Re: [Bf-committers] BLF_draw_default not working
Thank you Kent Mein. I managed to get it working. I'm not expecting this to become a patch. It is just for me and a friend to make tutorial for each other easily. So having wrong structure isn't too much of a worry. Here is the result http://www.youtube.com/watch?v=cgRCqUIjnXc I was thinking though this would be good to have. Though not how I've done it. The keyboard display should be a panel that is added. So the keyboard shortcuts won't get in the way of blender tools. Also the mouse could be done a lot better with it only getting written as it is getting converted to video. Rather than drawing in opengl on the screen. On Fri, Sep 10, 2010 at 12:47 AM, Kent Mein m...@cs.umn.edu wrote: In reply to Andrew Green (greenie...@gmail.com): Hi Andew, I commented your forum link on this but just incase you didn't see it, I'm including it here. Your trying to insert it way to low in the code. GHOST is the window manager, it doesn't know anything about the BLI stuff. If you look closely at the code I think you'll see that you don't have the proper context in the GHOST code for the BLI stuff. Do a search through the code for BLF_draw_default and look for where it shows up. You probably want to put it in the 3D window where other stuff is drawn anyway, maybe where it draws the labels for X,Y,Z etc... Try first inserting it next to another call to BLF_draw_default and then go from there. Thanks, Kent Date: Wed, 8 Sep 2010 19:17:32 +1000 From: Andrew Green greenie...@gmail.com To: bf-committers@blender.org Subject: [Bf-committers] BLF_draw_default not working Reply-To: bf-blender developers bf-committers@blender.org I have never programmed in blender before. so I am unfamiliar with how blender works. Anyway I was playing with screencast and noticed you could not see users cursor. I decided to fix this by adding a cursor drawn in opengl(which would get saved in the video file) and add a display of key's being pressed I just wanted to do a quick job by doing it just before the buffer was flipped. so in wm_window.c in void wm_window_swap_buffers(wmWindow *win) i made a triangle at cursor position. all well and good and it worked. I then added a linked list adding an element every time a key was pressed removing it when it was lifted which worked all good. Then i tried to print text to the screen. someone told me BLF_draw_default was the way to go And no matter how i call it. it will not work even something like BLF_draw_default(2, 2, 0.0f, x); does not work I've been going crazy trying to get it works for hours and hours. If anyone can tell me how to get it to work or why it wont work when being called in void wm_window_swap_buffers(wmWindow *win) I will be extremely grateful. here is a quick look of what i have so far http://www.youtube.com/watch?v=U5eyYMmZA4s ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- m...@cs.umn.edu http://www.cs.umn.edu/~mein ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] BLF_draw_default not working
Hi Andrew, Here is the result http://www.youtube.com/watch?v=cgRCqUIjnXc which screencaster do you use? BTW the feature was requested http://www.blender.org/forum/viewtopic.php?t=18053 , I suppose that glReadPixels ( and renaming RGB colors in code ) in the same place you render a triangle for cursor then sending it to ffmpeg - will make an internal screencaster. Faster reading will be achieved by the use of OpenGL PBO like in nvidia example http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/OpenGL/TexturePerformancePBO.zip from http://developer.download.nvidia.com/SDK/9.5/Samples/samples.html http://developer.download.nvidia.com/SDK/9.5/Samples/samples.htmlso in case you figure out this all - then it might be a great patch. The correct structure will then be applied by core team. Best regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] BLF_draw_default not working
Hi Andrew, got it Alt+f3 is a way to make screencast from Blender. sorry for my question then but still - nice video from you. Regards Sergey On Fri, Sep 10, 2010 at 4:47 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote: Hi Andrew, Here is the result http://www.youtube.com/watch?v=cgRCqUIjnXc which screencaster do you use? BTW the feature was requested http://www.blender.org/forum/viewtopic.php?t=18053 , I suppose that glReadPixels ( and renaming RGB colors in code ) in the same place you render a triangle for cursor then sending it to ffmpeg - will make an internal screencaster. Faster reading will be achieved by the use of OpenGL PBO like in nvidia example http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/OpenGL/TexturePerformancePBO.zip from http://developer.download.nvidia.com/SDK/9.5/Samples/samples.html http://developer.download.nvidia.com/SDK/9.5/Samples/samples.htmlso in case you figure out this all - then it might be a great patch. The correct structure will then be applied by core team. Best regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] BLF_draw_default not working
