 Thread pete larabell
Should we copy wiki files (specifically for building and such...) over
so it's accessible as ...Dev:2.6/Doc/... rather than just 2.5???
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[Bf-committers] note to developers about 32 vs 64 bit long datatypes

2011-10-25 Thread pete larabell
Hey all, was debugging a new node im making and some discussion on IRC
lead me to find this:

http://en.cppreference.com/w/cpp/language/types

Note that unsigned long, and long are truly DIFFERENT sizes on Win64
vs Linux64/FreeBSD64/OSX64

Not sure if anyone else ran into a problem like this, but I thought it
was worth bringing up to everyone that may be expecting something a
certain size (for filling out a struct or whatever), it's different
depending on the platform you compile on.

Cheers!
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Re: [Bf-committers] 2.60a Ahoy

2011-10-24 Thread pete larabell
Sorry for the delay, FreeBSD builds are up on d.b.o/i

On Mon, Oct 24, 2011 at 3:09 AM, Campbell Barton ideasma...@gmail.com wrote:
 On Mon, Oct 24, 2011 at 6:31 PM, Mitchell Stokes moguri...@gmail.com wrote:
 Hello,

 I know this is a little late (although, in my defense, previous emails
 suggested a Monday ahoy), but r41239 fixes some compatibility issues
 found with the action actuator in 2.60. It would be nice to see this
 commit in 2.60a, but I also understand that people have already
 started building and that if I wanted this in 2.60a, I should have
 started sooner.

 Cheers,
 Mitchell Stokes (Moguri)

 Hi Mitchell, I'd rather not apply more fixes and re-ahoy, we had about
 1 week to get important fixes in and doubtless well have many more
 fixes before 2.61.
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Re: [Bf-committers] Blender 2.60 release AHOY

2011-10-19 Thread pete larabell
The size on the FreeBSD amd64 build is incorrect... Not a big deal
since it's only cosmetically incorrect, the file still works, but the
(16mb) on the site is not the correct size.

On Wed, Oct 19, 2011 at 10:41 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 Release is now officially on the website! Thanks for all the efforts
 in past months.
 We can now relax a day... tomorrow svn is open again for new work :)

 Laters,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 19 Oct, 2011, at 2:59, Campbell Barton wrote:

 Renamed Blender2.60 to Blender2.60rc, copied source, copied
 linux/freebsd/windows to
 http://download.blender.org/release/Blender2.60/ and chmod'd to 600 so
 it wont show up online yet (not sure this is needed but I recall this
 being done previously).

 Looks like we're only waiting on OSX now?

 On Tue, Oct 18, 2011 at 8:00 AM, Kent Mein m...@cs.umn.edu wrote:
 In reply to Ton Roosendaal (t...@blender.org):

 Source and md5sum are in incoming on ftp.blender.org

 Kent

 From: Ton Roosendaal t...@blender.org
 To: bf-blender developers bf-committers@blender.org
 Date: Mon, 17 Oct 2011 19:58:56 +0200
 X-Mailer: Apple Mail (2.936)
 Subject: [Bf-committers] Blender 2.60 release AHOY
 Reply-To: bf-blender developers bf-committers@blender.org

 Hi all,

 The last commit has been done!

 Tag: tags/blender-2.60-release
 trunk svn revision: 41098
 extensions revision: 2473

 I'm only available wednesday morning again for doing final download
 page etc, so there's a 30 hour timeframe for discovering
 showstoppers
 and re-tagging.

 The wiki release log has been copied by me to typo3 on blender.org
 already.

 SVN is closed now for any non-showstopper commit, thursday it's open
 for development again.

 Thanks for all the work :)

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands

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Re: [Bf-committers] Blender 2.60 release AHOY

2011-10-17 Thread pete larabell
did you clean out your build/ directory before building?


On Mon, Oct 17, 2011 at 1:45 PM, Richard Shaw hobbes1...@gmail.com wrote:
 On Mon, Oct 17, 2011 at 12:58 PM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 The last commit has been done!

 Tag: tags/blender-2.60-release
 trunk svn revision: 41098
 extensions revision: 2473

 I just tried building for Fedora with cmake and it still built the
 /usr/share/blender/2.59 directory instead of 2.60... Maybe I did
 something wrong?

 Thanks,
 Richard
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Re: [Bf-committers] Call for another RC build

2011-10-13 Thread pete larabell
Sorry Ton, got delayed a bit. FreeBSD builds are up now.

Cheers!
Pete

On Wed, Oct 12, 2011 at 1:12 PM, Ton Roosendaal t...@blender.org wrote:
 Hi RC2 builders,

 Use svn r40968 for the test builds!

 Make my life easier and name builds similar to here? just with 'rc2'
 in it :)
 http://download.blender.org/release/Blender2.60/

 Thanks!

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 12 Oct, 2011, at 13:17, Ton Roosendaal wrote:

 Hi all,

 Campbell suggested to make a RC2 today. He'd like to see a couple of
 days more testing (and beter advertise RC2 testing), also to validate
 fixes done sofar.

 Platform team Jens (OSX), Nathan L (Windows) and Sergey (Linux) agreed
 and are availble.
 Hopefully Pete can join the party too :)

 Proposal is to use the SVN revision from today, wednesday 12 October,
 19:00 GMT. Will send reminder to this list which one it is. The RC can
 then be posted  advertised a couple of hours later.

 This also means we extend test period with a couple of days, 'release
 Ahoy' then will happen in the weekend, provided tests all went smooth
 enough.

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org
 www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands

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Re: [Bf-committers] Call for another RC build

2011-10-12 Thread pete larabell
Yup, Pete can join the party too. :)

On Wed, Oct 12, 2011 at 6:17 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 Campbell suggested to make a RC2 today. He'd like to see a couple of
 days more testing (and beter advertise RC2 testing), also to validate
 fixes done sofar.

 Platform team Jens (OSX), Nathan L (Windows) and Sergey (Linux) agreed
 and are availble.
 Hopefully Pete can join the party too :)

 Proposal is to use the SVN revision from today, wednesday 12 October,
 19:00 GMT. Will send reminder to this list which one it is. The RC can
 then be posted  advertised a couple of hours later.

 This also means we extend test period with a couple of days, 'release
 Ahoy' then will happen in the weekend, provided tests all went smooth
 enough.

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] Release Candidate test build

2011-10-05 Thread pete larabell
FreeBSD builds are up on d.b.o FTP

On Tue, Oct 4, 2011 at 1:19 PM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 As scheduled, today would be a call for the official first release
 candidate!

 - Use svn r40790
 - Splash  internal version code will be still 2.59.4
 - Name the build as usual for releases, with 2.60RC in name
   (I can rename builds to match it too :)

 Put the binaries at ftp.blender.org incoming/ or mail me urls! I'll
 put them all online with news messages wednesday afternoon daytime here.

 Thanks!

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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[Bf-committers] OIIO on FreeBSD, or lack thereof

2011-10-05 Thread pete larabell
Hey all,

Just as a heads up to all that care:

After a few months of trying unsuccessfully to get OIIO to build on
FreeBSD, I've reached out to the OIIO developers for help.

As I understand, Cycles requires OIIO to compile.

If I can't get OIIO working on FreeBSD by the time Cycles get merged,
the FreeBSD builds of Blender will most unfortunately cease to exist.
:(

As stated, I've reached out to OIIO devs for help, and hopefully they
are every bit as helpful as the Blender devs are, and we get this
fixed soon. If anyone here in the Blender community has a really good
understanding of makefiles are is willing to assist, the help would
most certainly be welcome.

Cheers!
Pete
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Re: [Bf-committers] OIIO on FreeBSD, or lack thereof

2011-10-05 Thread pete larabell
Indeed, I sent the error log back to the oiio list. :)

And, sorry for asking such a noob question, but where can I find
build-without-oiio instructions?

On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
 Hi,

 As mentioned on the OIIO mailing list an error log would help, and
 it's indeed probably best to solve the build issue there. Also note
 that it's possible to build without Cycles, so it definitely shouldn't
 make it impossible to make releases entirely. There will be plenty of
 time before the 2.61 release to solve this.

 Brecht.

 On Wed, Oct 5, 2011 at 6:45 PM, pete larabell xgl.asyl...@gmail.com wrote:
 Hey all,

 Just as a heads up to all that care:

 After a few months of trying unsuccessfully to get OIIO to build on
 FreeBSD, I've reached out to the OIIO developers for help.

 As I understand, Cycles requires OIIO to compile.

 If I can't get OIIO working on FreeBSD by the time Cycles get merged,
 the FreeBSD builds of Blender will most unfortunately cease to exist.
 :(

 As stated, I've reached out to OIIO devs for help, and hopefully they
 are every bit as helpful as the Blender devs are, and we get this
 fixed soon. If anyone here in the Blender community has a really good
 understanding of makefiles are is willing to assist, the help would
 most certainly be welcome.

 Cheers!
 Pete
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Re: [Bf-committers] OIIO on FreeBSD, or lack thereof

2011-10-05 Thread pete larabell
Sorry if I'm misunderstanding or misstating something here...

Is it possible to build, and use, a Cycles build of Blender, using the
Cycles renderer for the rendering (w/CUDA), without ever
downloading/building/installing OpenImageIO?

On Wed, Oct 5, 2011 at 12:52 PM, Thomas Dinges blen...@dingto.org wrote:
 Just disable WITH_CYCLES and WITH_CYCLES_BLENDER in cmake.

 Am 05.10.2011 19:10, schrieb pete larabell:
 Indeed, I sent the error log back to the oiio list. :)

 And, sorry for asking such a noob question, but where can I find
 build-without-oiio instructions?

 On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel
 brechtvanlom...@pandora.be  wrote:
 Hi,

 As mentioned on the OIIO mailing list an error log would help, and
 it's indeed probably best to solve the build issue there. Also note
 that it's possible to build without Cycles, so it definitely shouldn't
 make it impossible to make releases entirely. There will be plenty of
 time before the 2.61 release to solve this.

 Brecht.

 On Wed, Oct 5, 2011 at 6:45 PM, pete larabellxgl.asyl...@gmail.com  wrote:
 Hey all,

 Just as a heads up to all that care:

 After a few months of trying unsuccessfully to get OIIO to build on
 FreeBSD, I've reached out to the OIIO developers for help.

 As I understand, Cycles requires OIIO to compile.

 If I can't get OIIO working on FreeBSD by the time Cycles get merged,
 the FreeBSD builds of Blender will most unfortunately cease to exist.
 :(

 As stated, I've reached out to OIIO devs for help, and hopefully they
 are every bit as helpful as the Blender devs are, and we get this
 fixed soon. If anyone here in the Blender community has a really good
 understanding of makefiles are is willing to assist, the help would
 most certainly be welcome.

 Cheers!
 Pete
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Re: [Bf-committers] OIIO on FreeBSD, or lack thereof

2011-10-05 Thread pete larabell
Thanks for clarifying. :) I will continue to work with OIIO to get it
working on FreeBSD.

On Wed, Oct 5, 2011 at 1:02 PM, Thomas Dinges blen...@dingto.org wrote:
 Hey Pete,
 there is no way to run/build Cycles without OpenImageIO.
 So you would still be able to build Blender, but not with the Cycles
 engine.

 Thomas

 Am 05.10.2011 19:56, schrieb pete larabell:
 Sorry if I'm misunderstanding or misstating something here...

 Is it possible to build, and use, a Cycles build of Blender, using the
 Cycles renderer for the rendering (w/CUDA), without ever
 downloading/building/installing OpenImageIO?

 On Wed, Oct 5, 2011 at 12:52 PM, Thomas Dingesblen...@dingto.org  wrote:
 Just disable WITH_CYCLES and WITH_CYCLES_BLENDER in cmake.

 Am 05.10.2011 19:10, schrieb pete larabell:
 Indeed, I sent the error log back to the oiio list. :)

 And, sorry for asking such a noob question, but where can I find
 build-without-oiio instructions?

