Re: [Bf-committers] Help about Free Video editing software research

2020-08-29 Thread Dalai Felinto via Bf-committers
Hi Benedict,

A clarification: the project I linked to is not a refactor. It also
introduces new functionality and brings a new level of polishing to the
Video Sequence Editor.

Best regards,
Dalai

On Fri, Aug 28, 2020, 4:38 PM Dalai Felinto  wrote:

> Hi Benedict,
>
> You can find information about the motivation behind the VSE and its
> goals in its latest planned refactor:
> https://developer.blender.org/T78986
>
> Best of luck in your research project,
> -Dalai-
> 
> Dalai Felinto - da...@blender.org - www.blender.org
> Blender Development Coordinator
> Buikslotermeerplein 161, 1025 ET Amsterdam, the Netherlands
>
> Em qui., 27 de ago. de 2020 às 17:05, Benedict WOODROW via
> Bf-committers  escreveu:
> >
> > Dear Blender Developers
> > My name is Benedict Woodrow, and I am currently studying Year 11 at
> Glenunga International High School in South Australia. I obtained your
> contact information on your website, according to which you are the
> Developers for Blender.
> > Part of my studies is to undertake a subject called Research Project.
> For my Research Project, I am conducting a study into the question Which
> software exists that is viable as an alternative for professional video
> editing software and why is it developed?
> > I hope that you might be willing to assist me.
> > This would preferably be done by allowing me to interview you, in any
> format, be it in person, via email or phone call, or any other format that
> you request. Alternatively, if this is not possible I would be very
> appreciative if you could provide me with some guidance by directing me to
> any information sources i.e. websites or books that you think might be
> useful. Another way in which you may be able to help me is to do the survey
> at this link, it is similar to the
> questions I would ask in an interview, except more generic. Also, if you
> know anyone who you believe would be able to assist me with me research,
> please feel free to tell me or simply forward them this email.
> > Please let me know if this is at all possible and thank you for time in
> considering this. I hope to hear back from you soon. If you are unable or
> unwilling to assist me, I would appreciate a response to this email letting
> me know.
> > Regards Benedict Woodrow
> >
> > This message is intended for the addressee named and may contain
> privileged information or confidential information or both. If you are not
> the intended recipient please delete it and notify the sender.
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > https://lists.blender.org/mailman/listinfo/bf-committers
>
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Re: [Bf-committers] Help about Free Video editing software research

2020-08-28 Thread Dalai Felinto via Bf-committers
Hi Benedict,

You can find information about the motivation behind the VSE and its
goals in its latest planned refactor:
https://developer.blender.org/T78986

Best of luck in your research project,
-Dalai-

Dalai Felinto - da...@blender.org - www.blender.org
Blender Development Coordinator
Buikslotermeerplein 161, 1025 ET Amsterdam, the Netherlands

Em qui., 27 de ago. de 2020 às 17:05, Benedict WOODROW via
Bf-committers  escreveu:
>
> Dear Blender Developers
> My name is Benedict Woodrow, and I am currently studying Year 11 at Glenunga 
> International High School in South Australia. I obtained your contact 
> information on your website, according to which you are the Developers for 
> Blender.
> Part of my studies is to undertake a subject called Research Project. For my 
> Research Project, I am conducting a study into the question Which software 
> exists that is viable as an alternative for professional video editing 
> software and why is it developed?
> I hope that you might be willing to assist me.
> This would preferably be done by allowing me to interview you, in any format, 
> be it in person, via email or phone call, or any other format that you 
> request. Alternatively, if this is not possible I would be very appreciative 
> if you could provide me with some guidance by directing me to any information 
> sources i.e. websites or books that you think might be useful. Another way in 
> which you may be able to help me is to do the survey at this 
> link, it is similar to the questions I 
> would ask in an interview, except more generic. Also, if you know anyone who 
> you believe would be able to assist me with me research, please feel free to 
> tell me or simply forward them this email.
> Please let me know if this is at all possible and thank you for time in 
> considering this. I hope to hear back from you soon. If you are unable or 
> unwilling to assist me, I would appreciate a response to this email letting 
> me know.
> Regards Benedict Woodrow
>
> This message is intended for the addressee named and may contain privileged 
> information or confidential information or both. If you are not the intended 
> recipient please delete it and notify the sender.
> ___
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[Bf-committers] Help about Free Video editing software research

2020-08-27 Thread Benedict WOODROW via Bf-committers
Dear Blender Developers
My name is Benedict Woodrow, and I am currently studying Year 11 at Glenunga 
International High School in South Australia. I obtained your contact 
information on your website, according to which you are the Developers for 
Blender.
Part of my studies is to undertake a subject called Research Project. For my 
Research Project, I am conducting a study into the question Which software 
exists that is viable as an alternative for professional video editing software 
and why is it developed?
I hope that you might be willing to assist me.
This would preferably be done by allowing me to interview you, in any format, 
be it in person, via email or phone call, or any other format that you request. 
Alternatively, if this is not possible I would be very appreciative if you 
could provide me with some guidance by directing me to any information sources 
i.e. websites or books that you think might be useful. Another way in which you 
may be able to help me is to do the survey at this 
link, it is similar to the questions I 
would ask in an interview, except more generic. Also, if you know anyone who 
you believe would be able to assist me with me research, please feel free to 
tell me or simply forward them this email.
Please let me know if this is at all possible and thank you for time in 
considering this. I hope to hear back from you soon. If you are unable or 
unwilling to assist me, I would appreciate a response to this email letting me 
know.
Regards Benedict Woodrow

This message is intended for the addressee named and may contain privileged 
information or confidential information or both. If you are not the intended 
recipient please delete it and notify the sender.
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Re: [Bf-committers] Help to get started

2018-08-25 Thread David De Anda
Hey Stefan,

Thanks for the info, I have read several wiki pages and thanks for the bugs and 
quick hacks lists, they are really helpful, I have started by reading the 
CMakeLists files, I’m trying to find the application's entry point (like the 
main function if it is the case), and I’m also reading some documentation that 
seems to be some old architecture docs 
https://en.blender.org/index.php/Dev:Source/Architecture/Overview 
, it says is 
half obsolete but can be valuable information for now. Thanks again!

David  


> On Aug 25, 2018, at 4:19 AM, Stefan Werner  wrote:
> 
> Then there’s also the quick hack list:
> https://developer.blender.org/tag/quick_hacks/
> 
>> On 25. Aug 2018, at 07:56, Stefan Werner  wrote:
>> 
>> Hello David,
>> 
>> have you seen this?
>> https://wiki.blender.org/wiki/Developer_Intro/Advice#Pick_a_Project 
>> 
>> 
>> I suggest picking a bug from the tracker:
>> https://developer.blender.org/maniphest/project/2/type/Bug/ 
>> 
>> 
>> -Stefan
>> 
>>> On 24. Aug 2018, at 07:08, David De Anda >> > wrote:
>>> 
>>> Hi everyone,
>>> 
>>> My name is David De Anda, I’m new here and I’m trying to get started 
>>> developing blender, I had some experience in the past playing around with 
>>> OpenGL with C++ and Objective C developing small game, but I don't really 
>>> have too much experience with projects as big as this. So I was wondering 
>>> if you could help me pointing out some first exercise that I could do to 
>>> start understanding the code, I had read some of the documentation and 
>>> already got the project compiled with cmake.
>>> 
>>> Thanks in advance.
>>> ___
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>>> https://lists.blender.org/mailman/listinfo/bf-committers
>> 
> 
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Re: [Bf-committers] Help to get started

2018-08-25 Thread Stefan Werner
Then there’s also the quick hack list:
https://developer.blender.org/tag/quick_hacks/

> On 25. Aug 2018, at 07:56, Stefan Werner  wrote:
> 
> Hello David,
> 
> have you seen this?
> https://wiki.blender.org/wiki/Developer_Intro/Advice#Pick_a_Project 
> 
> 
> I suggest picking a bug from the tracker:
> https://developer.blender.org/maniphest/project/2/type/Bug/ 
> 
> 
> -Stefan
> 
>> On 24. Aug 2018, at 07:08, David De Anda > > wrote:
>> 
>> Hi everyone,
>> 
>> My name is David De Anda, I’m new here and I’m trying to get started 
>> developing blender, I had some experience in the past playing around with 
>> OpenGL with C++ and Objective C developing small game, but I don't really 
>> have too much experience with projects as big as this. So I was wondering if 
>> you could help me pointing out some first exercise that I could do to start 
>> understanding the code, I had read some of the documentation and already got 
>> the project compiled with cmake.
>> 
>> Thanks in advance.
>> ___
>> Bf-committers mailing list
>> Bf-committers@blender.org 
>> https://lists.blender.org/mailman/listinfo/bf-committers
> 

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Re: [Bf-committers] Help to get started

2018-08-24 Thread Stefan Werner
Hello David,

have you seen this?
https://wiki.blender.org/wiki/Developer_Intro/Advice#Pick_a_Project 


I suggest picking a bug from the tracker:
https://developer.blender.org/maniphest/project/2/type/Bug/ 


-Stefan

> On 24. Aug 2018, at 07:08, David De Anda  wrote:
> 
> Hi everyone,
> 
> My name is David De Anda, I’m new here and I’m trying to get started 
> developing blender, I had some experience in the past playing around with 
> OpenGL with C++ and Objective C developing small game, but I don't really 
> have too much experience with projects as big as this. So I was wondering if 
> you could help me pointing out some first exercise that I could do to start 
> understanding the code, I had read some of the documentation and already got 
> the project compiled with cmake.
> 
> Thanks in advance.
> ___
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[Bf-committers] Help to get started

2018-08-23 Thread David De Anda
Hi everyone,

My name is David De Anda, I’m new here and I’m trying to get started developing 
blender, I had some experience in the past playing around with OpenGL with C++ 
and Objective C developing small game, but I don't really have too much 
experience with projects as big as this. So I was wondering if you could help 
me pointing out some first exercise that I could do to start understanding the 
code, I had read some of the documentation and already got the project compiled 
with cmake.

Thanks in advance.
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Re: [Bf-committers] HELP!!!!

2015-11-07 Thread Thomas Dinges
You need the vcredist_x64.exe, not arm.

If you have further problems, please make a report in our bug tracker, 
this mailing list is not really meant for that.
https://developer.blender.org

Thanks :)

Am 07.11.15 um 17:30 schrieb Justin Migliorisi:
> When I try and install the vcredist_arm it tells me its not a Win32 
> application. Whats the deal?
>
>> On Nov 7, 2015, at 10:27 AM, Thomas Dinges  wrote:
>>
>> Make sure that you have the Visual C++ Redistributable Package installed
>> and if that doesn't fix it, also the latest official nvidia drivers.
>> http://www.microsoft.com/en-us/download/details.aspx?id=40784
>>
>> Apart from that, it should work fine. Blender 2.76b includes the sm_52
>> kernel.
>>
>> Am 07.11.15 um 17:12 schrieb Justin Migliorisi:
>>> Currently I am running Windows 7 Home Premium (64bit) with a GTX 980 ti 
>>> GPU. I can not get any 64bit version of blender working on my computer. 
>>> When I go to open the application it just dies right away. The 32bit 
>>> versions all seem to work however the GPU won’t work for any versions past 
>>> 2.73a. When I try rendering with the GPU it says that the kernel 5.2 is 
>>> missing. Ive looked in the lib file to try and rename the kernel 50 but it 
>>> doesn’t seem to exist. How do I fix this?
>>> ___
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Re: [Bf-committers] HELP!!!!

2015-11-07 Thread Alberto Torres
Install vcredist_x64.exe, not vcredist_arm.exe

On Sat, Nov 7, 2015 at 4:30 PM, Justin Migliorisi 
wrote:

> When I try and install the vcredist_arm it tells me its not a Win32
> application. Whats the deal?
>
> > On Nov 7, 2015, at 10:27 AM, Thomas Dinges  wrote:
> >
> > Make sure that you have the Visual C++ Redistributable Package installed
> > and if that doesn't fix it, also the latest official nvidia drivers.
> > http://www.microsoft.com/en-us/download/details.aspx?id=40784
> >
> > Apart from that, it should work fine. Blender 2.76b includes the sm_52
> > kernel.
> >
> > Am 07.11.15 um 17:12 schrieb Justin Migliorisi:
> >> Currently I am running Windows 7 Home Premium (64bit) with a GTX 980 ti
> GPU. I can not get any 64bit version of blender working on my computer.
> When I go to open the application it just dies right away. The 32bit
> versions all seem to work however the GPU won’t work for any versions past
> 2.73a. When I try rendering with the GPU it says that the kernel 5.2 is
> missing. Ive looked in the lib file to try and rename the kernel 50 but it
> doesn’t seem to exist. How do I fix this?
> >> ___
> >> Bf-committers mailing list
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> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >
> > ___
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Re: [Bf-committers] HELP!!!!

2015-11-07 Thread Justin Migliorisi
When I try and install the vcredist_arm it tells me its not a Win32 
application. Whats the deal?

> On Nov 7, 2015, at 10:27 AM, Thomas Dinges  wrote:
> 
> Make sure that you have the Visual C++ Redistributable Package installed 
> and if that doesn't fix it, also the latest official nvidia drivers.
> http://www.microsoft.com/en-us/download/details.aspx?id=40784
> 
> Apart from that, it should work fine. Blender 2.76b includes the sm_52 
> kernel.
> 
> Am 07.11.15 um 17:12 schrieb Justin Migliorisi:
>> Currently I am running Windows 7 Home Premium (64bit) with a GTX 980 ti GPU. 
>> I can not get any 64bit version of blender working on my computer. When I go 
>> to open the application it just dies right away. The 32bit versions all seem 
>> to work however the GPU won’t work for any versions past 2.73a. When I try 
>> rendering with the GPU it says that the kernel 5.2 is missing. Ive looked in 
>> the lib file to try and rename the kernel 50 but it doesn’t seem to exist. 
>> How do I fix this?
>> ___
>> Bf-committers mailing list
>> Bf-committers@blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
> 
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Re: [Bf-committers] HELP!!!!

2015-11-07 Thread Thomas Dinges
Make sure that you have the Visual C++ Redistributable Package installed 
and if that doesn't fix it, also the latest official nvidia drivers.
http://www.microsoft.com/en-us/download/details.aspx?id=40784

Apart from that, it should work fine. Blender 2.76b includes the sm_52 
kernel.

Am 07.11.15 um 17:12 schrieb Justin Migliorisi:
> Currently I am running Windows 7 Home Premium (64bit) with a GTX 980 ti GPU. 
> I can not get any 64bit version of blender working on my computer. When I go 
> to open the application it just dies right away. The 32bit versions all seem 
> to work however the GPU won’t work for any versions past 2.73a. When I try 
> rendering with the GPU it says that the kernel 5.2 is missing. Ive looked in 
> the lib file to try and rename the kernel 50 but it doesn’t seem to exist. 
> How do I fix this?
> ___
> Bf-committers mailing list
> Bf-committers@blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers

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[Bf-committers] HELP!!!!

2015-11-07 Thread Justin Migliorisi
Currently I am running Windows 7 Home Premium (64bit) with a GTX 980 ti GPU. I 
can not get any 64bit version of blender working on my computer. When I go to 
open the application it just dies right away. The 32bit versions all seem to 
work however the GPU won’t work for any versions past 2.73a. When I try 
rendering with the GPU it says that the kernel 5.2 is missing. Ive looked in 
the lib file to try and rename the kernel 50 but it doesn’t seem to exist. How 
do I fix this?
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[Bf-committers] Help with a threading issue

2015-08-18 Thread Sean Loh
Hi all,

I'm looking for some help with a threading issue. I'm working on the
classical SPH code in Blender 2.73 and I'm implementing an adaptive
resolution method that is coded in a very similar manner to effectors.
Basically, I tag objects as "Refiners", compute how far away a particle is
and decide whether, or how, to split the particle based on that distance.
I've implemented the tagging of objects, their organisation into a linked
list and the computation of minimum distance to the Refiner using the
objects' BVHTree in pretty much the same way as these functions are coded
for effectors.

The issue I am having is that it only works when Blender is run on a single
thread (-t 1). When I run with multi-threading I get seg faults on random
frames. After a bit of debugging, I figured out the cause of the issue was
that when my code tries to compute the nearest point on the Refiner object
to a particle by calling closest_point_on_surface() in
blender/source/blender/blenkernel/intern/effect.c, something running on
another thread had deleted the BVHTree stored in the Refiner objects'
SurfaceModifierData object. I tried to work around this by adding code to
rebuild the BVHTree before computing the nearest point but the same
function on another thread appears to have also deleted the objects'
derivedFinal, so this also failed. In the end my temporary solution is to
use a busy-waiting process to pause until the derivedFinal exists before
building the BVHTree.

Here's some links to the branch I'm working on and to the function where I
attempt to resolve the issue by rebuilding the BVHTree after the
busy-waiting:

https://github.com/vpac-innovations/blender/tree/feature-sph-adptv-res
https://github.com/vpac-innovations/blender/blob/8f201e9f012fd3ef9a10245dea59c67a27aa2c64/source/blender/physics/intern/BPH_sph.c#L1263

I'm quite new to developing Blender and have basically been building my
knowledge by working from the classical SPH solver up. I also don't have
any previous experience developing multi-threaded software so at this point
I'm in a bit over my head and I figure it's a good time to ask for help. I
guess my main questions are:

1. Where/why is the BVHTree being deleted?

2. How is this issue avoided in effectors since I haven't been able to
reproduce the error by making the object an effector rather than a Refiner?

Thanks in advance

Sean
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[Bf-committers] Help in the Blender source code for Data Extraction.I am using visual studio

2014-12-08 Thread Bhaskar Jyoti Dutta
I have been working on the Blender source code using visual studio to
extract the 3D cordinates of the figures drawn uisng Grease Pencil
tool.Please help someone where to start from I get the work done.Please
help dear Blender developers
-- 
Warm Regards,
*Bhaskar Jyoti Dutta*
*Robotics Research Engineer*
[image: http://www.infiniumrobotics.com/] 
T : +65-67744418
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Re: [Bf-committers] help with tessface, CustomData and MTFace

2014-01-05 Thread Dalai Felinto
> However you shouldn't be storing this pointer in CustomDataLayer*, you should 
> do something like this instead: (...)

Ah, now I I understand the CustomData_get_* functions better. Way more
clear thanks a lot Brecht.

@Tom, many thanks, my system was crashing some times, but I haven't
stop to pinpoint the MEM_callocN issue ;), and thanks for the other
fix too.

Apparently the function is fully working now :) The only missing bit
is to get the number of verts of the MTFace to know when it's a quad
and when it is a triangle.

Kudos,
Dalai
--
blendernetwork.org/dalai-felinto
www.dalaifelinto.com
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Re: [Bf-committers] help with tessface, CustomData and MTFace

2014-01-05 Thread Brecht Van Lommel
The line proposed by Tom should work.

However you shouldn't be storing this pointer in CustomDataLayer*, you
should do something like this instead:

MTFace *mtface = CustomData_get_layer(&me->fdata, CD_MTFACE);
MTFace *mtf = &mtface[i];



On Sun, Jan 5, 2014 at 9:36 PM, Tom Edwards  wrote:
> Built your patch and realised that cdl isn't MTFace**, which is what the
> fix I suggested is for. This is what you actually need:
>
> MTFace *mtface = &((MTFace *) cdl)[i];
>
> The original code was creating a ref to CustomDataLayer*, indexing into
> it, and only casting to MTFace* as the last step. The structs are
> different sizes so things ended up out of alignment.
>
> I had to fix a heap corruption bug to get that far BTW...full patch at
> . :-)
>
> On 05/01/2014 6:25 PM, Dalai Felinto wrote:
>> Hi,
>>
>>> This should fix it:
>>> &(cdl[1])
>> Sorry, but where would that be? Because If I do:
>> (1) MTFace *mtface = (MTFace *)&cdl[i];
>>
>> As it is now, or if I do:
>> (2) MTFace *mtface = (MTFace *)&(cdl[i]);
>>
>> They all produce the same result
>>
>> I just committed (bc3d601 in the branch) a temporary printf code to
>> illustrate better how I'm getting the values:
>> https://github.com/dfelinto/blender-git/blob/bake-cycles/source/blender/render/intern/source/bake_new.c#L142
>>
>> It produces this output:
>> face: 0
>> vec[0]: 0.50, 1.00
>> vec[1]: 0.00, 0.00
>> vec[2]: 1.00, 0.00
>> vec[3]: 0.00, 0.00
>>
>> face: 1
>> vec[0]: 0.00, 0.00
>> vec[1]: 0.50, 1.00
>> vec[2]: 0.00, 0.00
>> vec[3]: 0.00, 0.00
>>
>> face: 2
>> vec[0]: 78719930099698347488497473945600.00, 0.00
>> vec[1]: 0.00, 261866902067410370560.00
>> vec[2]: 261048548756996227072.00, 2959217080378280902656.00
>> vec[3]: 69779857993988661313536.00, 4668088091354259464912896.00
>>
>> Thanks,
>> Dalai
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Re: [Bf-committers] help with tessface, CustomData and MTFace

2014-01-05 Thread Tom Edwards
Built your patch and realised that cdl isn't MTFace**, which is what the 
fix I suggested is for. This is what you actually need:

MTFace *mtface = &((MTFace *) cdl)[i];

The original code was creating a ref to CustomDataLayer*, indexing into 
it, and only casting to MTFace* as the last step. The structs are 
different sizes so things ended up out of alignment.

I had to fix a heap corruption bug to get that far BTW...full patch at 
. :-)

On 05/01/2014 6:25 PM, Dalai Felinto wrote:
> Hi,
>
>> This should fix it:
>> &(cdl[1])
> Sorry, but where would that be? Because If I do:
> (1) MTFace *mtface = (MTFace *)&cdl[i];
>
> As it is now, or if I do:
> (2) MTFace *mtface = (MTFace *)&(cdl[i]);
>
> They all produce the same result
>
> I just committed (bc3d601 in the branch) a temporary printf code to
> illustrate better how I'm getting the values:
> https://github.com/dfelinto/blender-git/blob/bake-cycles/source/blender/render/intern/source/bake_new.c#L142
>
> It produces this output:
> face: 0
> vec[0]: 0.50, 1.00
> vec[1]: 0.00, 0.00
> vec[2]: 1.00, 0.00
> vec[3]: 0.00, 0.00
>
> face: 1
> vec[0]: 0.00, 0.00
> vec[1]: 0.50, 1.00
> vec[2]: 0.00, 0.00
> vec[3]: 0.00, 0.00
>
> face: 2
> vec[0]: 78719930099698347488497473945600.00, 0.00
> vec[1]: 0.00, 261866902067410370560.00
> vec[2]: 261048548756996227072.00, 2959217080378280902656.00
> vec[3]: 69779857993988661313536.00, 4668088091354259464912896.00
>
> Thanks,
> Dalai
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Re: [Bf-committers] help with tessface, CustomData and MTFace

2014-01-05 Thread Dalai Felinto
Hi,

> This should fix it:
> &(cdl[1])

Sorry, but where would that be? Because If I do:
(1) MTFace *mtface = (MTFace *)&cdl[i];

As it is now, or if I do:
(2) MTFace *mtface = (MTFace *)&(cdl[i]);

They all produce the same result

I just committed (bc3d601 in the branch) a temporary printf code to
illustrate better how I'm getting the values:
https://github.com/dfelinto/blender-git/blob/bake-cycles/source/blender/render/intern/source/bake_new.c#L142

It produces this output:
face: 0
vec[0]: 0.50, 1.00
vec[1]: 0.00, 0.00
vec[2]: 1.00, 0.00
vec[3]: 0.00, 0.00

face: 1
vec[0]: 0.00, 0.00
vec[1]: 0.50, 1.00
vec[2]: 0.00, 0.00
vec[3]: 0.00, 0.00

face: 2
vec[0]: 78719930099698347488497473945600.00, 0.00
vec[1]: 0.00, 261866902067410370560.00
vec[2]: 261048548756996227072.00, 2959217080378280902656.00
vec[3]: 69779857993988661313536.00, 4668088091354259464912896.00

Thanks,
Dalai
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Re: [Bf-committers] help with tessface, CustomData and MTFace

2014-01-05 Thread Tom Edwards
This should fix it:

&(cdl[1])

Currently you are indexing into your reference!

On 05/01/2014 5:28 PM, Dalai Felinto wrote:
> Hi there,
> Anyone  familiar with CustomData and tessface here?
>
> I'm trying to figure out why this function is only working for the first face:
> https://github.com/dfelinto/blender-git/blob/bake-cycles/source/blender/render/intern/source/bake_new.c#L104
>
> I'm getting bad data when trying to read the MTFace for any face that
> is not the first one:
>
> ((MTFace *)&cdl[0])->uv
> {0.50238, 1}, {0, 0}, {1, 0}, {0, 0}}
>
> ((MTFace *)&cdl[1])->uv
> {{0, 0}, {0.50238, 1}, {0, 0}, {0, 0}}
>
> ((MTFace *)&cdl[2])->uv
> {{7.87199301e+31, 1.17082983e-19}, {2.17010503e-18,
> 2.61866902e+20}, {2.61048549e+20, 2.95921708e+21}, {
>6.9779858e+22, 4.66808809e+24}}
>
> As you can see the 2nd face is bad (2 verts are at 0, 0) and the 3rd
> one is totally bogus. The mesh itself is very simple, if you want to
> check out (it's the one in 3-Tris):
> http://www.pasteall.org/blend/26092
>
> While at there another question:
> Is there any way to get the number of verts of a MTFace?
>
> Thanks,
> Dalai
> --
> blendernetwork.org/dalai-felinto
> www.dalaifelinto.com
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[Bf-committers] help with tessface, CustomData and MTFace

2014-01-05 Thread Dalai Felinto
Hi there,
Anyone  familiar with CustomData and tessface here?

I'm trying to figure out why this function is only working for the first face:
https://github.com/dfelinto/blender-git/blob/bake-cycles/source/blender/render/intern/source/bake_new.c#L104

I'm getting bad data when trying to read the MTFace for any face that
is not the first one:

((MTFace *)&cdl[0])->uv
{0.50238, 1}, {0, 0}, {1, 0}, {0, 0}}

((MTFace *)&cdl[1])->uv
{{0, 0}, {0.50238, 1}, {0, 0}, {0, 0}}

((MTFace *)&cdl[2])->uv
{{7.87199301e+31, 1.17082983e-19}, {2.17010503e-18,
2.61866902e+20}, {2.61048549e+20, 2.95921708e+21}, {
  6.9779858e+22, 4.66808809e+24}}

As you can see the 2nd face is bad (2 verts are at 0, 0) and the 3rd
one is totally bogus. The mesh itself is very simple, if you want to
check out (it's the one in 3-Tris):
http://www.pasteall.org/blend/26092

While at there another question:
Is there any way to get the number of verts of a MTFace?

Thanks,
Dalai
--
blendernetwork.org/dalai-felinto
www.dalaifelinto.com
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Re: [Bf-committers] Help on linking added lib on XCode

2013-07-26 Thread Rafael Campos
Just to document the solution that Brecht helped me with:

Error 1: Cannot use typeid with -fno-rtti
It was just a matter of editing the corresponding CMakeLists.txt to remove
the flags -fno-rtti, since OpenVDB uses typeid.

Errors 2 and on: No member named 'punned_cast' in namespace 'tbb::internal'
OpenImageIO has its own version of tbb that gets included.
This version of tbb, however, is not complete - probably a subset of what
OIIO needs. But since the preprocessor definition symbols are the same,
this version got included, and the full tbb dependency I added didn't,
hence the missing symbols series of errors. The fix was to change the
include order in the corresponding CMakeLists.txt file, causing my tbb
dependency to be included first.

These changes will be committed later today.

Thanks,
Rafael.






On Sat, Jul 20, 2013 at 9:45 AM, Rafael Campos  wrote:

>
> Hi all,
>
> As part of SoC, I had to add the intel tbb library to Blender (tbb files
> not committed), and it compiled and ran fine on Windows. Now, I'm trying to
> setup the same project on Mac, and I keep getting these linker errors.
> Trunk builds ok.
>
> I've added a tbb folder, with include and lib dirs, to cmake's LIBDIR,
> which is lib/darwin-9.x.universal/ here.
>
> On XCode, in Library Search Paths, I currently have
>
> /Users/rafael/Projects/blender/blenderSVN/blender/../lib/darwin-9.x.universal/tbb/lib
>
> /Users/rafael/Projects/blender/blenderSVN/blender/../lib/darwin-9.x.universal/tbb/lib/$(CONFIGURATION)$(EFFECTIVE_PLATFORM_NAME)
>
> and in Other Linker Flags, among many listed, I have
> -ltbb
> -ltbb_debug
>
> On Windows, the libraries were tbb.dll and tbb_debug.dll, so I kept these
> names on CmakeLists.txt, but the actual files now are libtbb.dylib and
> libtbb_debug.dylib - not sure if the preceding lib makes a difference here.
> In all cases, not statically linked, but it did work on Windows. :(
>
> The errors I'm getting are below - there are 20, but same error messages.
> cycles_kernel_osl Group
> Semantic Issue Group
> /Users/rafael/Projects/blender/blenderSVN/blender/extern/openvdb/internal/openvdb/Types.h:166:72:
> Cannot use typeid with -fno-rtti
>
> /Users/rafael/Projects/blender/blenderSVN/lib/darwin-9.x.universal/tbb/include/tbb/aligned_space.h:47:34:
> No member named 'punned_cast' in namespace 'tbb::internal'
>
> /Users/rafael/Projects/blender/blenderSVN/lib/darwin-9.x.universal/tbb/include/tbb/internal/_concurrent_unordered_impl.h:820:37:
> Use of undeclared identifier '__TBB_ReverseBits'
>
> And I suspect I might be missing something obvious. Any ideas?
>
> Thanks a lot,
> Rafael.
>
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[Bf-committers] Help on linking added lib on XCode

2013-07-20 Thread Rafael Campos
Hi all,

As part of SoC, I had to add the intel tbb library to Blender (tbb files
not committed), and it compiled and ran fine on Windows. Now, I'm trying to
setup the same project on Mac, and I keep getting these linker errors.
Trunk builds ok.

I've added a tbb folder, with include and lib dirs, to cmake's LIBDIR,
which is lib/darwin-9.x.universal/ here.

On XCode, in Library Search Paths, I currently have
/Users/rafael/Projects/blender/blenderSVN/blender/../lib/darwin-9.x.universal/tbb/lib
/Users/rafael/Projects/blender/blenderSVN/blender/../lib/darwin-9.x.universal/tbb/lib/$(CONFIGURATION)$(EFFECTIVE_PLATFORM_NAME)

and in Other Linker Flags, among many listed, I have
-ltbb
-ltbb_debug

On Windows, the libraries were tbb.dll and tbb_debug.dll, so I kept these
names on CmakeLists.txt, but the actual files now are libtbb.dylib and
libtbb_debug.dylib - not sure if the preceding lib makes a difference here.
In all cases, not statically linked, but it did work on Windows. :(

The errors I'm getting are below - there are 20, but same error messages.
cycles_kernel_osl Group
Semantic Issue Group
/Users/rafael/Projects/blender/blenderSVN/blender/extern/openvdb/internal/openvdb/Types.h:166:72:
Cannot use typeid with -fno-rtti

/Users/rafael/Projects/blender/blenderSVN/lib/darwin-9.x.universal/tbb/include/tbb/aligned_space.h:47:34:
No member named 'punned_cast' in namespace 'tbb::internal'

/Users/rafael/Projects/blender/blenderSVN/lib/darwin-9.x.universal/tbb/include/tbb/internal/_concurrent_unordered_impl.h:820:37:
Use of undeclared identifier '__TBB_ReverseBits'

And I suspect I might be missing something obvious. Any ideas?

Thanks a lot,
Rafael.
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Re: [Bf-committers] "help"

2013-03-01 Thread Ton Roosendaal
Hi,

Get an IRC chat client (lik XChat), and connect to server irc.freenode.net, and 
join channel #blendercoders

For people new to our code you can get extensive support there. This 
mailinglist is not very efficient for such help. I would become too noisy for 
everyone too.

-Ton-


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

On 28 Feb, 2013, at 19:24, Jagrut Trivedi wrote:

> I got this error while automatic dependencies installation.
> 
> Built target bf_python
> make[1]: *** [all] Error 2
> make: *** [all] Error 2
> 
> I tried to install bf_python.but it also gives the error: Unable to locate
> package bf_python.
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Re: [Bf-committers] "help"

2013-02-28 Thread Sergey Sharybin
Hi,

This is actually an example how you shall not do compilation error reports
;)

Please, always compile in one thread and paste whole log. And best to paste
logs to http://pasteall.org/ and provide link here.


On Fri, Mar 1, 2013 at 12:24 AM, Jagrut Trivedi wrote:

> I got this error while automatic dependencies installation.
>
>  Built target bf_python
> make[1]: *** [all] Error 2
> make: *** [all] Error 2
>
> I tried to install bf_python.but it also gives the error: Unable to locate
> package bf_python.
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-- 
With best regards, Sergey Sharybin
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[Bf-committers] "help"

2013-02-28 Thread Jagrut Trivedi
I got this error while automatic dependencies installation.

 Built target bf_python
make[1]: *** [all] Error 2
make: *** [all] Error 2

I tried to install bf_python.but it also gives the error: Unable to locate
package bf_python.
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Re: [Bf-committers] 'help'

2013-02-24 Thread CoDEmanX
It's 3 clicks from wiki start page to svn page:

http://wiki.blender.org/index.php/Dev:Doc/Tools/SVN_checkout_and_usage


Am 23.02.2013 20:57, schrieb Erwin:
> At a first glance that wiki page has no information about the subversion 
> repository. It usually takes me a while of searching too.
>
> So what is the svn url?
>
> Sent from my iPhone
>
> On Feb 23, 2013, at 11:28 AM, Tom M  wrote:
>
>> Follow the directions here
>>
>> http://wiki.blender.org/index.php/Dev:Doc/Building_Blender
>>
>> Which will direct you to the method for downloading the source code from SVN.
>>
>> Good luck,
>>
>> LetterRip
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Re: [Bf-committers] 'help'

2013-02-23 Thread Gavin Howard
 Erwin,
 It is:

 svn co https://svn.blender. org/svnroot/bf-blender/trunk/blender

 God Bless,
 Gavin Howard
On Feb 23, 2013 12:58 PM, "Erwin"  wrote:

> At a first glance that wiki page has no information about the subversion
> repository. It usually takes me a while of searching too.
>
> So what is the svn url?
>
> Sent from my iPhone
>
> On Feb 23, 2013, at 11:28 AM, Tom M  wrote:
>
> > Follow the directions here
> >
> > http://wiki.blender.org/index.php/Dev:Doc/Building_Blender
> >
> > Which will direct you to the method for downloading the source code from
> SVN.
> >
> > Good luck,
> >
> > LetterRip
> > ___
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> > http://lists.blender.org/mailman/listinfo/bf-committers
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Re: [Bf-committers] 'help'

2013-02-23 Thread Erwin
At a first glance that wiki page has no information about the subversion 
repository. It usually takes me a while of searching too.

