Am 02.02.2011 01:30, schrieb Daniel Salazar - 3Developer.com:
OK guys, no matter what, blender will not look the same in the future.
That is why you documenters always have new stuff to show right?
Yes you are right. However at some point there must be a freeze, thats
like you devs freeze the
Actually you could look into gamekit -
http://code.google.com/p/gamekit/
it's made by some blender developers and it's not so restrictive, so publishing
should be possible with it once it's finished.
Původní zpráva
Od: iozk hz iozk...@gmail.com
Předmět:
I tried to submit a new patch. But i forgot to add it to the
attachments. Now i have the problem that i can't make an additional post
(with attachment, blames me for double posting), neither i can upload
only the attachment (blames me for missing parameter). What now?
Am 01.02.2011 22:13,
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On 2.2.2011 12:58, Tobias Oelgarte wrote:
I tried to submit a new patch. But i forgot to add it to the
attachments. Now i have the problem that i can't make an additional post
(with attachment, blames me for double posting), neither i can upload
Thank you. Now it's up.
Am 02.02.2011 12:24, schrieb Nathan Letwory:
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On 2.2.2011 12:58, Tobias Oelgarte wrote:
I tried to submit a new patch. But i forgot to add it to the
attachments. Now i have the problem that i can't make an additional post
Hi,
Just adding to the mail overload here, but it's a nice read :)
http://www.codesimplicity.com/post/open-source-community-simplified/
-Ton-
Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org
Hi,
Hehe, I thought that project was bigger than ours, but this is from
one of their devs:
Bugzilla-the-software is a fairly self-contained project within
Mozilla. It has probably had at most 8 active developers in its life,
and probably has about that number now. The core mailing list
On Wed, Feb 2, 2011 at 2:23 PM, Ton Roosendaal t...@blender.org wrote:
Hi,
Just adding to the mail overload here, but it's a nice read :)
http://www.codesimplicity.com/post/open-source-community-simplified/
Quote: [...] we are one of the older open-source projects in
existence, having been
Just made a quick and dirty patch for those who don't like their executables
without an icon on cmake+MinGW
patch tracker:
http://projects.blender.org/tracker/index.php?func=detailaid=25916group_id=9atid=127
Now, onto some real code :)
___
On Feb 2, 2011, at 7:51 AM, Emil Brink wrote:
On Wed, Feb 2, 2011 at 2:23 PM, Ton Roosendaal t...@blender.org wrote:
Hi,
Just adding to the mail overload here, but it's a nice read :)
http://www.codesimplicity.com/post/open-source-community-simplified/
Quote: [...] we are one of the
Hi all!
I was looking into gpu materials today and realized that shaders are
actually in a numerical byte buffer instead of a string. Making the tool to
convert between the two forms looks trivial, however I wouldn't mind if it
was available somewhere. Is there some utility in the source tree
Hi,
the shaders are also available in a string easy to read format.
This is the gpu_shader_material.glsl - http://www.pasteall.org/18782/c . It
is the file used to generate the byte buffer you saw (also available in the
source under the name of gpu_shader_material.glsl.c, in the same folder
Hi
Thanks, I've figured as much.
The shader exists as both byte buffer and string but I think that in the c
files, only the buffer is referenced(this is what a quick search shows
anyway).
But since I was thinking of adding a couple of functions on my own I must
convert from the string format to
you should use the datatoc. It's a python script available
on release\datafiles
Usage: datatoc data_file this will spit out the .c file. You can't
change the filename after because the name is used to name the bytebuffer
(you can edit it inside the file if you want to rename it after the
That's what I was looking for, thanks!
___
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