Hi Alan,
Here are a number of bugs that seem like they are specific to intel
graphics cards. You could verify if you can redo them, and if possible
try to fix.
Thanks,
Brecht.
http://projects.blender.org/tracker/?func=detail&aid=20389&group_id=9&atid=498
http://projects.blender.org/tracker/?func
On Tue, 15 Dec 2009 11:37:12 +0100, Brecht Van Lommel
wrote:
> Hi Alan,
>
> Here are a number of bugs that seem like they are specific to intel
> graphics cards. You could verify if you can redo them, and if possible
> try to fix.
>
> Thanks,
> Brecht.
>
> http://projects.blender.org/tracker/?f
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Just ugraded my Ubuntu box with an ATI Radeon 9000 (RV250) to 9.10.
The desktop flickers, windows leave trails when moved, and menus/windows
are not cleaned off the desktop when closed.
All due to AMD/ATI lack of OpenGL support; well documented on Ubuntu forums.
Needless to say, running Blender i
On Tue, Dec 15, 2009 at 06:40:17AM -0800, Roger Wickes wrote:
> Just ugraded my Ubuntu box with an ATI Radeon 9000 (RV250) to 9.10.
> The desktop flickers, windows leave trails when moved, and menus/windows
> are not cleaned off the desktop when closed.
> All due to AMD/ATI lack of OpenGL support;
Hi :)
> This sounds really great. Could you give and example of how it might
> be used for objects and what that might look like? I had the same
> thoughts about it as a force.
> Thanks!
>
In my site I have uploaded some examples with fluids that adds elastic
behavior for them.
http://farsthar
Hi Matt,
> Id like to help you too. If you have anything ATI specific you want me to
> test just throw it at me.
Here are bugs that appear to be ATI specific:
Thanks,
Brecht.
http://projects.blender.org/tracker/index.php?func=detail&aid=19329&group_id=9&atid=498
http://projects.blender.org/trac
Raul Fernandez Hernandez schrieb:
> Hi all :)
>
> Searching to add spring forces for the fluid particles I end up with a
> nice patch that adds also spring force as a new general force type that
> could be used like any other blender force: for objects, particles, etc.
> Needless to say the importa
From: "Brecht Van Lommel"
> To get some discussion started, here's two things I'm still unsure
> about, extracting a BXDF from node trees and the future role of the
> texture stack.
Sorry to come so late in the discussion. Reading all the posts, here and the
project wiki pages as well as severa
I think I would prefer that we use the term BSDF instead of BxDF. BSDF means
the unification of the BRDF and the BTDF while BxDF means that we don't know
which one of those two we are dealing with. I can see that separating both
may be desirable for flexibility purposes. But I think that seeing
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