Am 05.03.2010 10:12, schrieb Tom M:
> Hmm I would think that would be quite easy to solve for brecht :) -
> just up sample based on uv coordinate per pixel. It will still have a
> problem of stretching when you are at an extreme angle to the face,
> but that is also quite solvable by generating an
Hi everyone,
I wanted to start work on improving background images, right now
the only thing that can be done with background images is adjusting the
scale, and x/y position this does not leave very much flexibility. What
I propose on doing is creating a "Reference Image" or "Image" option
The current rendering scheme for viewport rendering in blender 2.5 is
framebuffer objects. While this is a modern solution, a straight copy from
back buffer (I wouldn't even dream of implementing a pbuffer
approach...ouch!) would be a better solution for people like myself who
still don't own an Op
Some more fun things...
8) Would be nice to have an "Add Image Reference" in the add menu
which could select from images, would bring up a search menu if there
were >10 (just like add group).
9) Drag and drop an image from the file selector onto a mesh applies
it to the texture, but dropping onto
As for existing background images would it be best to convert them? If a
background image is found we could create a reference image with its
origin at X:0, Y:0, Z:0 and direction facing the same as the previous
view (right = X:1, Y:0, Z:0)
The Drag and Drop is a good option, could we take it a
Hi Ryan,
The problem with this is that the back buffer resolution generally
will not match the render resolution. On systems that do not support
FBO's it would be possible to open a new window as it does in 2.4x, I
can review patches for this but I'm not going to implement it, FBO
were just simple
Hi,
I don't think this is a good idea, it really sounds like an abuse of
the concept of an empty to me, and a special object type for this also
seems too specific. Why not just use an mesh with a texture applied
and add the option to always show an object in a certain draw mode
somehow (which is d
Andy is interested in getting involved. We discussed different
possible projects: modifier, user configurable view angles for numpad,
helping with BMesh and possibly improving background images.
Brecht: can see your point but from a user perspective think it could
be very handy to be able to displ
It looks like people really like spaces (no problems with that, as I said,
no pep8 discussion here).
My main problem with converted tabs is: (1) I use the Text editor for glsl
shaders as well (2) the need to manually go deal with every space
individually to perform operations such as deleting and
--- On Sat, 3/6/10, Dalai Felinto wrote:
> So how about if we not only convert tabs to space but also
> jump 4 spaces
> when moving left, and remove 4 spaces if we delete a 'tab'
> ? I can take a
> look at how other script editors deal with that, but
> suggestions would also
> be welcome.
That'
Don't know how hard is to do this but would it be possible to make the
"size" of tab being configurable? I use 2 spaces for my indentation and I
know I'm not the only one :)
--
Paolo
On Sat, Mar 6, 2010 at 12:34 PM, Martin Poirier wrote:
>
> --- On Sat, 3/6/10, Dalai Felinto wrote:
>
> > So ho
I like the suggestion a lot. 3D Coat has an excellent way of handling image
references with respect to the orientation and Andy's proposal sounds like a
movbe in that direction. It would be a very useful system for modeling and
could be extended to other situations. I like that it brings a simple
s
> would it be possible to make the "size" of tab being configurable?
Tab size can be set in your default file (Ctrl+U) and is stored per file,
for I'm not sure we need it to be more "configurable".
"tab as spaces" on the other hand wasn't possible (now it's, see rev.
27299).
I don't know if we s
On Sun, Mar 7, 2010 at 3:53 AM, Brecht Van Lommel wrote:
> Hi,
>
> I don't think this is a good idea, it really sounds like an abuse of
> the concept of an empty to me, and a special object type for this also
> seems too specific. Why not just use an mesh with a texture applied
> and add the optio
On Sat, Mar 6, 2010 at 1:36 PM, Matt Ebb wrote:
> -1 from me too, I agree with Brecht. Textured planes can be used
> easily here, that's how its done in most other applications too. A
> while ago I started writing an add primitive script 'Add Image Plane'
> that when executed would open a file se
Hey all,
I know there was some discussion a while ago about bundling some data
with blender soon, like some boilerplate materials and meshes and etc.
IIRC, from the thread there was something like "expect it to be released
in the public domain or something, but we're not sure what we're going
with
Jens Ole Wund(bjornmose) schrieb:
> Revision: 27302
>
> http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=27302
> Author: bjornmose
> Date: 2010-03-07 01:11:40 +0100 (Sun, 07 Mar 2010)
>
> Log Message:
> ---
> No code chanced .. just t
+if platform == 'win32':
+EDITOR = "C:\\Program Files\\GIMP-2.7\\bin\\gimp-2.7.exe"
An absolute path (english an version exclusive (in spanish would be "Archivos
de Programa" instead of Program Files)) inside Blender?
(Just wondering, maybe was a typo)
--Original Message
On Sat, Mar 6, 2010 at 10:56 PM, wrote:
> + if platform == 'win32':
> + EDITOR = "C:\\Program Files\\GIMP-2.7\\bin\\gimp-2.7.exe"
>
> An absolute path (english an version exclusive (in spanish would be "Archivos
> de Programa" instead of Program Files)) inside Blender?
It is j
hi.
On Mar 5, 2010, at 9:16 AM, Brendon Murphy wrote:
> The intention of this project is to provide a safe, friendly &
> simple system
> to handle trusted external scripts and plugins ("extensions") & their
> development.
Thanks for working on this process. It is a good start on addressing
It would be better to use the %ProgramFiles% environment variable, e.g.
os.environ['PROGRAMFILES']
This keeps it language independent
Tom M wrote, on 03/07/2010 06:07 AM:
> On Sat, Mar 6, 2010 at 10:56 PM, wrote:
>
>> +if platform == 'win32':
>> +EDITOR = "C:\\Program Fi
I think it might be useful for when proportional editing is enabled to
change the intensity of the color of the dots representing each vertex to
show how much each would be affected. I think this would be especially
useful for the 'Connected' mode of it.
I'm a noob in the 3d world, so forgive me
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