Hi all,
This list is for discussing and organizing development work on the
official Blender releases.
An accasional off-topic message is fine, but I expect Fabio to have
made his point now!
-Ton-
Ton Roosendaal Blender
Hi Dalai,
First: there's no "BF" or "BFL" license... it's just "GNU GPL v2 or
later". :)
If I understand the function well, it's generating a text file using
the GLSL shader code as in our svn (which is GPL). In that way the
exported glsl code remains GPL.
-Ton-
--
If I publish a propietary game with GLSL code exported with that
function, it doesn't affect the rest of the code, right?
2011/10/13 Ton Roosendaal :
> Hi Dalai,
>
> First: there's no "BF" or "BFL" license... it's just "GNU GPL v2 or
> later". :)
>
> If I understand the function well, it's gener
Sorry Ton, got delayed a bit. FreeBSD builds are up now.
Cheers!
Pete
On Wed, Oct 12, 2011 at 1:12 PM, Ton Roosendaal wrote:
> Hi RC2 builders,
>
> Use svn r40968 for the test builds!
>
> Make my life easier and name builds similar to here? just with 'rc2'
> in it :)
> http://download.blender.or
Ton,
check with FSF, but I seriously doubt that a shader would be
expressive, and hence is not copyrightable.
A generated shader is even less likely to be viewed as expressive.
LetterRip
On Thu, Oct 13, 2011 at 1:36 AM, Ton Roosendaal wrote:
> Hi Dalai,
>
> First: there's no "BF" or "BFL" lice
Hi Ton,
the shader files (gpu_shader_material.glsl and gpu_shader_vertex.glsl) have
no license header on them.
Thus my hope that they were not under the GPL.
In fact most of the code snippets we have there are classic implementations.
I don't think they can even be under specific license.
I find
Hi Dalai,
Yeah... I noticed missing header too.
But I know enough of Blender's code to see it's a copy of existing
functions here :)
It even has the bump code we added in 2.59...
I never thought people would export glsl shader files together with
models to use in other engines... is that the
Your code is not linked with the shaders, so you do not have to share
your code.
You just pass the code to drivers, and there is compiled and sent to the
graphics card. Code of your program is not connected with the shader,
and only run it through the driver (which is allowed to run as separate
> Hi Dalai,
>
> Yeah... I noticed missing header too.
> But I know enough of Blender's code to see it's a copy of existing
> functions here :)
>
> It even has the bump code we added in 2.59...
>
> I never thought people would export glsl shader files together with
> models to use in other engines..
Your code is not linked with the shaders, so you do not have to share
your code.
You just pass the code to drivers, and there is compiled and sent to the
graphics card. Code of your program is not connected with the shader,
and only run it through the driver (which is allowed to run as separate
"I never thought people would export glsl shader files together with models
to use in other engines... is that the use case?"
Yes. I had GameKit in mind while wondering on that. But as Campbell brought
it up other engines can benefit from that as well.
--
Dalai
(although I had GameKit in mind I'm
hello :)
svn 40996, windows 7 x64, scons & msvcsp1
got this error! with fresh svn trying to build x32 & x64
source\blender\blenkernel\intern\sound.c(633) : error C2124: divide or mod by ze
ro
scons: *** [Z:\Development\blender\build\win64-trunk\so
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