So what is the svn url?

Sent from my iPhone

On Feb 23, 2013, at 11:28 AM, Tom M  wrote:

> Follow the directions here
> 
> http://wiki.blender.org/index.php/Dev:Doc/Building_Blender
> 
> Which will direct you to the method for downloading the source code from SVN.
> 
> Good luck,
> 
> LetterRip
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Re: [Bf-committers] 'help'

2013-02-23 Thread Tom M
Follow the directions here

http://wiki.blender.org/index.php/Dev:Doc/Building_Blender

Which will direct you to the method for downloading the source code from SVN.

Good luck,

LetterRip
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Re: [Bf-committers] 'help'

2013-02-23 Thread Antony Riakiotakis
It should be explained on our wiki but why not drop by on irc to ask?
It's preferable than everybody on the list getting the questions.
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Re: [Bf-committers] 'help'

2013-02-23 Thread Jagrut Trivedi
Respected sir,
   From where can i get the code for blender?
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[Bf-committers] "help"

2013-02-23 Thread Sergey Kurdakov
Hi Jagrut

>where
>should *I start.

here it goes

http://blenderartists.org/forum/forumdisplay.php?50-Beginning-Blender-Code-and-Development-
a forum where you may find information how to start coding.

maybe
http://blenderartists.org/forum/showthread.php?218683-Getting-Started-with-Blender-Codingis
a first thing you might read.

Regards
Sergey
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[Bf-committers] "help"

2013-02-23 Thread Jagrut Trivedi
Respected sir,
 I am totally new to this organization.so,please tell me where
should *I start. I know c,java and c++.*
*
*
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Re: [Bf-committers] Help with the node editor

2012-04-06 Thread Lukas Tönne
The id and from pointers are set in the snode_set_context function in
node_edit.c. They describe the context origin (from, what kind of data
block from context defines the node tree, usually the active object),
and the actual owning data block of the node tree (id). They id
pointer is a way to let the node editor explicitly trigger updates of
the respective id datablocks (preview drawing).

For the upcoming custom nodes [1] i'd like to replace this scattered
and rather confusing feature with a callback function for tree types
in some way, to avoid storing such explicit information directly in
the node editor DNA.

[1]
https://www.gitorious.org/~lukastoenne/blenderprojects/blender-lukastoenne/commits/custom_nodes

On Fri, Apr 6, 2012 at 9:36 PM, Fabio Massaioli
 wrote:
> Hi,
> I'm trying to understand the node editor code and I haven't been able so
> far to figure out where the "id" and "from" properties of the "SpaceNode"
> structure are set. I suppose there should be some code that changes those
> members on selection change.
> Can you tell me something about that?
> Thanks in advance.
>
> Fabio Massaioli
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[Bf-committers] Help with the node editor

2012-04-06 Thread Fabio Massaioli
Hi,
I'm trying to understand the node editor code and I haven't been able so 
far to figure out where the "id" and "from" properties of the "SpaceNode" 
structure are set. I suppose there should be some code that changes those 
members on selection change.
Can you tell me something about that?
Thanks in advance.

Fabio Massaioli
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Re: [Bf-committers] Help with the source code of Blender

2012-01-19 Thread Peter K.H. Gragert
Thanks Sergey, works ;-)!


2012/1/19 Sergey Kurdakov 

> Hi Peter,
>
> >I downloaded the 100MB, (Explorere Vista) it opens and shows at the left
> part
> a nice tree of ... but at the right it complains about a link has been
> deleted,
> so the content of ... is not availlable
>
> open file properties (right click) in Vista and uncheck blocked (because
> since Vista windows will block downloaded chm files by default )
>
> Regards
> Sergey
>
> On Thu, Jan 19, 2012 at 11:50 AM, Peter K.H. Gragert
> wrote:
>
> > I downloaded the 100MB, (Explorere Vista) it opens and shows at the left
> > part
> > a nice tree of ... but at the right it complains about a link has been
> > deleted,
> > so the content of ... is not availlable.
> >
> > (Is it possible that the 'delete' is a consequence of my 'virusscanner'?)
> >   Peter
> >
> >
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[Bf-committers] Help with the source code of Blender

2012-01-19 Thread Sergey Kurdakov
Hi Peter,

>I downloaded the 100MB, (Explorere Vista) it opens and shows at the left
part
a nice tree of ... but at the right it complains about a link has been
deleted,
so the content of ... is not availlable

open file properties (right click) in Vista and uncheck blocked (because
since Vista windows will block downloaded chm files by default )

Regards
Sergey

On Thu, Jan 19, 2012 at 11:50 AM, Peter K.H. Gragert
wrote:

> I downloaded the 100MB, (Explorere Vista) it opens and shows at the left
> part
> a nice tree of ... but at the right it complains about a link has been
> deleted,
> so the content of ... is not availlable.
>
> (Is it possible that the 'delete' is a consequence of my 'virusscanner'?)
>   Peter
>
>
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Re: [Bf-committers] Help with the source code of Blender

2012-01-18 Thread Peter K.H. Gragert
I downloaded the 100MB, (Explorere Vista) it opens and shows at the left
part
a nice tree of ... but at the right it complains about a link has been
deleted,
so the content of ... is not availlable.

(Is it possible that the 'delete' is a consequence of my 'virusscanner'?)
  Peter

2012/1/18 Dan Eicher 

> One of the main problems I found from using the doxygen docs (a long,
> long time ago so may be fixed now) is that quite often it would parse
> the 'bad level calls' file before the real one so you would trace a
> path through the code and end up at a function like 'int foo(void) {}'
>  which is less than helpful.
>
> Much easier to use 'grep -R foo .' methinks.
>
> Plus, with all the fancy call diagrams and inline code the thing
> weighed in at ~300mb...
>
> Dan
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Re: [Bf-committers] Help with the source code of Blender

2012-01-18 Thread Dan Eicher
One of the main problems I found from using the doxygen docs (a long,
long time ago so may be fixed now) is that quite often it would parse
the 'bad level calls' file before the real one so you would trace a
path through the code and end up at a function like 'int foo(void) {}'
 which is less than helpful.

Much easier to use 'grep -R foo .' methinks.

Plus, with all the fancy call diagrams and inline code the thing
weighed in at ~300mb...

Dan
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Re: [Bf-committers] Help with the source code of Blender

2012-01-18 Thread Campbell Barton
Some feedback on doxy's blender.chm

* "Detailed Description" --- I've gone through and added summery
comments at the header of parts of the python api, however this text
shows up pages below include and function info, see bpy_rna.c File
Reference. if possible would be nice to show this first.

* Python scripts are indexed - would prefer they not be indexed, or
they have their own doxy files, find mixing these in to C/C++ adds
noise.

* Doxy can generate call graphs, saw these used a while ago, there
disabled for blenders docs but could be useful?

For me opening blender.chm in kchmviewer and parsing takes longer
(2-3x) then opening QtCreator and parsing, so I don't see it as being
all that useful when a dev has a well setup IDE (or can grep the
source), but could be nice if this was updated weekly or so, on a
server for people who want to look over the source without configuring
an IDE.

On Wed, Jan 18, 2012 at 6:22 PM, Nathan Letwory
 wrote:
> The sync run has completed during the night. For those who like compiled
> html can get http://letworyinteractive.com/blendercode/blender.chm (100MB)
>
> /Nathan
>
> On Tue, Jan 17, 2012 at 3:54 PM, Nathan Letwory <
> nat...@letworyinteractive.com> wrote:
>
>> The new doxygen docs are being mirrored to
>> http://letworyinteractive.com/blendercode . Currently 15 minutes into the
>> job, no ETA available. When done the index should say it is blender 2.61
>> and revision 43446
>>
>> /Nathan
>>
>>
>> On Tue, Jan 17, 2012 at 2:20 PM, Nathan Letwory <
>> nat...@letworyinteractive.com> wrote:
>>
>>> On Tue, Jan 17, 2012 at 8:57 AM, Campbell Barton 
>>> wrote:
>>>
 We have doxygen setup but AFAIK nobody is generating and uploading
 these docs online often enough for them to be a useful resource.


>>> An old run is here: http://letworyinteractive.com/blendercode/
>>>
>>> I'll do a rerun and push the changes there. Doxygen run starting now.
>>> Will take some hour or so to complete, and another for me to get everything
>>> moved around.
>>>
>>> /Nathan
>>>
>>>
>>> --
>>> Nathan Letwory
>>> Letwory Interactive
>>> http://www.letworyinteractive.com
>>>
>>
>>
>>
>> --
>> Nathan Letwory
>> Letwory Interactive
>> http://www.letworyinteractive.com
>>
>
>
>
> --
> Nathan Letwory
> Letwory Interactive
> http://www.letworyinteractive.com
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Re: [Bf-committers] Help with the source code of Blender

2012-01-17 Thread Nathan Letwory
The sync run has completed during the night. For those who like compiled
html can get http://letworyinteractive.com/blendercode/blender.chm (100MB)

/Nathan

On Tue, Jan 17, 2012 at 3:54 PM, Nathan Letwory <
nat...@letworyinteractive.com> wrote:

> The new doxygen docs are being mirrored to
> http://letworyinteractive.com/blendercode . Currently 15 minutes into the
> job, no ETA available. When done the index should say it is blender 2.61
> and revision 43446
>
> /Nathan
>
>
> On Tue, Jan 17, 2012 at 2:20 PM, Nathan Letwory <
> nat...@letworyinteractive.com> wrote:
>
>> On Tue, Jan 17, 2012 at 8:57 AM, Campbell Barton wrote:
>>
>>> We have doxygen setup but AFAIK nobody is generating and uploading
>>> these docs online often enough for them to be a useful resource.
>>>
>>>
>> An old run is here: http://letworyinteractive.com/blendercode/
>>
>> I'll do a rerun and push the changes there. Doxygen run starting now.
>> Will take some hour or so to complete, and another for me to get everything
>> moved around.
>>
>> /Nathan
>>
>>
>> --
>> Nathan Letwory
>> Letwory Interactive
>> http://www.letworyinteractive.com
>>
>
>
>
> --
> Nathan Letwory
> Letwory Interactive
> http://www.letworyinteractive.com
>



-- 
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Re: [Bf-committers] Help with the source code of Blender

2012-01-17 Thread Nathan Letwory
The new doxygen docs are being mirrored to
http://letworyinteractive.com/blendercode . Currently 15 minutes into the
job, no ETA available. When done the index should say it is blender 2.61
and revision 43446

/Nathan

On Tue, Jan 17, 2012 at 2:20 PM, Nathan Letwory <
nat...@letworyinteractive.com> wrote:

> On Tue, Jan 17, 2012 at 8:57 AM, Campbell Barton wrote:
>
>> We have doxygen setup but AFAIK nobody is generating and uploading
>> these docs online often enough for them to be a useful resource.
>>
>>
> An old run is here: http://letworyinteractive.com/blendercode/
>
> I'll do a rerun and push the changes there. Doxygen run starting now. Will
> take some hour or so to complete, and another for me to get everything
> moved around.
>
> /Nathan
>
>
> --
> Nathan Letwory
> Letwory Interactive
> http://www.letworyinteractive.com
>



-- 
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http://www.letworyinteractive.com
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Re: [Bf-committers] Help with the source code of Blender

2012-01-17 Thread Nathan Letwory
On Tue, Jan 17, 2012 at 8:57 AM, Campbell Barton wrote:

> We have doxygen setup but AFAIK nobody is generating and uploading
> these docs online often enough for them to be a useful resource.
>
>
An old run is here: http://letworyinteractive.com/blendercode/

I'll do a rerun and push the changes there. Doxygen run starting now. Will
take some hour or so to complete, and another for me to get everything
moved around.

/Nathan


-- 
Nathan Letwory
Letwory Interactive
http://www.letworyinteractive.com
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[Bf-committers] Help with the source code of Blender

2012-01-17 Thread Sergey Kurdakov
Hi Fabio,

I think that best way is to debug code,
starting from some interesting  places.

as for how there was a thread
http://www.mail-archive.com/bf-committers@blender.org/msg09111.html

Blender code is huge, so did not expect to catch fast.
Still with time, the overall structure becomes clear ( at least those at
SoC do a nice job in few months )

also check
http://blenderartists.org/forum/forumdisplay.php?50-Beginning-Blender-Code-and-Development
( especially sticky post ), there are no direct answers there, but many
related and helpful tips

Regards
Sergey
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Re: [Bf-committers] Help with the source code of Blender

2012-01-16 Thread Campbell Barton
We have doxygen setup but AFAIK nobody is generating and uploading
these docs online often enough for them to be a useful resource.

When I last ran doxygen I didn't find it that helpful, compared to
browsing the sourece from an IDE, though this could be because our
doxy comments are not consistent across many files.

Answers to the questions you ask - should be able to be found by
searching the source, your Q's are quite general these areas touch a
few files data-api/interface/python/depsgraph.

to give a general reply to these kinds of mails...
http://wiki.blender.org/index.php/User:Ideasman42/Reply_Id_Like_To_Develop_Blender


On Tue, Jan 17, 2012 at 5:30 PM, Fabio Gonzalez  wrote:
> I forgot to say, I want to become a future developer.
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Re: [Bf-committers] Help with the source code of Blender

2012-01-16 Thread Fabio Gonzalez
I forgot to say, I want to become a future developer.
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[Bf-committers] Help with the source code of Blender

2012-01-16 Thread Fabio Gonzalez
I use Blender for some time, and I love it. I would stay inside the source
code it, understand how it is structured. Is there any book or tutorial talking
about the Blender source code? Where is the part of key frames? As the
internal Blender GUI, reaches the screen? The most I could with Blender, was to
add functions to the game engine. I am developing a free software project:
http://fjme.sourceforge.net/api-reference/files.html . I do not know if this
acceptably documented. Perhaps to understand the Blender source code (and
copy resources), help me to develop my project.
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Re: [Bf-committers] Help! Error building blender

2011-12-02 Thread iozk hz
2011/12/1 Reuben Martin 

> On Thursday, December 01, 2011 04:11:08 PM iozk...@gmail.com wrote:
> > I have error building blender latest source
> > "LINK: fatal error LNK1104: cannot open file
> > 'libboost_thread-vc100-mt-s-1_47.lib'
> >
> > I'm bulding with python 27 scons
>
> The error is rather self explanatory. Make sure the missing file exists,
> and
> that is in in the library paths used when linking.
>
> -Reuben
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is here C:\BlenderSVN\lib\Windows\boost\lib but i don't  know why still
launch the error
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Re: [Bf-committers] Help! Error building blender

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

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

-Reuben
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[Bf-committers] Help! Error building blender

2011-12-01 Thread iozk117
I have error building blender latest source 
"LINK: fatal error LNK1104: cannot open file 
'libboost_thread-vc100-mt-s-1_47.lib'

I'm bulding with python 27 scons
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Re: [Bf-committers] Help needed! Animation problems for 3D Audio GSoC

2011-07-21 Thread neXyon
Hi!

Sorry for the late reply, but I had no internet for 3 days.

Lars: The problem is that the Data API in blender doesn't have such 
mutexes and as such isn't thread safe, I guess making blender thread 
safe in this way, requires a GSoC project or even more on its own.

Knapp: This is not about interpolation ;-) And why it's not readable? 
Imagine a thread accesses a pointer while another thread deletes that 
memory?!

Brett: This doesn't change anything regarding the data access.

Sergey: Well yes, the question is whether the main thread can do such a 
preprocessing. At least the cache can be updated with the current frame 
value once it's reached so that the value is correct at least the second 
time you playback after a change (not doing changes between first and 
second playback for sure).

Regards

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[Bf-committers] Help needed! Animation problems for 3D Audio GSoC

2011-07-19 Thread Sergey Kurdakov
Hi,

just general consideration

taking into account your problems,

it looks like making another pass (maybe even few steps )
for animation system with step ahead would
resolve the problem.

so the animation system will work as is, just there will be another
animation system pass
with new ( ahead ) time (as if it is a new frame,or maybe even several
frames, and all  ahead in time )
which will not change anything - just make
step forward and save it as a data which can be pushed to audio subsystem
(which, can, then,
at given current time just interpolate several future and previous points -
linear interpolation for positions
and quaternion interpolation for rotations between  future and past frame ).

as for implementation details - it really require someone who knows how
animation system works to add there
flag to step into future and also output this data.

Regards
Sergey
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Re: [Bf-committers] Help needed! Animation problems for 3D Audio GSoC

2011-07-19 Thread Hart's Antler
Maybe this is an option; having the audio playback as the main time keeper, and 
then dropping frames in the view-port if they fail to render within time 
(within frame accuracy).

But one problem is for a heavy scene this could mean that no frames are ever 
rendered in time and all are dropped, a work around could be: measure the 
average delay it takes to render a frame and skip ahead to rendering the next 
frame by that delay.

-brett
 

--- On Sun, 7/17/11, Martin Poirier  wrote:

> From: Martin Poirier 
> Subject: Re: [Bf-committers] Help needed! Animation problems for 3D Audio GSoC
> To: "bf-blender developers" 
> Date: Sunday, 17 July, 2011, 2:37 PM
> Hi,
> 
> I'd like to ask people with good knowledge of Blender's
> animation and animation related structures to please
> consider this problem, this is rather important for neXyon's
> GSOC project.
> 
> Thanks,
> Martin
> 
> --- On Sun, 7/17/11, neXyon 
> wrote:
> 
> > From: neXyon 
> > Subject: [Bf-committers] Help needed! Animation
> problems for 3D Audio GSoC
> > To: bf-committers@blender.org
> > Received: Sunday, July 17, 2011, 2:31 AM
> > Hi guys!
> > 
> > There's a serious problem with the way how animation
> works
> > in regard to 
> > audio. The main problem is, that the animation system
> > pushes the output, 
> > so it sets the data, renders a frame, advances to
> next
> > frame (setting 
> > the data there) and renders again and so on, this
> works
> > pretty good for 
> > video. But it doesn't work with audio, especially as
> audio
> > has a very 
> > high temporal resolution (48000 eg. samples per
> second)
> > compared to 
> > video (eg 25 frames per second) and moreover for audio
> the
> > output device 
> > pulls the data, instead of the animation system
> pushing it,
> > so the other 
> > way round.
> > 
> > I talked to Martin (Poirier) and Joshua (Leung) and
> even we
> > three 
> > together cannot think up a nice solution for the
> problem,
> > maybe some 
> > genious mind here on the list who is more into the
> > animation code than I 
> > am has a really nice idea.
> > 
> > Here are specific problems in detail:
> > 
> > * Subsample Accuracy: To avoid stair steps as we
> currently
> > have in 
> > volume animation.
> > * Multi Threading: Audio runs in a separate thread.
> > * Speed: The access mechanism has to be realtime
> capable!
> > * Asynchronous access: Audio playback is ahead of
> video
> > playback 
> > normally (buffering the samples, feeding them to the
> output
> > device).
> > 
> > The first point can be solved easily with a proper
> > interpolation if you 
> > have two nearby samples, one in the past, one in the
> > future, so this 
> > basically requires the animation data to be
> cached/buffered
> > somehow or 
> > at least asynchronous accessible. As the cached data
> also
> > solves points 
> > 3 and 4 it's pretty obvious that we need the data
> cached,
> > we had that 
> > conclusion already.
> > 
> > Questionable is now how to get the cache? One obvious
> > solution is to 
> > require the user to "bake" it, but this heavily
> impacts how
> > easy the 
> > system can be used and as we also already concluded
> this is
> > a really 
> > ugly solution. Better is the automatic caching which
> leads
> > us to the 
> > problem point 2 multi threading. I don't know if it's
> > possible to cache 
> > in the main thread? I bet not. And as long as
> blenders
> > (animation) data 
> > isn't accessible multithreaded we still have no
> solution
> > for the problem.
> > 
> > So now your help is needed. Any ideas? If not I'll
> have to
> > do the baking 
> > solution to finish the project.
> > 
> > Regards
> > 
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Re: [Bf-committers] Help needed! Animation problems for 3D Audio GSoC

2011-07-17 Thread Martin Poirier
Hi,

I'd like to ask people with good knowledge of Blender's animation and animation 
related structures to please consider this problem, this is rather important 
for neXyon's GSOC project.

Thanks,
Martin

--- On Sun, 7/17/11, neXyon  wrote:

> From: neXyon 
> Subject: [Bf-committers] Help needed! Animation problems for 3D Audio GSoC
> To: bf-committers@blender.org
> Received: Sunday, July 17, 2011, 2:31 AM
> Hi guys!
> 
> There's a serious problem with the way how animation works
> in regard to 
> audio. The main problem is, that the animation system
> pushes the output, 
> so it sets the data, renders a frame, advances to next
> frame (setting 
> the data there) and renders again and so on, this works
> pretty good for 
> video. But it doesn't work with audio, especially as audio
> has a very 
> high temporal resolution (48000 eg. samples per second)
> compared to 
> video (eg 25 frames per second) and moreover for audio the
> output device 
> pulls the data, instead of the animation system pushing it,
> so the other 
> way round.
> 
> I talked to Martin (Poirier) and Joshua (Leung) and even we
> three 
> together cannot think up a nice solution for the problem,
> maybe some 
> genious mind here on the list who is more into the
> animation code than I 
> am has a really nice idea.
> 
> Here are specific problems in detail:
> 
> * Subsample Accuracy: To avoid stair steps as we currently
> have in 
> volume animation.
> * Multi Threading: Audio runs in a separate thread.
> * Speed: The access mechanism has to be realtime capable!
> * Asynchronous access: Audio playback is ahead of video
> playback 
> normally (buffering the samples, feeding them to the output
> device).
> 
> The first point can be solved easily with a proper
> interpolation if you 
> have two nearby samples, one in the past, one in the
> future, so this 
> basically requires the animation data to be cached/buffered
> somehow or 
> at least asynchronous accessible. As the cached data also
> solves points 
> 3 and 4 it's pretty obvious that we need the data cached,
> we had that 
> conclusion already.
> 
> Questionable is now how to get the cache? One obvious
> solution is to 
> require the user to "bake" it, but this heavily impacts how
> easy the 
> system can be used and as we also already concluded this is
> a really 
> ugly solution. Better is the automatic caching which leads
> us to the 
> problem point 2 multi threading. I don't know if it's
> possible to cache 
> in the main thread? I bet not. And as long as blenders
> (animation) data 
> isn't accessible multithreaded we still have no solution
> for the problem.
> 
> So now your help is needed. Any ideas? If not I'll have to
> do the baking 
> solution to finish the project.
> 
> Regards
> 
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Re: [Bf-committers] Help needed! Animation problems for 3D Audio GSoC

2011-07-17 Thread Knapp
On Sun, Jul 17, 2011 at 8:31 AM, neXyon  wrote:

> Hi guys!
>
> There's a serious problem with the way how animation works in regard to
> audio. The main problem is, that the animation system pushes the output,
> so it sets the data, renders a frame, advances to next frame (setting
> the data there) and renders again and so on, this works pretty good for
> video. But it doesn't work with audio, especially as audio has a very
> high temporal resolution (48000 eg. samples per second) compared to
> video (eg 25 frames per second) and moreover for audio the output device
> pulls the data, instead of the animation system pushing it, so the other
> way round.
>
> I talked to Martin (Poirier) and Joshua (Leung) and even we three
> together cannot think up a nice solution for the problem, maybe some
> genious mind here on the list who is more into the animation code than I
> am has a really nice idea.
>
> Here are specific problems in detail:
>
> * Subsample Accuracy: To avoid stair steps as we currently have in
> volume animation.
>

Use bezier curves to plot the sound volume but I guess you have that bit
figured out having just read farther.

Why is the animation data not readable multithreaded? I could understand
writable though.
-- 
Douglas E Knapp

Creative Commons Film Group, Helping people make open source movies
with open source software!
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Massage in Gelsenkirchen-Buer:
http://douglas.bespin.org/tcm/ztab1.htm
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Re: [Bf-committers] Help needed! Animation problems for 3D Audio GSoC

2011-07-17 Thread Lars Krueger
Hi.

First, a disclaimer: I don't know the details of how the animation system is 
implemented. I do, however, work extensivly with multithreaded asynchronous 
data processing.

My suggestion is this: 
- The animation system puts the audio-related info in a queue. A length of 3 
images should be sufficient. Make it longer, if you have the memory and more 
cores. Make sure you have critical section/mutexes around the access code.
- The audio system renders a frame and puts it in the same queue as the 
animation data.
- The audio thread waits for the queue to be filled enough to its work. Whether 
you that by polling or a signal is up to you. It fetches the relevant animation 
data (Mutexes again!) and generates as much audio from it as it can. This is 
written to proper slot in the queue (e.g. one image before the animation data).
- An additional thread (or a part of the animation thread) checks if audio data 
is available in the first entry of the queue, and sends it and the image to 
file.

>From you description I'd guess, you need a mutex, a signal and a queue and the 
>code can remain almost unchanged.

General advice, try to keep the number of mutexes low unless you a very 
compelling reason to do a more fine-grained locking. A few percent performance 
improvement is not a compelling reason to juggle 10 mutexes.

My 2 cents

 Original-Nachricht 
> Datum: Sun, 17 Jul 2011 08:31:43 +0200
> Von: neXyon 
> An: bf-committers@blender.org
> Betreff: [Bf-committers] Help needed! Animation problems for 3D Audio GSoC

> Hi guys!
> 
> There's a serious problem with the way how animation works in regard to 
> audio. The main problem is, that the animation system pushes the output, 
> so it sets the data, renders a frame, advances to next frame (setting 
> the data there) and renders again and so on, this works pretty good for 
> video. But it doesn't work with audio, especially as audio has a very 
> high temporal resolution (48000 eg. samples per second) compared to 
> video (eg 25 frames per second) and moreover for audio the output device 
> pulls the data, instead of the animation system pushing it, so the other 
> way round.
> 
> I talked to Martin (Poirier) and Joshua (Leung) and even we three 
> together cannot think up a nice solution for the problem, maybe some 
> genious mind here on the list who is more into the animation code than I 
> am has a really nice idea.
> 
> Here are specific problems in detail:
> 
> * Subsample Accuracy: To avoid stair steps as we currently have in 
> volume animation.
> * Multi Threading: Audio runs in a separate thread.
> * Speed: The access mechanism has to be realtime capable!
> * Asynchronous access: Audio playback is ahead of video playback 
> normally (buffering the samples, feeding them to the output device).
> 
> The first point can be solved easily with a proper interpolation if you 
> have two nearby samples, one in the past, one in the future, so this 
> basically requires the animation data to be cached/buffered somehow or 
> at least asynchronous accessible. As the cached data also solves points 
> 3 and 4 it's pretty obvious that we need the data cached, we had that 
> conclusion already.
> 
> Questionable is now how to get the cache? One obvious solution is to 
> require the user to "bake" it, but this heavily impacts how easy the 
> system can be used and as we also already concluded this is a really 
> ugly solution. Better is the automatic caching which leads us to the 
> problem point 2 multi threading. I don't know if it's possible to cache 
> in the main thread? I bet not. And as long as blenders (animation) data 
> isn't accessible multithreaded we still have no solution for the problem.
> 
> So now your help is needed. Any ideas? If not I'll have to do the baking 
> solution to finish the project.
> 
> Regards
> 
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[Bf-committers] Help needed! Animation problems for 3D Audio GSoC

2011-07-17 Thread neXyon
Hi guys!

There's a serious problem with the way how animation works in regard to 
audio. The main problem is, that the animation system pushes the output, 
so it sets the data, renders a frame, advances to next frame (setting 
the data there) and renders again and so on, this works pretty good for 
video. But it doesn't work with audio, especially as audio has a very 
high temporal resolution (48000 eg. samples per second) compared to 
video (eg 25 frames per second) and moreover for audio the output device 
pulls the data, instead of the animation system pushing it, so the other 
way round.

I talked to Martin (Poirier) and Joshua (Leung) and even we three 
together cannot think up a nice solution for the problem, maybe some 
genious mind here on the list who is more into the animation code than I 
am has a really nice idea.

Here are specific problems in detail:

* Subsample Accuracy: To avoid stair steps as we currently have in 
volume animation.
* Multi Threading: Audio runs in a separate thread.
* Speed: The access mechanism has to be realtime capable!
* Asynchronous access: Audio playback is ahead of video playback 
normally (buffering the samples, feeding them to the output device).

The first point can be solved easily with a proper interpolation if you 
have two nearby samples, one in the past, one in the future, so this 
basically requires the animation data to be cached/buffered somehow or 
at least asynchronous accessible. As the cached data also solves points 
3 and 4 it's pretty obvious that we need the data cached, we had that 
conclusion already.

Questionable is now how to get the cache? One obvious solution is to 
require the user to "bake" it, but this heavily impacts how easy the 
system can be used and as we also already concluded this is a really 
ugly solution. Better is the automatic caching which leads us to the 
problem point 2 multi threading. I don't know if it's possible to cache 
in the main thread? I bet not. And as long as blenders (animation) data 
isn't accessible multithreaded we still have no solution for the problem.

So now your help is needed. Any ideas? If not I'll have to do the baking 
solution to finish the project.

Regards

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Re: [Bf-committers] help one script to clear all vertex groups of all models

2011-04-10 Thread Tom Edwards
for shape in obj.data.shape_keys.key_blocks:
 bpy.ops.object.shape_key_remove('EXEC_SCREEN')

On 09/04/2011 3:30, iozk hz wrote:
> hi i have a model that I link to new file but this have all vertex groups of
> the last skeleton and i want delete them quickly. somebody know how do it,
> without press the x button of the list to delete all groups
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[Bf-committers] help one script to clear all vertex groups of all models

2011-04-09 Thread iozk hz
hi i have a model that I link to new file but this have all vertex groups of
the last skeleton and i want delete them quickly. somebody know how do it,
without press the x button of the list to delete all groups
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Re: [Bf-committers] help with readfile.c::do_version

2010-05-10 Thread Dalai Felinto
I thought that the ideal was to keep everything in do_version (since
it's needed only once), but your solution makes sense as well and will
work.

Thanks Joe
--
Dalai

2010/5/10 joe :
> Ah, iirc the "correct" way to do this would be to handle this in the
> appropriate lib_link_*** function (lib_link_sensors, or whatever it
> is).  You could check if the old pointer is NULL, and if so check if
> there is a name in the name field, then look up the id block.
>
> Joe
>
> On Mon, May 10, 2010 at 10:03 AM, Dalai Felinto  wrote:
>> Hello there,
>> as mentioned in last dev meeting I changed a few Game Sensors to use a
>> datablock pointer instead of a string.
>> e.g. the Collision Sensor struct used to have a string with the name
>> of the material to trigger the collision, but now it will have a
>> struct Material *ma; instead.
>>
>> Therefore I need a nice do_version to convert the char[] to *Material.
>> In order to accomplish that I'm using BLI_findstring() . It works
>> fine, however it gives me the new pointer for the image datablock, not
>> the one stored in the file. That means that when we get in
>> lib_link_object() the pointer will try to be converted into itself,
>> what will not work since the new pointer will not be in the list of
>> the old pointers.
>>
>> The workaround I found for it is totally hacky. I created a function
>> called oldlibadr() that gives me the old pointer once I provide it
>> with the new one. It's the opposite of newlibadr() used in
>> lib_link_object(). You can see the patch for readfile.c here -
>> http://www.pasteall.org/13020/diff
>>
>> Looking forward for directions on that.
>>
>> Thanks,
>> Dalai
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Re: [Bf-committers] help with readfile.c::do_version

2010-05-10 Thread joe
Ah, iirc the "correct" way to do this would be to handle this in the
appropriate lib_link_*** function (lib_link_sensors, or whatever it
is).  You could check if the old pointer is NULL, and if so check if
there is a name in the name field, then look up the id block.

Joe

On Mon, May 10, 2010 at 10:03 AM, Dalai Felinto  wrote:
> Hello there,
> as mentioned in last dev meeting I changed a few Game Sensors to use a
> datablock pointer instead of a string.
> e.g. the Collision Sensor struct used to have a string with the name
> of the material to trigger the collision, but now it will have a
> struct Material *ma; instead.
>
> Therefore I need a nice do_version to convert the char[] to *Material.
> In order to accomplish that I'm using BLI_findstring() . It works
> fine, however it gives me the new pointer for the image datablock, not
> the one stored in the file. That means that when we get in
> lib_link_object() the pointer will try to be converted into itself,
> what will not work since the new pointer will not be in the list of
> the old pointers.
>
> The workaround I found for it is totally hacky. I created a function
> called oldlibadr() that gives me the old pointer once I provide it
> with the new one. It's the opposite of newlibadr() used in
> lib_link_object(). You can see the patch for readfile.c here -
> http://www.pasteall.org/13020/diff
>
> Looking forward for directions on that.
>
> Thanks,
> Dalai
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[Bf-committers] help with readfile.c::do_version

2010-05-10 Thread Dalai Felinto
Hello there,
as mentioned in last dev meeting I changed a few Game Sensors to use a
datablock pointer instead of a string.
e.g. the Collision Sensor struct used to have a string with the name
of the material to trigger the collision, but now it will have a
struct Material *ma; instead.

Therefore I need a nice do_version to convert the char[] to *Material.
In order to accomplish that I'm using BLI_findstring() . It works
fine, however it gives me the new pointer for the image datablock, not
the one stored in the file. That means that when we get in
lib_link_object() the pointer will try to be converted into itself,
what will not work since the new pointer will not be in the list of
the old pointers.

The workaround I found for it is totally hacky. I created a function
called oldlibadr() that gives me the old pointer once I provide it
with the new one. It's the opposite of newlibadr() used in
lib_link_object(). You can see the patch for readfile.c here -
http://www.pasteall.org/13020/diff

Looking forward for directions on that.

Thanks,
Dalai
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