Hi Andrew, and the last news is that there is a script to activate what you deed in code ( except for mouse ) http://blenderartists.org/forum/showthread.php?t=181703 http://blenderartists.org/forum/showthread.php?t=181703Best regards Sergey On Fri, Sep 10, 2010 at 5:04 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote: Hi Andrew, got it Alt+f3 is a way to make screencast from Blender. sorry for my question then but still - nice video from you. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] BLF_draw_default not working
In reply to Andrew Green (greenie...@gmail.com): Hi Andew, I commented your forum link on this but just incase you didn't see it, I'm including it here. Your trying to insert it way to low in the code. GHOST is the window manager, it doesn't know anything about the BLI stuff. If you look closely at the code I think you'll see that you don't have the proper context in the GHOST code for the BLI stuff. Do a search through the code for BLF_draw_default and look for where it shows up. You probably want to put it in the 3D window where other stuff is drawn anyway, maybe where it draws the labels for X,Y,Z etc... Try first inserting it next to another call to BLF_draw_default and then go from there. Thanks, Kent Date: Wed, 8 Sep 2010 19:17:32 +1000 From: Andrew Green greenie...@gmail.com To: bf-committers@blender.org Subject: [Bf-committers] BLF_draw_default not working Reply-To: bf-blender developers bf-committers@blender.org I have never programmed in blender before. so I am unfamiliar with how blender works. Anyway I was playing with screencast and noticed you could not see users cursor. I decided to fix this by adding a cursor drawn in opengl(which would get saved in the video file) and add a display of key's being pressed I just wanted to do a quick job by doing it just before the buffer was flipped. so in wm_window.c in void wm_window_swap_buffers(wmWindow *win) i made a triangle at cursor position. all well and good and it worked. I then added a linked list adding an element every time a key was pressed removing it when it was lifted which worked all good. Then i tried to print text to the screen. someone told me BLF_draw_default was the way to go And no matter how i call it. it will not work even something like BLF_draw_default(2, 2, 0.0f, x); does not work I've been going crazy trying to get it works for hours and hours. If anyone can tell me how to get it to work or why it wont work when being called in void wm_window_swap_buffers(wmWindow *win) I will be extremely grateful. here is a quick look of what i have so far http://www.youtube.com/watch?v=U5eyYMmZA4s ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- m...@cs.umn.edu http://www.cs.umn.edu/~mein ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] BLF_draw_default not working
I have never programmed in blender before. so I am unfamiliar with how blender works. Anyway I was playing with screencast and noticed you could not see users cursor. I decided to fix this by adding a cursor drawn in opengl(which would get saved in the video file) and add a display of key's being pressed I just wanted to do a quick job by doing it just before the buffer was flipped. so in wm_window.c in void wm_window_swap_buffers(wmWindow *win) i made a triangle at cursor position. all well and good and it worked. I then added a linked list adding an element every time a key was pressed removing it when it was lifted which worked all good. Then i tried to print text to the screen. someone told me BLF_draw_default was the way to go And no matter how i call it. it will not work even something like BLF_draw_default(2, 2, 0.0f, x); does not work I've been going crazy trying to get it works for hours and hours. If anyone can tell me how to get it to work or why it wont work when being called in void wm_window_swap_buffers(wmWindow *win) I will be extremely grateful. here is a quick look of what i have so far http://www.youtube.com/watch?v=U5eyYMmZA4s ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers