Re: [Bf-committers] BGE API DOC - volunteers needed to document VideoTexture and Physics Constraints modules

2010-01-10 Thread Dalai Felinto
> but also asked to be "discreet" in order to help the book to sell a bit :), That's why I first thought on a PDF. And then we got the full book ! I was actually surprised too. Actually I can't even find GameKit2nd edition in the E-Shop. Is is sold out? http://www.blender3d.org/e-shop/default_book

Re: [Bf-committers] BGE API DOC - volunteers needed to document VideoTexture and Physics Constraints modules

2010-01-10 Thread mindrones
Hello, --- On Sun, 1/10/10, Carsten Wartmann wrote: > > - Blender Gamekit 2nd edition: pages 281 to 292 (Ton, > Carsteen: could > > we have those pages shared as a pdf?) > http://download.blender.org/documentation/gamekit2/GK2_Source.zip > > BTW: With txt2tags (http://txt2tags.sourceforge.net/

Re: [Bf-committers] BGE API DOC - volunteers needed to document VideoTexture and Physics Constraints modules

2010-01-10 Thread Campbell Barton
txt2tags is awesome, used it a while back for generating docs but for the BGE docs I'd like to either stick to epy for a while (since its no effort)... and switch to Sphinx when there is time. http://www.blender.org/documentation/250PythonDoc/bpy.types.GameObjectSettings.html#bpy.types.GameObjectSe

Re: [Bf-committers] New Developer Meeting minutes

2010-01-10 Thread Erwin Coumans
You can avoid the work by adding a GLOB * wildcard for header files, but explicitly specifying every individual file seems recommended indeed. Once you have the cmake project up and running, you usually only add a few .cpp or .h files at a time, so the incremental effort usually isn't much. This

Re: [Bf-committers] New Developer Meeting minutes

2010-01-10 Thread joe
Yeek. That's horrible. I wonder how hard would it be to write some utility code for the cmakefiles that scans for #include statements. This sort of thing is exactly why I stick with scons, despite it's horrific speed problems. :-/ I'm even tempted to rewrite our scons files to use waf instead s

Re: [Bf-committers] Composite nodes question

2010-01-10 Thread GSR
Hi, arkan...@gmail.com (2010-01-10 at 1629.22 +0100): > -I have noticed is that normal and z buffers are anti-aliased. Doesn´t > this produce incorrect results at object edges? Are you using the full sample option? If yes, I would say the node needs a change to work with that and allow AA filterin

Re: [Bf-committers] BGE API DOC - volunteers needed to document VideoTexture and Physics Constraints modules

2010-01-10 Thread Carsten Wartmann
Dalai Felinto schrieb: > Hello everybody. > - Blender Gamekit 2nd edition: pages 281 to 292 (Ton, Carsteen: could > we have those pages shared as a pdf?) How about the t2t source and HTML? I am not sure that the PDF will be helpfull. http://download.blender.org/documentation/gamekit2/GK2_Source.

Re: [Bf-committers] BGE API DOC - volunteers needed to document VideoTexture and Physics Constraints modules

2010-01-10 Thread Erwin Coumans
I'll have a look at documenting the old PhysicsConstraints module. As a side note, my current efforts for better rigid body constraints support, including upcoming blending between ragdolls and skeletal animation (armatures) are into the related open source GameKit effort. It can play Blender.blen

[Bf-committers] BGE API DOC - volunteers needed to document VideoTexture and Physics Constraints modules

2010-01-10 Thread Dalai Felinto
Hello everybody. Blender Game Engine still lacks important documentation. Two modules are completely undocumented in the API - VideoTexture and PhysicsConstraints. I would like to see if anyone would like to volunteer to help documenting them. I started the work, listing all the functions and putt

[Bf-committers] Meeting Minutes for Jan 10, 2010

2010-01-10 Thread Tom M
Hi all, here are the minutes from todays meeting LetterRip Meeting Minutes January 10, 2010 =Current Projects= ==Anti-Aliasing== The AA patch can't be enabled till a workaround is found for keeping it from interfering with lasso and border select ==Fire Simulation== lukas

Re: [Bf-committers] Old patches in tracker deleted?

2010-01-10 Thread Tom M
Kier, > However, the patch at the URL above is gone. I have long since lost the > computer that had that patch, expecting that it would live on in the > tracker. Is it still around somewhere? ask jesterKing I think he has copies of everything for the migration to a new tracker, LetterRip ___

[Bf-committers] Old patches in tracker deleted?

2010-01-10 Thread Keir Mierle
Ages ago I made a patch that would let you render OpenEXR files where each pixel was the x,y,z world coordinate the part of the scene that that ray hits. It was at http://projects.blender.org/tracker/index.php?func=detail&aid=7426&group_id=9&atid=127 At the time Ton was unconvinced that my approa

Re: [Bf-committers] Composite nodes question

2010-01-10 Thread José María Méndez
Problem solved, never mind. But I have two new questions: -I think that replacing the Z layer with a view space position layer would be useful. You still have the depth information in the B channel of the layer, but you have complete position data in RGB. Many post-process effects could benefit fr

Re: [Bf-committers] Proposal: Using optical flow to smooth Speed Control for VSE

2010-01-10 Thread Ruan Beihong
Actually, I found some. One is Camus method ( http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.28.1973&rep=rep1&type=pdf) which might be the best one using correlation method. And Liu at el. method ( http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.75.9938&rep=rep1&type=pdf) which m

Re: [Bf-committers] Proposal: Using optical flow to smooth Speed Control for VSE

2010-01-10 Thread James Deery
Hi, This look interesting, I would definitely like to see it in blender. I wouldn't mind doing some work on it. If you find a good resource for an algorithm and need some help, let me know. I'd have to brush up on my vector calculus but I'm ready for a challenge. Regards, James On 10 Jan 201