 On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel
 brechtvanlom...@pandora.be    wrote:
 Hi,

 As mentioned on the OIIO mailing list an error log would help, and
 it's indeed probably best to solve the build issue there. Also note
 that it's possible to build without Cycles, so it definitely shouldn't
 make it impossible to make releases entirely. There will be plenty of
 time before the 2.61 release to solve this.

 Brecht.

 On Wed, Oct 5, 2011 at 6:45 PM, pete larabellxgl.asyl...@gmail.com    
 wrote:
 Hey all,

 Just as a heads up to all that care:

 After a few months of trying unsuccessfully to get OIIO to build on
 FreeBSD, I've reached out to the OIIO developers for help.

 As I understand, Cycles requires OIIO to compile.

 If I can't get OIIO working on FreeBSD by the time Cycles get merged,
 the FreeBSD builds of Blender will most unfortunately cease to exist.
 :(

 As stated, I've reached out to OIIO devs for help, and hopefully they
 are every bit as helpful as the Blender devs are, and we get this
 fixed soon. If anyone here in the Blender community has a really good
 understanding of makefiles are is willing to assist, the help would
 most certainly be welcome.

 Cheers!
 Pete
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Re: [Bf-committers] Blender developers IRC meeting notes, 18 september 2011

2011-09-22 Thread pete larabell
How much different is this than U.C. from Farthsary?

 -Nicholas Bishop is working on Sculpting Meshes with Self-Adaptive
 Topology http://liris.cnrs.fr/publis/?id=5105

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Re: [Bf-committers] 2.60 feature(s)

2011-08-24 Thread pete larabell

 I also have nodes with constant output, perhaps an idea to use it for the
 coverage node. (I want to experiment this with the LogLum algorithm)


Indeed, the Distance node and the Coverage node are constant output
nodes. I discuss this with Lukas a while ago and thought maybe it is
better to wait till his valuable node improvements go in before
getting these nodes in for that very reason. In the current node
system up till now, we don't have a really straightforward constant
output for comp. nodes at all.
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Re: [Bf-committers] Blender 2.59 release AHOY!

2011-08-12 Thread pete larabell
Just so I'm not confused as a platform builder... are the 39307 builds
ok, or are we building again? lol

On Fri, Aug 12, 2011 at 8:59 AM, Jim Williams sphere1...@gmail.com wrote:
 As painful as this attitude seems, I'd have to agree with it.  The
 idea here is to modify expectations -- mostly on the developers part.

 Umgiven that the next number is to be 6.0 I wouldn't mind seeing
 that 200 bugs turn into 0 bugs in the near future rather than have
 to learn new UI.  It's really nice when round numbers mean pretty
 product.

 On Fri, Aug 12, 2011 at 6:45 AM, Campbell Barton ideasma...@gmail.com wrote:
 This issue (IMHO) is not worth holding back the release for, we can
 review Sergey's fix and have it ready for next release.
 We now have 200 bugs in the tracker, so unless new bugs are found that
 are regressions from previous releases we're better off sticking to a
 more strict release cycle, 2.59 release we have now fixes ~140 bugs
 since 2.58 so IMHO users are still better off with the update and not
 waiting longer.

 On Fri, Aug 12, 2011 at 8:22 PM, Jass gaia.cl...@machinimatrix.org wrote:
 Why don't you just shift the release date (by one week for example),
 fix the issues as needed and keep trunk frozen for that period ?
 Wouldn't that help to get out an excellent release and avoid
 to push out 2.59b one week after 2.59 was released ?

 Am 12.08.2011 07:52, schrieb Sergey I. Sharybin:
 Hi,

 I've got fix for grease pencil in mu branch [1], but it's really that
 kind of changes which shouldn't be applied in last minute (at least
 there are several possible issues i wanted to check), so let's limit GP
 a bit for 2.59.

 About reloading scripts and so. I've been working on UI in my branch
 after merging ghash changes there and haven't found any bad sides of
 this change.

 About more clear release next time. I'm not sure why this release is so
 crazy. Is it our lag, lag of coordination or so..

 [1]
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=39313

 P.S. linux 32/64 bit would be available soon.

 Campbell Barton wrote:
 Hi, woke up to find a re-release from a revision that contains changes
 I made that were *not* intended to be in a stable release - switching
 operators and menus to hash lookups.
 We should have branched at r39259 stable and applied patches there
 before re-releasing.


 There is also the issue with grease pencil session - where the
 operator points to data that can be freed on 'Global Undo' (as opposed
 to the crasher with the modal operators own *fake* undo, fixed 39237
 and double undos fixed 39235).

 Sergey's fix means you can't move the viewport while grease pencil
 session is enable so the option is now not at all working as it was
 meant.

 *Sigh*
 Since there were 3 fairly bad bugs in this tool (2 crashers), my
 impression is that option isn't used all that much.
 A correct fix isn't some small edit, the operator must store data
 differently, this should have been picked up during normal
 development, IMHO we should not attempt to sort this out as a
 last-minute, show-stopper fix.


 There is the remaining issue:
 Do we use current bsd/linux/mac builds from r39304 (and wait on win
 build before announcing),
 Or re-branch from 39259 and apply a few fixes there and rebuild on all
 platforms.

 By not re-branching we break our own guidelines - to unfreeze quick
 but use a branch for fixes and it feels very sloppy to me.
 On the other hand my change of moving operators/menu's into a hash
 isn't that big a deal and works with scripts reloading, freeing,
 re-registering operators etc - I would expect any bugs here would be
 obvious and break blender immediately, so I *think* they are safe.

 Suggest to go ahead with r39304, but next release be more clear with
 release tag/branch, and the following unfreeze.

 - Campbell

 On Fri, Aug 12, 2011 at 3:58 AM, Kent Meinm...@cs.umn.edu   wrote:
 In reply to Sergey I. Sharybin (g.ula...@gmail.com):

 Didn't know OSX still have got issues with non-trunk verison. I've just
 commited patch from Jens to solve this problems.

 We prefer to keep revisions synced for all platforms, so please use

 Trunk: r39307
 Extensions: r2241

 Updated tarball of the source and md5sum are in incoming on 
 ftp.blender.org

 Kent
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Re: [Bf-committers] Blender 2.59 release AHOY!

2011-08-11 Thread pete larabell
FreeBSD builds are up... again again :)

On Thu, Aug 11, 2011 at 11:01 AM, Sergey I. Sharybin g.ula...@gmail.com wrote:
 Pardon, guys,

 Didn't know OSX still have got issues with non-trunk verison. I've just
 commited patch from Jens to solve this problems.

 We prefer to keep revisions synced for all platforms, so please use

 Trunk: r39307
 Extensions: r2241

 as reference for new release archives.

 I hope it's last update before real release! Anyway, thanks all!

 --
 With best regards, Sergey I. Sharybin

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Re: [Bf-committers] Blender 2.59 release AHOY!

2011-08-11 Thread pete larabell
I only have a 39307 uploaded.. don't think I put 39304 up... is 39307 ok???

On Thu, Aug 11, 2011 at 7:10 PM, Campbell Barton ideasma...@gmail.com wrote:
 Hi, woke up to find a re-release from a revision that contains changes
 I made that were *not* intended to be in a stable release - switching
 operators and menus to hash lookups.
 We should have branched at r39259 stable and applied patches there
 before re-releasing.


 There is also the issue with grease pencil session - where the
 operator points to data that can be freed on 'Global Undo' (as opposed
 to the crasher with the modal operators own *fake* undo, fixed 39237
 and double undos fixed 39235).

 Sergey's fix means you can't move the viewport while grease pencil
 session is enable so the option is now not at all working as it was
 meant.

 *Sigh*
 Since there were 3 fairly bad bugs in this tool (2 crashers), my
 impression is that option isn't used all that much.
 A correct fix isn't some small edit, the operator must store data
 differently, this should have been picked up during normal
 development, IMHO we should not attempt to sort this out as a
 last-minute, show-stopper fix.


 There is the remaining issue:
 Do we use current bsd/linux/mac builds from r39304 (and wait on win
 build before announcing),
 Or re-branch from 39259 and apply a few fixes there and rebuild on all
 platforms.

 By not re-branching we break our own guidelines - to unfreeze quick
 but use a branch for fixes and it feels very sloppy to me.
 On the other hand my change of moving operators/menu's into a hash
 isn't that big a deal and works with scripts reloading, freeing,
 re-registering operators etc - I would expect any bugs here would be
 obvious and break blender immediately, so I *think* they are safe.

 Suggest to go ahead with r39304, but next release be more clear with
 release tag/branch, and the following unfreeze.

 - Campbell

 On Fri, Aug 12, 2011 at 3:58 AM, Kent Mein m...@cs.umn.edu wrote:
 In reply to Sergey I. Sharybin (g.ula...@gmail.com):

 Didn't know OSX still have got issues with non-trunk verison. I've just
 commited patch from Jens to solve this problems.

 We prefer to keep revisions synced for all platforms, so please use

 Trunk: r39307
 Extensions: r2241


 Updated tarball of the source and md5sum are in incoming on ftp.blender.org

 Kent
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Re: [Bf-committers] Blender 2.59 release AHOY!

2011-08-11 Thread pete larabell
if you need 39304 for FreeBSD it'll have to wait till tomorrow... :(

On Thu, Aug 11, 2011 at 7:29 PM, pete larabell xgl.asyl...@gmail.com wrote:
 I only have a 39307 uploaded.. don't think I put 39304 up... is 39307 ok???

 On Thu, Aug 11, 2011 at 7:10 PM, Campbell Barton ideasma...@gmail.com wrote:
 Hi, woke up to find a re-release from a revision that contains changes
 I made that were *not* intended to be in a stable release - switching
 operators and menus to hash lookups.
 We should have branched at r39259 stable and applied patches there
 before re-releasing.


 There is also the issue with grease pencil session - where the
 operator points to data that can be freed on 'Global Undo' (as opposed
 to the crasher with the modal operators own *fake* undo, fixed 39237
 and double undos fixed 39235).

 Sergey's fix means you can't move the viewport while grease pencil
 session is enable so the option is now not at all working as it was
 meant.

 *Sigh*
 Since there were 3 fairly bad bugs in this tool (2 crashers), my
 impression is that option isn't used all that much.
 A correct fix isn't some small edit, the operator must store data
 differently, this should have been picked up during normal
 development, IMHO we should not attempt to sort this out as a
 last-minute, show-stopper fix.


 There is the remaining issue:
 Do we use current bsd/linux/mac builds from r39304 (and wait on win
 build before announcing),
 Or re-branch from 39259 and apply a few fixes there and rebuild on all
 platforms.

 By not re-branching we break our own guidelines - to unfreeze quick
 but use a branch for fixes and it feels very sloppy to me.
 On the other hand my change of moving operators/menu's into a hash
 isn't that big a deal and works with scripts reloading, freeing,
 re-registering operators etc - I would expect any bugs here would be
 obvious and break blender immediately, so I *think* they are safe.

 Suggest to go ahead with r39304, but next release be more clear with
 release tag/branch, and the following unfreeze.

 - Campbell

 On Fri, Aug 12, 2011 at 3:58 AM, Kent Mein m...@cs.umn.edu wrote:
 In reply to Sergey I. Sharybin (g.ula...@gmail.com):

 Didn't know OSX still have got issues with non-trunk verison. I've just
 commited patch from Jens to solve this problems.

 We prefer to keep revisions synced for all platforms, so please use

 Trunk: r39307
 Extensions: r2241


 Updated tarball of the source and md5sum are in incoming on ftp.blender.org

 Kent
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Re: [Bf-committers] Blender 2.59 release AHOY!

2011-08-11 Thread pete larabell
well, 12.5 hrs from now... is tomorrow for me. i can have it uploaded
in 13hrs from now.

On Thu, Aug 11, 2011 at 7:29 PM, pete larabell xgl.asyl...@gmail.com wrote:
 if you need 39304 for FreeBSD it'll have to wait till tomorrow... :(

 On Thu, Aug 11, 2011 at 7:29 PM, pete larabell xgl.asyl...@gmail.com wrote:
 I only have a 39307 uploaded.. don't think I put 39304 up... is 39307 ok???

 On Thu, Aug 11, 2011 at 7:10 PM, Campbell Barton ideasma...@gmail.com 
 wrote:
 Hi, woke up to find a re-release from a revision that contains changes
 I made that were *not* intended to be in a stable release - switching
 operators and menus to hash lookups.
 We should have branched at r39259 stable and applied patches there
 before re-releasing.


 There is also the issue with grease pencil session - where the
 operator points to data that can be freed on 'Global Undo' (as opposed
 to the crasher with the modal operators own *fake* undo, fixed 39237
 and double undos fixed 39235).

 Sergey's fix means you can't move the viewport while grease pencil
 session is enable so the option is now not at all working as it was
 meant.

 *Sigh*
 Since there were 3 fairly bad bugs in this tool (2 crashers), my
 impression is that option isn't used all that much.
 A correct fix isn't some small edit, the operator must store data
 differently, this should have been picked up during normal
 development, IMHO we should not attempt to sort this out as a
 last-minute, show-stopper fix.


 There is the remaining issue:
 Do we use current bsd/linux/mac builds from r39304 (and wait on win
 build before announcing),
 Or re-branch from 39259 and apply a few fixes there and rebuild on all
 platforms.

 By not re-branching we break our own guidelines - to unfreeze quick
 but use a branch for fixes and it feels very sloppy to me.
 On the other hand my change of moving operators/menu's into a hash
 isn't that big a deal and works with scripts reloading, freeing,
 re-registering operators etc - I would expect any bugs here would be
 obvious and break blender immediately, so I *think* they are safe.

 Suggest to go ahead with r39304, but next release be more clear with
 release tag/branch, and the following unfreeze.

 - Campbell

 On Fri, Aug 12, 2011 at 3:58 AM, Kent Mein m...@cs.umn.edu wrote:
 In reply to Sergey I. Sharybin (g.ula...@gmail.com):

 Didn't know OSX still have got issues with non-trunk verison. I've just
 commited patch from Jens to solve this problems.

 We prefer to keep revisions synced for all platforms, so please use

 Trunk: r39307
 Extensions: r2241


 Updated tarball of the source and md5sum are in incoming on ftp.blender.org

 Kent
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Re: [Bf-committers] Blender 2.59 release AHOY!

2011-08-10 Thread pete larabell
FreeBSD builds are up, again :)

On Wed, Aug 10, 2011 at 3:26 PM, Sergey I. Sharybin g.ula...@gmail.com wrote:
 Wait!

 Haven't noticed that regression. New builds are soon..

 Sergey I. Sharybin wrote:
 Hi,

 Linux 32/64 builds are there http://download.blender.org/ftp/incoming/

 Campbell Barton wrote:
 Hi devs,

 I've been keeping an eye on the tracker for new reports since our
 2.59RC release and am happy we don't have any real show stoppers.

 Thomas committed the splash, we have version bumped so think its time to 
 build!

 Since there is some secret to tagging trunk, lib  extensions that
 Nathan isn't around to impart, for now just build from revisions.

 Trunk: r39263
 Extensions: r2241

 I'll be available tomorrow to help with getting the uploads copied to
 the download dir and update changelog  typo3 pages.

 Really happy with this release :), thanks to everyone for you're 
 contributions!

 - Campbell
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Re: [Bf-committers] 2.59 RC Builds - SVN trunk now frozen

2011-08-09 Thread pete larabell
Hey guys,

I uploaded the FreeBSD builds to d.b.o/incoming/ but they were not
moved to release/Blender2.59rc/

was I supposed to upload to that directory???

On Tue, Aug 9, 2011 at 10:13 AM, Mike Erwin significant@gmail.com wrote:
 Updated the wiki release note regarding 3D mouse -- it does not (yet)
 transform! Please update text copy that ships with the downloads, if
 necessary.

 Mike Erwin
 musician, naturalist, pixel pusher, hacker extraordinaire



 On Tue, Aug 9, 2011 at 2:44 AM, Thomas Dinges blen...@dingto.org wrote:
 Thank you Campbell for the logs! :)

 I would like to call for Release ahoy either today in the evening or
 tomorrow morning (Europe timezone).
 Please report any upcoming show-stopper on this list or in #blendercoders.
 Thanks!

 Am 09.08.2011 07:57, schrieb Campbell Barton:
 Changlog for blender + addons.

 http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/changelog_259

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Re: [Bf-committers] 2.59 RC Builds - SVN trunk now frozen

2011-08-08 Thread pete larabell
I doubt I'll have time to build any extra parts in the next few days.
I can provide a working build from trunk of r39167 to FTP. If more
people want the extra stuff (NDOF testing and such) for FreeBSD, I'll
have to allocate some time to do it.

On Mon, Aug 8, 2011 at 11:44 AM, Thomas Dinges blen...@dingto.org wrote:
 Still waiting for the Mac and FreeBSD Builds. :)

 Am 08.08.2011 09:14, schrieb Thomas Dinges:
 Hi Sergey,
 thanks, then let's see. (Daniel will test :) )
 No, 39167 only has Mac related build fixes, no need to rebuild.

 Best regards,
 Thomas

 Am 08.08.2011 08:57, schrieb Sergey I. Sharybin:
 Hi, Tomas!

 My builds should be with ndof support. At least it's enabled in rules
 and there's ndof-related messages at startup. But i haven't got such
 device so can't give you 100% sure that it works fine.

 Should i rebuild linux rc with revision 39167?

 Thomas Dinges wrote:
 Commited a mac build fix in SVN 39167.

 I also want to make sure that release builders build with ndof please.
 So Mac/Linux Builders, install the necessary drivers please.

 Otherwise those releases will come without ndof support.

 Thanks!

 Am 07.08.2011 21:05, schrieb Thomas Dinges:
 Hey Release Builders,
 please use SVN 39164 for the release candidate builds.

 As from now on, only show-stopper fixes are allowed. Don't commit fixes
 which are not really necessary.

 Please everyone run the regression test files, so we don't have to make
 an a release this time.

 Thanks everyone for your great work!




 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

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Re: [Bf-committers] 2.59 Release Candidate freeze in 2 hours

2011-08-07 Thread pete larabell
I'm unavailable to provide a FreeBSD build until Monday August 8th,
CDT timezone.

On Sun, Aug 7, 2011 at 12:36 PM, Thomas Dinges blen...@dingto.org wrote:
 Hey everyone, please add your last fixes and commits, I would like to
 call for release candidate ahoy in approx. 2 hours.
 But please only commit really necessary fixes now.

 Thanks

 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

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Re: [Bf-committers] Material Nodes: No normals in worldspace?

2011-07-21 Thread pete larabell
Hey guys,

I wrote the patch to add reflection mapping (and could easily extend
to other things like WS normals) to the material nodes.

The issue behind the patch's delay is more of a logical issue of what
parts of blender you want to expose to the node system.

I spoke with kaito about this for a while and he had a good idea how
we could do it without exposing render core internals.

If I get a little more time I will implement the way kaito and I discussed.

Cheers!
Pete

On Thu, Jul 21, 2011 at 2:15 AM, michael williamson
micha...@cowtoolsmedia.co.uk wrote:
 On 21/07/11 00:37, Tobias Oelgarte wrote:
 in
 this simple case. It could be much easier and powerful to have
 worldspace normals and maybe even the view-vector in wordspace
 coordinates. This would allow many new possibilities for reflection
 mapping and other cool stuff. On top of that it would work smoothly
 together with GLSL and shouldn't be so hard to implement. Maybe this can
 convince one of the programming gods to implement this feature?

 It would be much easier!

 For reflection I've found the current system works fine, but if normals
 were changed to world space then view would have to as well

 It'd be nice to get object origins and current shading points world
 coordinates available in the nodes too  so you could do x distance
 from empty for example...

 I know you can a bit of that in texture nodes... but would be nice in
 material nodes!



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Re: [Bf-committers] Blender Conference: free tickets for active developers

2011-07-14 Thread pete larabell
If only I can get my company to pay the airline ticket... :)

On Thu, Jul 14, 2011 at 11:49 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 In order to get more developers participating in the Blender
 conference, they'll get free passes again! The definition of what
 a 'developer' is to have at least 2 accepted commits in trunk.
 In the past 12 months (preferably)!

 Anyway, the steps to get this free ticket is as follows:
 - in case you doubt about the acceptability of your commit amount or
 quality, contact me.
 - order the ticket in the Blender store. Don't pay!
   http://www.blender3d.org/e-shop/product_info_n.php?products_id=128
 - Forward me the order confirmation, to have the ticket marked paid.

 Note: the dinner/drinks on saturday evening is excluded from this
 offer. That you can pay in cash on picking up the badge at the
 conference. Do note this in order, we have only have limited dinner
 tickets.

 Note 2: all developers who make use of this offer get a special
 colored badge, so the artists know who to bother! Yeah, you knew there
 was a catch! ;)

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] Proposal: Untangled delete

2011-07-11 Thread pete larabell
Hello,

On Mon, Jul 11, 2011 at 2:30 AM, j.bak...@atmind.nl j.bak...@atmind.nl wrote:
 1. the first value inputsocket will be used for all value output sockets
 2. the first vector inputsocket will be used for all vector output sockets
 3. the first color inputsocket will be used for all color output sockets

How would this handle nodes like the two defined in CMP_valToRgb.c ???

In these cases (and others) there may not be matching input-output
socket types...

Cheers!
Peter
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Re: [Bf-committers] splitting (off) hair

2011-07-01 Thread pete larabell
phony I can say I and others I know would also donate if you can write it up.

On Fri, Jul 1, 2011 at 7:41 AM, Jonathan Williamson
jonat...@montagestudio.org wrote:
 If a system such as the ones Fancois T. just posted and has posted before 
 were to be implemented I would absolutely donate. I can also make sure the 
 campaign is heavily featured on Blender Artists and give it an ad spot on 
 Blender Cookie.

 --
 Jonathan Williamson

 Instructor - http://www.blendercookie.com (http://www.blendercookie.com/)
 Personal Trainer - http://www.mavenseed.com (http://www.mavenseed.com/)
 Portfolio - http://www.jw3d.com (http://www.jw3d.com/)


 On Friday, July 1, 2011 at 5:23 AM, François T. wrote:

 and I'll drop those links one more time, since I would donate for this, and
 I bet would not be the only one


 *Super-Helices for Predicting the Dynamics of Natural Hair*

  - video :
 http://www.lmm.jussieu.fr/~audoly/research/hair06/HairDVDVideoQT.html
  - paper :
 http://www.lmm.jussieu.fr/~audoly/research/hair06/BA_hair_siggraph06.pdf


 *Predicting Natural Hair Shapes by Solving the Statics of Flexible Rods*

  - paper :
 http://www-evasion.imag.fr/Publications/2005/BAQLLC05/BertailsElectronicFinalEG.pdf
  - publication : http://www-evasion.imag.fr/Publications/2005/BAQLLC05/
  - video 1 :
 http://www-evasion.imag.fr/Publications/2005/BAQLLC05/astaticStrandEG05.mpg
  - video 2 :
 http://www-evasion.imag.fr/Publications/2005/BAQLLC05/fullModellingEG05.mpg


  - Basile’s Website : http://www.lmm.jussieu.fr/~audoly/




 2011/7/1 Christopher Cherrett ccherr...@openoctave.org 
 (mailto:ccherr...@openoctave.org)

   Original Message 
  Subject: Re: [Bf-committers] splitting (off) hair
  From: Lukas Tönne lukas.toe...@googlemail.com 
  (mailto:lukas.toe...@googlemail.com)
  To: bf-blender developers bf-committers@blender.org 
  (mailto:bf-committers@blender.org)
  Date: 07/01/2011 01:54 AM
   I'm sorry people, i have given up on hair systems :(
   My primary intention was to get the hair code out of the way of
   particle development, so i can finish paged buffer implementation and
   then continue working on nodes. As it turns out, separating hair code
   from particle code is just as much work, if not more, than writing it
   from scratch. After all i'm a volunteer like most other coders here,
   so as long as nobody pays me for this, i'm not going to waste my time
   on it.
  
   This means that hair will be either broken or completely missing from
   paged particles. Whether or not the new dynamic buffers will make it
   into trunk will therefore depend on
  
   a) dropping hair support officially (unlikely)
   b) finding somebody to voluntarily fix the hair systems (i.e. make
   it work somehow) or code a new hair system (the latter would be much
   preferred, but takes time)
   c) raising enough money to get b) done
  
   Again, i'm sorry, but it looks like you will have to live with crappy
   particles - or use my branch and accept that there is no (more or
   less) working hair system.
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  Why not write up a proposal with some objectives and clearly defined
  prices to implement it yourself.
 
  Then the community can start to fund raise for it.
 
  Thanks!
 
  --
  Christopher Cherrett
  ccherr...@openoctave.org (mailto:ccherr...@openoctave.org)
  http://www.openoctave.org
 
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 --
 
 François Tarlier
 www.francois-tarlier.com (http://www.francois-tarlier.com)
 www.linkedin.com/in/francoistarlier 
 (http://www.linkedin.com/in/francoistarlier)
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Re: [Bf-committers] Blender 2.58a release AHOY

2011-07-01 Thread pete larabell
FreeBSD builds are up.

On Fri, Jul 1, 2011 at 10:19 AM, Campbell Barton ideasma...@gmail.com wrote:
 Can we also fix extension revision at say r2080 ?

 On Fri, Jul 1, 2011 at 2:55 PM, Ton Roosendaal t...@blender.org wrote:
 Hi release builders,

 The last commit has been done (package named 2.58a).
 That's r38019, use this for the build? A tag will come later, needs
 Nathan magic :)

 I'll collect builds and put them online as usual.

 Thanks!

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] Node property panel enhancement

2011-06-27 Thread pete larabell
+1 on this.

I actually prefer to see everything on each node itself, but see the
importance of having lots of virtual space on the panel, esp. if we
can draw top-to-bottom like in the proposed picture.

Having been programing node-related things for the past 3 or 4 months,
I can say I fully support this idea, and feel the extra code required
would not be THAT big of a deal. You wouldn't HAVE TO add the extra
code at all, and for times when it REALLY makes sense, it'd be great
to have.

Cheers!
Pete

On Mon, Jun 27, 2011 at 1:02 PM, j.bak...@atmind.nl j.bak...@atmind.nl wrote:
 Hi!

 I have a proposal I want to validate as there are multiple options and I
 want to check what we want. This is one of the many proposals I have, the
 other will be validated in a later stage.

 The proposal is located on
 http://ocl.atmind.nl/doku.php?id=design:proposal:nodes_property_panel_enhanc
 ement

 When finished I will move it over to the blender wiki.

 == Proposal: Nodes property windows enhancement ==

 = Current situation =

 in the current situation inside the node editor there is a properties panel
 (press 'n'-key). This pabel displays some information about the node,
 backdrop and grease pencil. The UI of the property panel is typically
 vertical oriented. Nodes in the other hand are not oriented in a direction.
 Both area's are draw via the same draw function.

 With some nodes this will create not user-friendly UI. Try the
 color-balance for instance). The 3 color circles are drawn next to each
 other, it would be better to draw them below each other.

 When creating more complex nodes you don't want to display all handles in
 the node-panel and in the properties panel. For instance finetuning handles
 you only want to appear in the property panel to reduce place in the node
 itself.

 = Proposal =

 My proposal is to separate the draw functions of the property panel and the
 node panel.
 When no special draw function is created for the property panel, the draw
 function of the node will be used as 'fallback'

 = Impact =

  BKE_node.h 

 add a new uifunc (called uifuncbut) to the bNodeType struct. The definition
 is the same as the uifunc.

  node_buttons.c 

 if the uifuncbut is set, call it. currently calls the uifunc method

  drawnode.c 

 static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut
 function where needed. When at the end of the method uifuncbut is still
 empty, set uifuncbut to the uifunc.



 
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Re: [Bf-committers] release ahoy soon, last chance for tests!

2011-06-21 Thread pete larabell
Yeah I'm still alive :)

On Tue, Jun 21, 2011 at 11:19 AM, Ton Roosendaal t...@blender.org wrote:
 Hi,

 Linux/OSX/Windows Platform builders have reported in too. Pete is
 around for freebsd?

 The splash committee is still searching :) Final commits + tag will
 follow this evening or tomorrow morning (EU timezone). You can already
 prepare builds and just svn-up though!

 Regression files seem to survive OK. :) But tests are welcome,
 especially scripts.

 Laters,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] Blender 2.58 release AHOY!

2011-06-21 Thread pete larabell
FreeBSD 32 and 64 bit are up.

On Tue, Jun 21, 2011 at 12:24 PM, Nathan Letwory nat...@blender.org wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 On 21.6.2011 19:59, Ton Roosendaal wrote:
 Hi all,

 That went smooth today :)

 Splash commit had r37699, tag is being done now (r37700 most likely,
 Nathan will confirm!)

 Almost r37700 (I did get the revision on my name, but) r37702 became the
 correct revision. So release builders, check out
 https://svn.blender.org/svnroot/bf-blender/tags/blender-2.58-release
 with revision r37702 and do your thing.

 /Nathan

 - --
 Nathan Letwory
 Blender Foundation | Letwory Interactive
 http://www.blender.org | http://www.letworyinteractive.com
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Re: [Bf-committers] Environment Map Rendering

2011-06-20 Thread pete larabell
Jai,

Maybe I'm misunderstanding what exactly you want, but it seems to me
you are really asking about reflections, and not environment maps.
Env. Maps are exactly as their name suggests, maps. They are simply
images, 2d, that are used as textures with specially crafted UV
coordinate generation to make them look like they are reflections. An
env. map doesn't actually reflect anything from the scene at all,
volumetric or not.

Can you perhaps send URL an example .blend file that clearly
illustrates what you are doing now, along with a complete description
of what you'd like it to do in the future?

fyi, I'm not saying I have time to implement another new feature, I'm
just hoping further clarification will help you find someone who has
time to do so.

Cheers!
Peter

On Sun, Jun 19, 2011 at 5:34 AM, Jai Ljubić jaikk...@gmail.com wrote:
 Hi, I'm new to lists so forgive me if I've sent the wrong sort of thing
 to the wrong place or any other faux pas. I require some improvements to
 environment map rendering, and willing to offer the little money I have.
 Things such as volumetric objects appearing in envmap renders is what I
 need done. I understand the developers plan to make these improvements
 but it would be a great help if it were available sooner rather than
 later. Is anyone initially interested in making an arrangement?

 Jai Lee Ljubić
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Re: [Bf-committers] [BGE PROPOSAL] Saving converted scenes

2011-06-20 Thread pete larabell
I'm not commenting on whether or not the approach is correct, but in
the chance that the approach is correct:

bump up version number char[3] to a char[4] since there are 2.49 and
2.49a and 2.49b and things of that nature. If a file structure was to
slightly change between such releases it'd be worth that extra byte to
go ahead and store that too.

On Sun, Jun 19, 2011 at 5:42 AM, Trouble Maker maker...@gmail.com wrote:
 Hi,

 i made a more detailed proposal for saving converted scenes to file. You can
 find it here
 http://wiki.blender.org/index.php/User:Makers_F/Save_converted_BGE_data_out_to_a_file

 There are still some thing undefined, but i would really like to know if i
 took a good path for doing this,
 or there are better methods.
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Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread pete larabell
We'd also need to know if normals are coming over with the .obj or are
they being calculated once inside Blender?

On Thu, Jun 16, 2011 at 3:54 PM, Tom M letter...@gmail.com wrote:
 would be good to provide a few screenshots so people can see what
 blender does and what you would like it to do.

 LetterRip

 On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster
 andreas_gals...@hotmail.de wrote:

 Today I received a model as an .obj file from Cinema4D to continue working 
 on it, while my workmate is on vacation. It turned out that the smooth 
 shading in Blender highlights/shows shading artifacts due to toplogy (like 
 poles) a lot more than Cinema4D does.
 Also beveled edges and corners are displayed a lot smoother in C4D. Maybe 
 someone can look into this?

 Kind regards,
 Andreas Galster

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Re: [Bf-committers] Smart nodes aren't so smart

2011-05-30 Thread pete larabell
+1 on that.

I find myself disconnecting the auto-connected nodes a vast majority
of the time. I do think it's cool that Blender can do it, but I'd
prefer it to be disabled by default for sure.

On Sat, May 28, 2011 at 2:11 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 This behavior of nodes making connections automatically, can we just
 get rid of it pretty please? nice intention but it doesn't work :)

 cheers

 Daniel Salazar
 3Developer.com
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[Bf-committers] Blender 2.57 and Ubuntu 11.04

2011-04-28 Thread pete larabell
Hey all,

I just installed Ubuntu 11.04 today and notice that the version of
Blender in the software center is still 2.49b.

Is this something WE fix or something Ubuntu fixes???
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Re: [Bf-committers] Blender 2.57 and Ubuntu 11.04

2011-04-28 Thread pete larabell
I spoke with the ubuntu people, it is going to be in 11.10 in October.
It had to do with ubuntu using debian packages and the packages were
build for the OS when blender 2.56 was still obviously beta and they
don't put beta as a release

2.57 release will be in 11.10

On Thu, Apr 28, 2011 at 1:56 PM, Knapp magick.c...@gmail.com wrote:
 Sorry about the double post but I wanted to point out that installing
 Blender to Ubuntu is super easy. Just download it, unzip, and then point the
 link to blender -w and point the icon to the icon file or make a new icon
 link in the menu and point that to the new blender and icon.  I have both
 2.49 and 2.50 on my system. KDE btw. I don't do Gnome.


 On Thu, Apr 28, 2011 at 8:46 PM, Knapp magick.c...@gmail.com wrote:



 On Thu, Apr 28, 2011 at 6:22 PM, Kent Mein m...@cs.umn.edu wrote:

 In reply to pete larabell (xgl.asyl...@gmail.com):

 
  Hey all,
 
  I just installed Ubuntu 11.04 today and notice that the version of
  Blender in the software center is still 2.49b.
 
  Is this something WE fix or something Ubuntu fixes???

 It's something they fix.

 Kent


 That is true BUT we can make a PPA.
 https://help.launchpad.net/Packaging/PPA
  https://help.launchpad.net/Packaging/PPA
 I really think it would be good for us to have this and to keep it updated
 because Ubuntu will only do this when they update there system every 6
 months. The likely update time for Blender with Ubuntu will be October 2011.

 --
 Douglas E Knapp

 Creative Commons Film Group, Helping people make open source movies
 with open source software!
 http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

 Massage in Gelsenkirchen-Buer:
 http://douglas.bespin.org/tcm/ztab1.htm
 Please link to me and trade links with me!

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 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/




 --
 Douglas E Knapp

 Creative Commons Film Group, Helping people make open source movies
 with open source software!
 http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

 Massage in Gelsenkirchen-Buer:
 http://douglas.bespin.org/tcm/ztab1.htm
 Please link to me and trade links with me!

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 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] Blender 2.57 and Ubuntu 11.04

2011-04-28 Thread pete larabell
yup

On Thu, Apr 28, 2011 at 3:21 PM, Knapp magick.c...@gmail.com wrote:
 On Thu, Apr 28, 2011 at 8:59 PM, pete larabell xgl.asyl...@gmail.comwrote:

 I spoke with the ubuntu people, it is going to be in 11.10 in October.
 It had to do with ubuntu using debian packages and the packages were
 build for the OS when blender 2.56 was still obviously beta and they
 don't put beta as a release

 2.57 release will be in 11.10


 11.10 = 2011.October (just to be clear about that number). Ubuntu is always
 year and then 4 or 10 month that goes with their release cycle.

 --
 Douglas E Knapp

 Creative Commons Film Group, Helping people make open source movies
 with open source software!
 http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

 Massage in Gelsenkirchen-Buer:
 http://douglas.bespin.org/tcm/ztab1.htm
 Please link to me and trade links with me!

 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] Blender 2.57b AHOY!

2011-04-26 Thread pete larabell
FreeBSD builds are up :)

On Tue, Apr 26, 2011 at 7:39 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 We're all fallible human beings, and that's even more so for myself. :)
 Fixing a quite obscure crash in a menu caused other more common menus
 to crash. That's been fixed now, and it's nicer for our users to also
 put that online.

 Nathan  Campbell prepared the tag and a log for a 'b' update.

 So - for the last 2.57 time - let the build systems go!

 - revision 36339
 - tagged as 2.57b-release
   https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57b-release

 Thanks!

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] Blender IRC meeting, sunday 24 april 2011

2011-04-24 Thread pete larabell
Sorry I'm a bit unclear on this then...

Are we, or are we not, having new release builds sent to ftp by
official builders? If so, what revision should we check out to build
releases?

Cheers!

On Sun, Apr 24, 2011 at 9:42 AM, Sergey I. Sharybin g.ula...@gmail.com wrote:
  Hi all

 Here's a summary of topics:

 1) Blender 2.57 release:

 - One more crash was detected in Blender 2.57a release (crash when using
 Enter in menus which load file).

 - There was no final decision about update release, but everybody agreed
 it's annoying bug and it would be cool to get updated official release
 builds.

 - Sculpting on non-locked keys was commited by Sergey. Also, he wanetd
 to mention that sculpting on constructive modifiers isn't disabled
 forever and returning of this option with better implementation is
 already in his TODO list.

 2) Other projects

 - Lukas Toenne is working under cleaning up his particles-2010 branch.
 He mentioned that core changes he made to the node system would be very
 beneficial.

 3) Google Summer of Code

 - Official announcement of accepted students would be tomorrow, April 25
 19:00 UTC.

 --
 With best regards, Sergey I. Sharybin

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Re: [Bf-committers] Blender 2.57a AHOY!

2011-04-21 Thread pete larabell
FreeBSD builds are up. :)

On Thu, Apr 21, 2011 at 9:14 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 Revision: 36273
 Tagged:
 https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57a-release

 Release builders can put builds in the usual locations :)

 If all goes fine - yes we can! - svn opens up as usual for work on
 2.5x related targets and more bugfixing tomorrow.

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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[Bf-committers] development of conditional pass-thru node for compositor

2011-04-20 Thread pete larabell
not quite sure where this will end up, but it's working in it's
current form, thought i'd share a quick render

http://www.pasteall.org/pic/11269

basic idea is:

if(op1.pixel **TEST_HERE** op2.pixel){
out.pixel = pass_if_true.pixel;//the 3rd input
}else{
out.pixel = pass_if_false.pixel;   // the 4th input
}

obviously that's pseudo-code. :)

current tests available are ==, !=, , , =, =

plan to allow full RGBA sockets for at least the bottom 2 inputs and
output socket.

Cheers!
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Re: [Bf-committers] development of conditional pass-thru node for compositor

2011-04-20 Thread pete larabell
indeed, certainly not saying it has to go into blender :)

Just wanted an easy and fast way to get overlapping parts of alphas
and such for an experiment. thought someone could find it interesting.
Perhaps I'm not familiar enough with the other nodes, but i didn't see
a really simple way to do all the tests i wanted to be able to do.

On Wed, Apr 20, 2011 at 1:29 PM, Xavier Thomas
xavier.thomas.1...@gmail.com wrote:
 Hi Pete,

 In fact the math node (in the convertor category) does something similar.
 It does not have the pass if true and pass if false socket but
 it's output can be used as mask to achieve the same result.

 I personally think your node is redundant, maybe more effective in
 terms of performances but also less flexible.

 It is a pity that we cannot do nodes plugins in C so that one can
 distribute some specialized node, because bloating the sets of
 defaults nodes (provided with Blender by default) is not really an
 option too, it will confuse user too much.

 Xavier

 2011/4/20 pete larabell xgl.asyl...@gmail.com:
 not quite sure where this will end up, but it's working in it's
 current form, thought i'd share a quick render

 http://www.pasteall.org/pic/11269

 basic idea is:

 if(op1.pixel **TEST_HERE** op2.pixel){
    out.pixel = pass_if_true.pixel;    //the 3rd input
 }else{
    out.pixel = pass_if_false.pixel;   // the 4th input
 }

 obviously that's pseudo-code. :)

 current tests available are ==, !=, , , =, =

 plan to allow full RGBA sockets for at least the bottom 2 inputs and
 output socket.

 Cheers!
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Re: [Bf-committers] development of conditional pass-thru node for compositor

2011-04-20 Thread pete larabell
Xavier,

Thanks. I was actually more concerned with the == and != operators. Do
you have a quick way of doing those with regular nodes too? That is
the main goal for me.

As far as full sample goes, yeah. :) I know all about it. :)

Had to deal with it whilst making another node...
http://www.youtube.com/watch?v=VcjEfoNIHZs

I ended up changing the way I do that now, so it no longer works like
in that vid, but you'll get the idea.

Thanks again!
Pete

On Wed, Apr 20, 2011 at 2:17 PM, Xavier Thomas
xavier.thomas.1...@gmail.com wrote:
 Also, if you want anti-aliasing to work on setup like this, you should
 set Full Sample Anti-Aliasing ON.

 2011/4/20 Xavier Thomas xavier.thomas.1...@gmail.com:
 hi Pete,

 I thought you might be interested in a fast and easy way to do this
 with blender nodes:
 http://www.pasteall.org/pic/11274

 2011/4/20 pete larabell xgl.asyl...@gmail.com:
 indeed, certainly not saying it has to go into blender :)

 Just wanted an easy and fast way to get overlapping parts of alphas
 and such for an experiment. thought someone could find it interesting.
 Perhaps I'm not familiar enough with the other nodes, but i didn't see
 a really simple way to do all the tests i wanted to be able to do.

 On Wed, Apr 20, 2011 at 1:29 PM, Xavier Thomas
 xavier.thomas.1...@gmail.com wrote:
 Hi Pete,

 In fact the math node (in the convertor category) does something similar.
 It does not have the pass if true and pass if false socket but
 it's output can be used as mask to achieve the same result.

 I personally think your node is redundant, maybe more effective in
 terms of performances but also less flexible.

 It is a pity that we cannot do nodes plugins in C so that one can
 distribute some specialized node, because bloating the sets of
 defaults nodes (provided with Blender by default) is not really an
 option too, it will confuse user too much.

 Xavier

 2011/4/20 pete larabell xgl.asyl...@gmail.com:
 not quite sure where this will end up, but it's working in it's
 current form, thought i'd share a quick render

 http://www.pasteall.org/pic/11269

 basic idea is:

 if(op1.pixel **TEST_HERE** op2.pixel){
    out.pixel = pass_if_true.pixel;    //the 3rd input
 }else{
    out.pixel = pass_if_false.pixel;   // the 4th input
 }

 obviously that's pseudo-code. :)

 current tests available are ==, !=, , , =, =

 plan to allow full RGBA sockets for at least the bottom 2 inputs and
 output socket.

 Cheers!
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Re: [Bf-committers] Blender 2.57 release AHOY (2)

2011-04-13 Thread pete larabell
Ton,

My FreeBSD builds weren't deleted, I can't upload the new ones... can
someone please remove them?

Thanks!
Pete

On Wed, Apr 13, 2011 at 4:27 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 Last minute fixes happened :) typically of course in commits that were
 done last minute too!
 Please update to r36147 and rebuild? Sorry for the extra work.

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] Geometry in Compositor or Quadrangulation???

2011-04-13 Thread pete larabell
If this is ok with blender peeps that I implement something like
this... I can start work on it.

Is there any major reasons I *shouldn't* do something similar to that?

On Tue, Apr 12, 2011 at 10:18 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 Ok here's the ultimate sucky mockup for a 2D masking environment. I
 focuses on a getting the basics of masking well done. leaving better
 integration with 3D scene for later.

 http://www.zanqdo.com/tmp/MockUpMask.png

 Daniel Salazar
 3Developer.com



 On Tue, Apr 12, 2011 at 3:54 AM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 after a chat with Matt we agreed that there are two areas to take care
 now or eventually:

 1- masking tools: simple, independant from 3D view, interactive,
 probably work inside *image editor*. rotobezier, power windows, etc go
 here

 2- integration of 3D scene: this should be done by making a better
 *blender internal*. the renderer should handle non obstructive
 rendering of custom jobs, like it does with material preview renders.
 It should handle different cameras or resolution (to be able to render
 outside of main view's screenspace) and it should be able to render
 simple geometry like shadeless objects or normals as fast as possible.
 This is actually simmilar to an old design of mine that uses the 3D
 view instead of the image editor but still focuses on tweaking Blender
 Internal to be more flexible

 https://docs0.google.com/drawings/edit?id=1VLs3SkOjn9TVYtet0KvNTVLWvcgaH4gVYIUrMOMp_xoauthkey=CIK37ecLhl=en

 what Pete is doing is probably a mix between the two and that's
 probably a bad idea :s

 cheers!

 Daniel Salazar
 3Developer.com



 On Tue, Apr 12, 2011 at 12:04 AM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 to elaborate the problems with everything that has to be with scene
 data and compositing together are speed/interactivity and integration.
 what do you suggest?

 Daniel Salazar
 3Developer.com



 On Mon, Apr 11, 2011 at 11:58 PM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 What do you suggest? (not focusing on the pure topic of masking)

 Daniel Salazar
 3Developer.com



 On Mon, Apr 11, 2011 at 11:51 PM, Matt Ebb m...@mke3.net wrote:
 On Tue, Apr 12, 2011 at 3:35 PM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 Indeed! :) *but!* there are other uses for having a geometry node in
 the compositor like bringing geometry normals, vectors, alphas and
 what not and all interactive (no need for regular render). It's what
 other compositors do to integrate the 3D view with the compositor. We
 can see this as a step of integration. What do you think Matt?

 I think it's a bad idea. Blender already has a renderer and that's
 what it's for. Duplicating code to make an entirely separate renderer
 that's only used in the comp would end up in a world of
 overcomplicated pain. If there are problems with the workflow of
 rendering elements to be used in comp, then that should be worked on
 itself, I don't think the solution is to ignore it and build an
 entirely separate thing.

 But that's all putting the cart way before the horse anyway, when so
 much of blender's compositor is still at quite a basic level for 2d
 manipulations.

 Matt
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Re: [Bf-committers] Blender 2.57 release AHOY (2)

2011-04-13 Thread pete larabell
and Done! FreeBSD r36147 builds are up. :)


On Wed, Apr 13, 2011 at 9:03 AM, Ton Roosendaal t...@blender.org wrote:
 Hi Pete,

 Done!

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 13 Apr, 2011, at 15:47, pete larabell wrote:

 Ton,

 My FreeBSD builds weren't deleted, I can't upload the new ones... can
 someone please remove them?

 Thanks!
 Pete

 On Wed, Apr 13, 2011 at 4:27 AM, Ton Roosendaal t...@blender.org
 wrote:
 Hi all,

 Last minute fixes happened :) typically of course in commits that
 were
 done last minute too!
 Please update to r36147 and rebuild? Sorry for the extra work.

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands

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Re: [Bf-committers] Blender 2.57 Release AHOY! (1)

2011-04-12 Thread pete larabell
FreeBSD-i386 and FreeBSD-amd64 are up on ftp.

On Tue, Apr 12, 2011 at 1:46 PM, Nathan Letwory
nat...@letworyinteractive.com wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 On 12.4.2011 21:17, Nathan Letwory wrote:
 On 12.4.2011 21:14, Ton Roosendaal wrote:
 Hi all,


 Before we awesome builders do our building job, I want to first do the
 actual tagging of both bf-blender and bf-extensions. I'll reply to this
 message with the correct revision to get of blender-2.57-release tag
 when I'm done.

 Blender sources:

 svn co
 https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57-release/blender/@36129
 blender-2.57-release

 also get your platform lib/* folder if necessary

 svn co
 https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57-release/lib/windows/@36129
 lib/windows

 (of course getting everything from under the tag is allowed too ;): svn
 co
 https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57-release/@36129
 blender-2.57-release )

 Have fun building!

 /Nathan

 - --
 Nathan Letwory
 Letwory Interactive | Studio Lumikuu
 http://www.letworyinteractive.com | http://www.lumikuu.com
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Re: [Bf-committers] Geometry in Compositor or Quadrangulation???

2011-04-11 Thread pete larabell
Hi all!

I now (after seeing poll) completely understand that the auto-retopo
is what more people that were voting want to see.

However...

In my efforts to better understand Blender's mesh/data representation,
I feel that doing an easy 3d_to_2d rasterizer for compo. tools would
be better for me to start with.

I don't believe doing the compo. part will take longer than a week,
and it'd sure help me to get a better idea of how Blender stores data.

After 2 decades of graphics programming I don't feel that either
project is outside of my ability to do, but I am still somewhat new
to Blender's codebase.

Implementation of the Double Edged Matte node took 1 day, and that was
my first time ever coding for Blender. Maybe I'm wrong, the mask
rasterizer could end up taking longer than 1 week, but I really doubt
it.

As soon as I have that working correctly, I will switch development
over to an implementation of the greedy mixed int. quad. retopo
system.

 ** in reply to the widget idea **
I do think that's a great idea, I will get it working as a node first,
then let someone more familiar with the other areas of blender get the
code working in the other areas. If nobody picks it up and gets it to
a good workflow state, then perhaps I shall take a look at it after
the retopo.

On Sun, Apr 10, 2011 at 6:30 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 Pete I tough you where already working on the geometry node? What happened?

 This is a disappointing way of measuring the development priorities.
 Why not asking in a BlenderArtists poll if they prefer an improved
 DAG or if they rather prefer a Realistic Spit Simulator! (insert
 awesome promotional videos from other software packages). If this was
 the way we steer development I'd just loose all hope in improving
 workflows and tools for specialized communities like the growing VFX
 community in Blender. Do a google search for blender rotobezier to
 see how much real interest from VFX artists is there.

 cheers

 Daniel Salazar
 3Developer.com

 On Sun, Apr 10, 2011 at 4:48 PM, Tom M letter...@gmail.com wrote:
 Did a poll at blenderartists.org

 http://blenderartists.org/forum/showthread.php?214657-fast-automatic-retopologizing-or-better-masking-tool-for-the-compositor-foe-live-film

 So no need to reply on list as to preference - discussion and voting
 can take place there.

 LetterRip

 On Sun, Apr 10, 2011 at 12:45 PM, Tom M letter...@gmail.com wrote:
 For the artists - this image will make more sense to them, then the
 technical name of the process

 http://www-i8.informatik.rwth-aachen.de/typo3temp/pics/dc5508c320.png

 LetterRip

 On Sun, Apr 10, 2011 at 12:43 PM, Tom M letter...@gmail.com wrote:
 On Sun, Apr 10, 2011 at 12:17 PM, pete larabell xgl.asyl...@gmail.com 
 wrote:

 Now, what I'd like to ask is:

 Given that it would probably not be best to try two additions at the
 same time... which one is is more desired in blender first?

 More than 90% of Blender artists use the modeling tools, less than 1%
 currently use the compositor for doing masking and other tools for
 compositing of live action footage..

 So the user view would be pretty overwhelmingly for the 'mixed integer
 quadrangulator'  (although to them it would be called automatic
 retopology).

 LetterRip


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Re: [Bf-committers] Geometry in Compositor or Quadrangulation???

2011-04-11 Thread pete larabell
Hello,

Can someone tell me where to find the rules for what can and cant be
posted on blenderartists?

I'm trying to post an explanation of my decision in the forum but my
post keeps getting denied saying it either contains URLs (which it
doesn't) or contains forbidden words (which would confuse me as I
didn't use anything *bad* lol)

Is mentioning the word NaN fobidden?? :)

On Mon, Apr 11, 2011 at 10:14 AM, Ton Roosendaal t...@blender.org wrote:
 Hi Pete,

 Thanks for your cogent decison :)

 Daniel: Polls are typically just biased, manipulative and populistic.
 That's not how I want to work here either.

 Tom: I would appreciate it if people don't claim to know what the
 majority wants, or speak on their behalf.

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 11 Apr, 2011, at 16:23, pete larabell wrote:

 Hi all!

 I now (after seeing poll) completely understand that the auto-retopo
 is what more people that were voting want to see.

 However...

 In my efforts to better understand Blender's mesh/data representation,
 I feel that doing an easy 3d_to_2d rasterizer for compo. tools would
 be better for me to start with.

 I don't believe doing the compo. part will take longer than a week,
 and it'd sure help me to get a better idea of how Blender stores data.

 After 2 decades of graphics programming I don't feel that either
 project is outside of my ability to do, but I am still somewhat new
 to Blender's codebase.

 Implementation of the Double Edged Matte node took 1 day, and that was
 my first time ever coding for Blender. Maybe I'm wrong, the mask
 rasterizer could end up taking longer than 1 week, but I really doubt
 it.

 As soon as I have that working correctly, I will switch development
 over to an implementation of the greedy mixed int. quad. retopo
 system.

 ** in reply to the widget idea **
 I do think that's a great idea, I will get it working as a node first,
 then let someone more familiar with the other areas of blender get the
 code working in the other areas. If nobody picks it up and gets it to
 a good workflow state, then perhaps I shall take a look at it after
 the retopo.

 On Sun, Apr 10, 2011 at 6:30 PM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 Pete I tough you where already working on the geometry node? What
 happened?

 This is a disappointing way of measuring the development priorities.
 Why not asking in a BlenderArtists poll if they prefer an improved
 DAG or if they rather prefer a Realistic Spit Simulator! (insert
 awesome promotional videos from other software packages). If this was
 the way we steer development I'd just loose all hope in improving
 workflows and tools for specialized communities like the growing VFX
 community in Blender. Do a google search for blender rotobezier to
 see how much real interest from VFX artists is there.

 cheers

 Daniel Salazar
 3Developer.com

 On Sun, Apr 10, 2011 at 4:48 PM, Tom M letter...@gmail.com wrote:
 Did a poll at blenderartists.org

 http://blenderartists.org/forum/showthread.php?214657-fast-automatic-retopologizing-or-better-masking-tool-for-the-compositor-foe-live-film

 So no need to reply on list as to preference - discussion and voting
 can take place there.

 LetterRip

 On Sun, Apr 10, 2011 at 12:45 PM, Tom M letter...@gmail.com wrote:
 For the artists - this image will make more sense to them, then the
 technical name of the process

 http://www-i8.informatik.rwth-aachen.de/typo3temp/pics/dc5508c320.png

 LetterRip

 On Sun, Apr 10, 2011 at 12:43 PM, Tom M letter...@gmail.com
 wrote:
 On Sun, Apr 10, 2011 at 12:17 PM, pete larabell xgl.asyl...@gmail.com
  wrote:

 Now, what I'd like to ask is:

 Given that it would probably not be best to try two additions
 at the
 same time... which one is is more desired in blender first?

 More than 90% of Blender artists use the modeling tools, less
 than 1%
 currently use the compositor for doing masking and other tools for
 compositing of live action footage..

 So the user view would be pretty overwhelmingly for the 'mixed
 integer
 quadrangulator'  (although to them it would be called automatic
 retopology).

 LetterRip


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Re: [Bf-committers] Geometry in Compositor or Quadrangulation???

2011-04-11 Thread pete larabell
Matt:
Yes there is a fast way to make a mask from a curve without
triangulating it whatsoever. I really only wanted mesh data so I could
construct outlines of shapes by testing normals and a few other things
then fill them without any polys at all. Id be happy to make it a REAL
comp system that gets done somewhere else (VSE?) but im not a comp.
guy myself and didnt/dont understand where people WANT it done. If
someone... ZanQdo... :) was willing to make fake screenshots of what
it SHOULD be like... I would be happy to do it that way. Again I was
simply going with comp. nodes because at the time I didnt realize all
the other uses for it...
CHEERS.

On 4/11/11, Matt Ebb m...@mke3.net wrote:
 On Tue, Apr 12, 2011 at 12:23 AM, pete larabell xgl.asyl...@gmail.com
 wrote:

 In my efforts to better understand Blender's mesh/data representation,
 I feel that doing an easy 3d_to_2d rasterizer for compo. tools would
 be better for me to start with.

 Hi Pete, if the purpose of this is for spline roto shapes in the
 compositor, I wouldn't worry about full 3d to 2d stuff, or mesh data,
 or anything like that. The whole edit-mesh-in-3d-view-for-comp-matte
 is just a cheesy workaround for not having proper roto shapes editable
 in the compositor itself, and is much worse workflow wise.

 Ideally all you really need is to store your spline data in the comp
 node (can even reuse blender's beztriple structures etc perhaps) then
 tessellate* and render that to a greyscale soft matte.

 Although the problem of not currently being able to edit the bezier
 points in the image viewer still exists (hence the reason for all this
 3d view-render layer-comp tomfoolery), there can be other
 workarounds for UI to use temporarily too. Trying to make a totally
 generic system of rasterizing blender's 3d data is really
 overcomplicating things and makes things too unclear between actual
 rendering and a super fast/interactive, specialised tool for roto.

 Matt


 * Is there any way of rendering (soft) spline shapes without
 tessellation? point sampling somehow? I have no idea, be interesting
 to know what other graphics libraries/compositors do.
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[Bf-committers] Geometry in Compositor or Quadrangulation???

2011-04-10 Thread pete larabell
Hey all,

I am planning on building a system (initial intent is for double edge
matte comp. node) that will rasterize any 3d object in the scene into
a 2d mask in the compositor. I know that is the entire purpose of ID
Mask and render layers, but I'm specifically referring to the ability
to rasterize the off-screen portions for the feathering/gradient
calculations needs to correctly implement a double edged matte/mask.

I am also going to implement the greedy mixed integer quadrangulator.

Now, what I'd like to ask is:

Given that it would probably not be best to try two additions at the
same time... which one is is more desired in blender first?

I suppose I should maybe be asking blender USERS rather than just
coders, but oh well :)

Is there one of these two that more people would like to see???

As a note: the reason I ask is simple; I know that more people *want*
the quadrangulator, but the GMIQ will also take longer to implement
than the object rasterizer.

Anyway, I'd be interested to hear the thoughts of others before I get
too deep into either one.

Cheers!
Peter
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Re: [Bf-committers] RC2 builds please!

2011-04-05 Thread pete larabell
A wiki-page with description of building environment for release
builds would be very useful. I found that when I started build on
FreeBSD, I could certainly compile fine, but had no idea there even
WAS a difference between those builds and release builds until I found
out I had been doing it wrong. :)


On Tue, Apr 5, 2011 at 2:15 AM, Sergey I. Sharybin g.ula...@gmail.com wrote:
  @Rafael: sure

 @all: maybe wiki-page with description of setting of building
 environment for releases would be useful?

 rsaave...@ono.com wrote:
 Thanks Sergey, I will check them.

 Could I mail you if there are
 something I can't figure out ?

 --
 Rafael Rios


 Mensaje
 original
 De: g.ula...@gmail.com
 Fecha: 04/04/2011 20:17
 Para:bf-
 committ...@blender.org
 Asunto: Re: [Bf-committers] RC2 builds please!


    Rafael,

 We aren't using default scons rules for release builts.
 Things are much
 complicated to make binary file which would run on the
 most of
 platforms. U could check build_files/config/*.py if u want to
 see
 configs we're using for release builds ;)

 rsaave...@ono.com
 wrote:
 Hi,
     I am not the builder of the official release, I am
 only a blender
 follower wanting to help

     I have compiled r36007
 on ubuntu Maverick
 (i686) (10.10) and Natty (i686) (11.04 beta1)
 using scons.
     The
 only but is that for Natty I have to create
 an user-config.py with
 the following line:

 BF_PYTHON_ABI_FLAGS =
 'mu'
     because of python3.2-
 dev package.

     For the
 Maverick, I have python3.2 compiled by myself,
 so I have to indicate
 the path to python in BF_PYTHON.
     The compiling
 went smooth in
 both enviroments.
 Rafael Rios




 --
 With best regards, Sergey I. Sharybin

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Re: [Bf-committers] How to tell cmake to use system glew

2011-04-05 Thread pete larabell
RIchard,

so far as I know, blender needs it's own glew implementation. It is
not the same as the system version. It is not something that can be
turned off, since blender itself draws to the screen with OpenGL.

On Tue, Apr 5, 2011 at 1:36 PM, Richard Shaw hobbes1...@gmail.com wrote:
 I'm trying to get my blender package for Fedora to meet the packaging
 guidelines (which are quite extensive).

 One of the things I'm fighting with is that building things in
 statically should be avoided (like openCOLLADA).

 The problem I'm fighting now is that Fedora provides a glew package
 but I'm not sure how to make cmake use the system installation over
 the extern/glew version.

 When I look at the CMakeLists.txt I see that many of them have options
 which I'm assuming can be set ON/OFF with a cmake option, but glew
 does not seem to have an options.

 I'm not a C programmer so please excuse me if I'm not using the
 correct terminology.

 Thanks,
 Richard
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Re: [Bf-committers] Double Edged Matte node build + video + patch + .blends :)

2011-04-05 Thread pete larabell
Linux 32bit (ubuntu 10.10) build on graphicall.org:

http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1818


On Tue, Apr 5, 2011 at 4:52 PM, pete larabell xgl.asyl...@gmail.com wrote:
 The double edge matte node has been updated!

 Some more speed improvements, and a consistent way of handling objects
 going partially off screen. Also now works correctly with
 RenderLayers.

 Video demo here:
 http://www.youtube.com/watch?v=VcjEfoNIHZs


 patch is located here:
 http://www.pasteall.org/20601/diff

 example .blend files here:
 http://www.pasteall.org/blend/5926
 http://www.pasteall.org/blend/5927

 Hope you enjoy!

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Re: [Bf-committers] Double Edged Matte node build + video + patch + .blends :)

2011-04-05 Thread pete larabell
Hi all, I've also uploaded to vimeo. Figured that might be more
blender-new-feature-video compliant :)

http://www.vimeo.com/22002396


On Tue, Apr 5, 2011 at 4:58 PM, pete larabell xgl.asyl...@gmail.com wrote:
 Linux 32bit (ubuntu 10.10) build on graphicall.org:

 http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1818


 On Tue, Apr 5, 2011 at 4:52 PM, pete larabell xgl.asyl...@gmail.com wrote:
 The double edge matte node has been updated!

 Some more speed improvements, and a consistent way of handling objects
 going partially off screen. Also now works correctly with
 RenderLayers.

 Video demo here:
 http://www.youtube.com/watch?v=VcjEfoNIHZs


 patch is located here:
 http://www.pasteall.org/20601/diff

 example .blend files here:
 http://www.pasteall.org/blend/5926
 http://www.pasteall.org/blend/5927

 Hope you enjoy!


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Re: [Bf-committers] RC2 builds please!

2011-04-04 Thread pete larabell
so 36007 it is? :)

/me remembers to build a clean version and not the working version
w/new nodes :)

On Mon, Apr 4, 2011 at 12:29 PM, Ton Roosendaal t...@blender.org wrote:
 Hi,

 It's 36007 now :)

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 4 Apr, 2011, at 19:19, Ton Roosendaal wrote:

 Hi Brecht,

 Sure, 36006 it is. Will do some tests too :)

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org
 www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands

 On 4 Apr, 2011, at 19:12, Brecht Van Lommel wrote:

 Hi,

 Could we use revision 36006? I made a mistake in commit today with
 editmode normal recalculation, would be good to have that fix.

 Thanks,
 Brecht.

 On Mon, Apr 4, 2011 at 7:02 PM, Ton Roosendaal t...@blender.org
 wrote:
 Hi all,

 Let's do the last official test build! It has looptools.py in the
 addons, but not on as default now.

 - Try to stick to r36004
 - Put in the regular locations, I'll find/copy them and can align
 names too.
 - Names used will be like blender-2.57-RC1-r36004-platform.etc

 Platform builders:

 - Sergey Sharybin offered to do Linux builds
 - Jens Verwiebe will do OSX again. He can only do 10.5/10.6, we
 could
 use someone do 10.4
 - Nathan Letwory: makes Windows zip and exe
 - Pete Larabell: got a FreeBSD test for us too?

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands

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Re: [Bf-committers] RC2 builds please!

2011-04-04 Thread pete larabell
Hey guys,

When running r36007 in FreeBSD i386, i get (in the terminal)

Error: Not freed memory blocks: 2

Of course blender it's WORKS fine, but O.o... is this bad?


On Mon, Apr 4, 2011 at 12:37 PM, pete larabell xgl.asyl...@gmail.com wrote:
 so 36007 it is? :)

 /me remembers to build a clean version and not the working version
 w/new nodes :)

 On Mon, Apr 4, 2011 at 12:29 PM, Ton Roosendaal t...@blender.org wrote:
 Hi,

 It's 36007 now :)

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 4 Apr, 2011, at 19:19, Ton Roosendaal wrote:

 Hi Brecht,

 Sure, 36006 it is. Will do some tests too :)

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org
 www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands

 On 4 Apr, 2011, at 19:12, Brecht Van Lommel wrote:

 Hi,

 Could we use revision 36006? I made a mistake in commit today with
 editmode normal recalculation, would be good to have that fix.

 Thanks,
 Brecht.

 On Mon, Apr 4, 2011 at 7:02 PM, Ton Roosendaal t...@blender.org
 wrote:
 Hi all,

 Let's do the last official test build! It has looptools.py in the
 addons, but not on as default now.

 - Try to stick to r36004
 - Put in the regular locations, I'll find/copy them and can align
 names too.
 - Names used will be like blender-2.57-RC1-r36004-platform.etc

 Platform builders:

 - Sergey Sharybin offered to do Linux builds
 - Jens Verwiebe will do OSX again. He can only do 10.5/10.6, we
 could
 use someone do 10.4
 - Nathan Letwory: makes Windows zip and exe
 - Pete Larabell: got a FreeBSD test for us too?

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands

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Re: [Bf-committers] RC2 builds please!

2011-04-04 Thread pete larabell
FreeBSD builds are up on ftp.

On Mon, Apr 4, 2011 at 1:06 PM, Ton Roosendaal t...@blender.org wrote:
 Hi,

 Not bad really.

 Blender frees every allocated memory block before quitting, if we miss
 blocks it prints them.
 That's why we also print Blender quit in end, this denotes all
 freeing went fine, no crashes.

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 4 Apr, 2011, at 19:50, pete larabell wrote:

 Hey guys,

 When running r36007 in FreeBSD i386, i get (in the terminal)

 Error: Not freed memory blocks: 2

 Of course blender it's WORKS fine, but O.o... is this bad?


 On Mon, Apr 4, 2011 at 12:37 PM, pete larabell
 xgl.asyl...@gmail.com wrote:
 so 36007 it is? :)

 /me remembers to build a clean version and not the working version
 w/new nodes :)

 On Mon, Apr 4, 2011 at 12:29 PM, Ton Roosendaal t...@blender.org
 wrote:
 Hi,

 It's 36007 now :)

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands

 On 4 Apr, 2011, at 19:19, Ton Roosendaal wrote:

 Hi Brecht,

 Sure, 36006 it is. Will do some tests too :)

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org
 www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands

 On 4 Apr, 2011, at 19:12, Brecht Van Lommel wrote:

 Hi,

 Could we use revision 36006? I made a mistake in commit today with
 editmode normal recalculation, would be good to have that fix.

 Thanks,
 Brecht.

 On Mon, Apr 4, 2011 at 7:02 PM, Ton Roosendaal t...@blender.org
 wrote:
 Hi all,

 Let's do the last official test build! It has looptools.py in the
 addons, but not on as default now.

 - Try to stick to r36004
 - Put in the regular locations, I'll find/copy them and can align
 names too.
 - Names used will be like blender-2.57-RC1-r36004-platform.etc

 Platform builders:

 - Sergey Sharybin offered to do Linux builds
 - Jens Verwiebe will do OSX again. He can only do 10.5/10.6, we
 could
 use someone do 10.4
 - Nathan Letwory: makes Windows zip and exe
 - Pete Larabell: got a FreeBSD test for us too?

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands

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Re: [Bf-committers] RC2 builds please!

2011-04-04 Thread pete larabell
ARG! Ton, sorry I messed up the names on the FreeBSD builds... I was
reading the email while making them and I actually named them RC1
(read it right off the screen.. eh). They are RC2. Can you rename or
need I upload again?


On Mon, Apr 4, 2011 at 12:02 PM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 Let's do the last official test build! It has looptools.py in the
 addons, but not on as default now.

 - Try to stick to r36004
 - Put in the regular locations, I'll find/copy them and can align
 names too.
 - Names used will be like blender-2.57-RC1-r36004-platform.etc

 Platform builders:

 - Sergey Sharybin offered to do Linux builds
 - Jens Verwiebe will do OSX again. He can only do 10.5/10.6, we could
 use someone do 10.4
 - Nathan Letwory: makes Windows zip and exe
 - Pete Larabell: got a FreeBSD test for us too?

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] RC2 builds please!

2011-04-04 Thread pete larabell
correctly named files uploaded :)

On Mon, Apr 4, 2011 at 1:24 PM, Ton Roosendaal t...@blender.org wrote:
 Hi,

 Haha, argh here too!
 I copied files over without checking, and then removed the freebsd
 RC1s there ;)

 Please reupload :)

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 4 Apr, 2011, at 20:22, pete larabell wrote:

 ARG! Ton, sorry I messed up the names on the FreeBSD builds... I was
 reading the email while making them and I actually named them RC1
 (read it right off the screen.. eh). They are RC2. Can you rename or
 need I upload again?


 On Mon, Apr 4, 2011 at 12:02 PM, Ton Roosendaal t...@blender.org
 wrote:
 Hi all,

 Let's do the last official test build! It has looptools.py in the
 addons, but not on as default now.

 - Try to stick to r36004
 - Put in the regular locations, I'll find/copy them and can align
 names too.
 - Names used will be like blender-2.57-RC1-r36004-platform.etc

 Platform builders:

 - Sergey Sharybin offered to do Linux builds
 - Jens Verwiebe will do OSX again. He can only do 10.5/10.6, we could
 use someone do 10.4
 - Nathan Letwory: makes Windows zip and exe
 - Pete Larabell: got a FreeBSD test for us too?

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands

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Re: [Bf-committers] New Double Edge Matte compositor node...

2011-04-03 Thread pete larabell
New version now available, major speed improvements (on order of 50x
to 100x xD ).

http://graphicall.org/builds/builds/showbuild.php?action=showid=1818

Cheers!
Pete

On Sun, Apr 3, 2011 at 2:40 AM, Troy Sobotka troy.sobo...@gmail.com wrote:
 On Sat, Apr 2, 2011 at 8:58 AM, pete larabell xgl.asyl...@gmail.com wrote:
 Hi all... Just a quick update on the progress of this node. After a
 few optimizations it is performing significantly better. The average
 speed increase is upwards of 50x. I will have another build on
 graphicall.org soon.  Cheers.

 On 4/1/11, Daniel Salazar - 3Developer.com zan...@gmail.com wrote:
 Oh yeah! it's coming along :D For those of you who don't get it this
 is a double edge matte approach!! :D

 Wow. Amazing stuff Pete!

 Daniel, were you ever able to hook the RotoBezier into Auto Key mode?

 Fantastic work folks.

 T
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[Bf-committers] Patch for Double Edge Matte compositor node.

2011-04-03 Thread pete larabell
http://projects.blender.org/tracker/index.php?func=detailaid=26762group_id=9atid=127

Description and some screens available on user page:
http://wiki.blender.org/index.php/User:Xgl_asyliax

.blend files available:
http://www.pasteall.org/blend/5907
http://www.pasteall.org/blend/5906

ubuntu 32bit build available:
http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1818

cheers!
Pete
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Re: [Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread pete larabell
Pen tool would be a great addition! I surely hope this proposal gets accepted!

On Sun, Apr 3, 2011 at 2:08 PM, Alice Li li.ali...@gmail.com wrote:
 Hi,

 My name is Alice Li, I'm a 3rd year student majoring in Computer Science at
 the University of Toronto and I'm interested in participating in GSoC 2011.
 I have only recently discovered my passion for computer science (3 years
 ago) and have not contributed anything to the open source community yet, but
 I would really be grateful for the chance to start with GSoC.

 I have been using Blender for 3 months now and I hope to contribute to the
 retopology tools, specifically:
 - *Pen tool* to quickly draw polygons without the need to fill faces
 manually
 - *Paint Stroke tool* for adding faces based on intersecting strokes

 I chose these because I personally would find these tools very useful as I
 found it a little tedious to manually create faces. As well, I have some
 experience with interpolation and numerical integration that I have learned
 in a numerical methods course. I have programmed in Python for 3 years now,
 Java and C for 2 years now.

 I would appreciate it if any of you could give me some pointers as to which
 areas of the documentation/api to look at to help me get started with my
 proposal. I also want to get as much information as possible so I can create
 a very reasonable timeline and to know if I may be overshooting or
 undershooting with my proposal ideas.

 Thanks very much in advance,
 Alice
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Re: [Bf-committers] New Double Edge Matte compositor node...

2011-04-02 Thread pete larabell
Hi all... Just a quick update on the progress of this node. After a
few optimizations it is performing significantly better. The average
speed increase is upwards of 50x. I will have another build on
graphicall.org soon.  Cheers.

On 4/1/11, Daniel Salazar - 3Developer.com zan...@gmail.com wrote:
 Oh yeah! it's coming along :D For those of you who don't get it this
 is a double edge matte approach!! :D

 Daniel Salazar
 3Developer.com



 2011/4/1 pete larabell xgl.asyl...@gmail.com:
 Hi all,

 Just wanted to let everyone know I'm working on a new node to make
 using RotoBezier even more useful!

 It can also be used with any other type of object of course.

 **NOTE THAT IT HAS NOT YET BEEN OPTIMIZED FOR SPEED, AT ALL**

 Some screens are on my user page:

 http://wiki.blender.org/index.php/User:Xgl_asyliax

 I posted a linux(i386) build to GA as well:

 http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1810

 Hope this makes the VFX people out there happy :) :)

 cheers!
 Pete
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[Bf-committers] New Double Edge Matte compositor node...

2011-04-01 Thread pete larabell
Hi all,

Just wanted to let everyone know I'm working on a new node to make
using RotoBezier even more useful!

It can also be used with any other type of object of course.

**NOTE THAT IT HAS NOT YET BEEN OPTIMIZED FOR SPEED, AT ALL**

Some screens are on my user page:

http://wiki.blender.org/index.php/User:Xgl_asyliax

I posted a linux(i386) build to GA as well:

http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1810

Hope this makes the VFX people out there happy :) :)

cheers!
Pete
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Re: [Bf-committers] Blender RC1 build!

2011-03-30 Thread pete larabell
I can certainly do so. :)

I already had 35900 up on graphicall.org :)

I will build and upload to ftp.


On Wed, Mar 30, 2011 at 10:42 AM, Ken Hughes khug...@pacific.edu wrote:
 I use the libraries from the blender svn trunk, prior to us removing
 them sometime around 2.52.  I was never able to successfully build
 static ffmpeg libraries from elsewhere.

 Ken

 On 03/30/2011 07:38 AM, Juan Pablo Bouza wrote:
 Ken, is there anything special that you do with ffmpeg when compiling for 
 linux?
 Cause me and some friends here have troubles with ffmpeg display in our own 
 compilations, everything looks pixalated.
 Your compilations don't have this issue... If you do anything strange 
 regarding this, Sergey should know :) and I want to know too :p

 From: t...@blender.org
 To: bf-committers@blender.org
 Date: Wed, 30 Mar 2011 15:53:48 +0200
 Subject: [Bf-committers] Blender RC1 build!

 Hi platform team,

 Let's do another official test build! This one should have fixed
 openAL for linux, and for Windows the installer too.

 - Try to stick to r35899
 - Put in the regular locations, I'll find/copy them and can align
 names too.
 - Names used will be like blender-2.57-RC1-r35899-platform.etc

 Platform builders:

 - Sergey Sharybin offered to do Linux builds, Ken has little time...
 and openAL and Collada are giving issues.
 - Damien: can you do OSX again?
 - Nathan L: Windows zip and exe
 - Pete Larabell: got a FreeBSD test for us?

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] Blender RC1 build!

2011-03-30 Thread pete larabell
FreeBSD builds are up, with player :)

On Wed, Mar 30, 2011 at 11:40 AM, Dalai Felinto dfeli...@gmail.com wrote:
 And please remember to include blenderplayer ;)

 --
 Dalai
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Re: [Bf-committers] Blender RC1 build!

2011-03-30 Thread pete larabell
Ton,

I forgot to build with Release turned on for optimizing. Can you clear
my two FreeBSD builds?? I'll rebuild and upload again.


On Wed, Mar 30, 2011 at 8:53 AM, Ton Roosendaal t...@blender.org wrote:
 Hi platform team,

 Let's do another official test build! This one should have fixed
 openAL for linux, and for Windows the installer too.

 - Try to stick to r35899
 - Put in the regular locations, I'll find/copy them and can align
 names too.
 - Names used will be like blender-2.57-RC1-r35899-platform.etc

 Platform builders:

 - Sergey Sharybin offered to do Linux builds, Ken has little time...
 and openAL and Collada are giving issues.
 - Damien: can you do OSX again?
 - Nathan L: Windows zip and exe
 - Pete Larabell: got a FreeBSD test for us?

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] Blender RC1 build!

2011-03-30 Thread pete larabell
Thanks! Correct builds are now uploaded. My apologies for the mistake.

On Wed, Mar 30, 2011 at 1:08 PM, Ton Roosendaal t...@blender.org wrote:
 Hi Pete,

 Will remove now!

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

 On 30 Mar, 2011, at 19:20, pete larabell wrote:

 Ton,

 I forgot to build with Release turned on for optimizing. Can you clear
 my two FreeBSD builds?? I'll rebuild and upload again.


 On Wed, Mar 30, 2011 at 8:53 AM, Ton Roosendaal t...@blender.org
 wrote:
 Hi platform team,

 Let's do another official test build! This one should have fixed
 openAL for linux, and for Windows the installer too.

 - Try to stick to r35899
 - Put in the regular locations, I'll find/copy them and can align
 names too.
 - Names used will be like blender-2.57-RC1-r35899-platform.etc

 Platform builders:

 - Sergey Sharybin offered to do Linux builds, Ken has little time...
 and openAL and Collada are giving issues.
 - Damien: can you do OSX again?
 - Nathan L: Windows zip and exe
 - Pete Larabell: got a FreeBSD test for us?

 Thanks,

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
 Netherlands

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Re: [Bf-committers] Blender Developer IRC meeting, March 20 2011

2011-03-20 Thread pete larabell
Can a FreeBSD release be included too?

I will build 32 and 64 bit builds for intel/amd arch.

On Sun, Mar 20, 2011 at 1:04 PM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 Here's notes from today's IRC meeting:

 1) Blender 2.5x project

 - Campbell sent a proposal to bf-committers to split up the included
 Python files using a needs auto load directory. This mainly for
 startup speed. This won't effect add-ons at all and wont break
 scripts! Still, to ensure the benefit is evident, tests will be done
 in Windows and OSX first. If the outcome is positive - and no
 objections arise here - Campbell will commit this week.

 - Reminder for Martin Poirier: can Netrender be moved to add-on before
 2.57 release?

 - Ton proposes to have a first batch of official test builds available
 this week (assuming the autobuild system will take a bit of more time
 to start up). Ton will send note to the Windows/OSX/Linux platform
 maintainers.

 - Short term planning: get test builds online this week, next sunday
 call for 'freeze' (crucial bug fixes only), release official RC's
 during the week after, and sunday April 3 meeting can agree on doing
 real 2.57.

 - Jens Verwiebe has a patch for User Preferences Add-on install,
 there's unzip issues in OS X. Brecht will review it.

 - New Linux platform maintainer(s): currently Ken Hughes is listed as
 main owner, but during the Python 3.2 discussion I saw a mail coming
 by from Richard Shaw or David Plater that they'd like to be added. I
 can't find this mail anymore... is either of you guys also proposing
 to build .deb or other linux compatible release builds?

 2) Other projects

 - Nicholas Bishop integrated the dual-contouring code as a modifier: 
 http://vimeo.com/21096739

 - Paged particles development by Lukas Toenne  Janne Karhu is post
 2.57 target.
   http://code.blender.org

 - Joe Eagar reports on Bmesh: progressing well still!
 Bevel example picture: 
 http://img.photobucket.com/albums/v287/joeedh/bmesh_bevel_1.png
 Campbell will get involved with the branch, testing and migration as
 well.
 Ton mentions we would need docs in wiki; what works now, what is WIP,
 and what's not done (also related to tools like UV unwrap or
 modifiers). Preferably with nice code diagrams and architecture
 overviews.

 3) GSoC

 - Ideas list needs to be finalized, next week meeting can give a final
 go.
 http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2011/Ideas

 - For this week: module owners please check and filter out or
 prioritize the ideas. Tom Musgrove will hunt you for it too!

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.org    www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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[Bf-committers] blender mentioned on cover of Mag! :)

2011-03-16 Thread pete larabell
Hi all,

A friend of mine just informed me that blender is mentioned as the
cover article in BSD Magazine.

http://bsdmag.org/

Not sure if that's enough to get a blendernation news feed, but it's
still really cool!

I noticed that today there were 7 downloads of my i386 build on
graphicall.org within about 20 minutes of me uploading. O.o.

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

2011-03-16 Thread pete larabell
Hey Steve,

Just checking in with you to see where this project is at... Are you
having any major set backs so far?

Cheers!
Peter

On Fri, Mar 11, 2011 at 6:41 AM, Steve Obbayi st...@sobbayi.com wrote:
 Hi Steve,

 On Wed, Mar 9, 2011 at 6:29 AM, Steve Obbayi st...@sobbayi.com
 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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[Bf-committers] CMake FreeBSD build issue

2011-03-15 Thread pete larabell
Hi,

I've noticed one remaining small issue with building on FreeBSD...

I did it so long ago that I had totally forgotten all about it until
today when someone was reading the wiki and followed it step by step
and STILL got an error...

Currently as of r35560 line 1041 of CMakeLists.txt enables the strict
prototype checking. This causes build failures on FreeBSD. Of course
it's an easy thing to comment out, which then makes the build work
correctly, but is there a way to alter the cmake process to detect
FreeBSD as the OS and then automatically not use the strict checking?

Cheers!
Pete
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