Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34535] trunk/blender/source/blender: More logical ordering of Empty draw types.

2011-02-02 Thread Carsten Wartmann
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

Re: [Bf-committers] Do you have think create the engine for xbox 360 and PS3 game development?

2011-02-02 Thread Vilem Novak
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:

Re: [Bf-committers] Question about bone allocation (Chicken or the egg)

2011-02-02 Thread Tobias Oelgarte
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,

Re: [Bf-committers] Question about bone allocation (Chicken or the egg)

2011-02-02 Thread Nathan Letwory
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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

Re: [Bf-committers] Question about bone allocation (Chicken or the egg)

2011-02-02 Thread Tobias Oelgarte
Thank you. Now it's up. Am 02.02.2011 12:24, schrieb Nathan Letwory: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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

[Bf-committers] Experience from other OS project (bugzilla)

2011-02-02 Thread Ton Roosendaal
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

Re: [Bf-committers] Experience from other OS project (bugzilla)

2011-02-02 Thread Ton Roosendaal
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

Re: [Bf-committers] Experience from other OS project (bugzilla)

2011-02-02 Thread Emil Brink
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

[Bf-committers] cmake+MinGW icon resource compilation and addition to blender.exe

2011-02-02 Thread Ρυακιωτάκης Αντώνης
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 :) ___

Re: [Bf-committers] Experience from other OS project (bugzilla)

2011-02-02 Thread Kent Mein
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

[Bf-committers] Shader Conversion tool

2011-02-02 Thread Ρυακιωτάκης Αντώνης
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

Re: [Bf-committers] Shader Conversion tool

2011-02-02 Thread Dalai Felinto
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

Re: [Bf-committers] Shader Conversion tool

2011-02-02 Thread Ρυακιωτάκης Αντώνης
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

Re: [Bf-committers] Shader Conversion tool

2011-02-02 Thread Dalai Felinto
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

Re: [Bf-committers] Shader Conversion tool

2011-02-02 Thread Ρυακιωτάκης Αντώνης
That's what I was looking for, thanks! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers