Hey Sergey,
On 11/07/2011 08:27 AM, Sergey I. Sharybin wrote:
mindrones wrote:
Is there any docs on Tomato?
Yes, there's small doc for developer-side:
http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011/Documentation
(which should be updated a bit).
Also some video tutorials
Yes, of course.
mindrones wrote:
Hey Sergey,
On 11/07/2011 08:27 AM, Sergey I. Sharybin wrote:
mindrones wrote:
Is there any docs on Tomato?
Yes, there's small doc for developer-side:
http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011/Documentation
(which should be updated a bit).
I very much agree with the thrust of Luca's email. Though, I'd suggest this:
rather than postpone a full release to wait for documentation, treat a lack of
documentation in a new feature as a bug. If that bug is not squashed, the
feature cannot be included in trunk for the current release cycle.
I'm done cleaning up the Ocean Sim modifier patch [1] and preparing it
for trunk merge (last update for r41605). For details on changes see
the patch tracker [2].
@Matt Ebb: It would be great if you can find the time to cross check
this one last time, just to be sure :)
If all is well we can
Scons build file fix:
http://projects.blender.org/tracker/download.php/9/127/28338/18310/ocean_patch_v5_lukastoenne.patch
On Mon, Nov 7, 2011 at 3:57 PM, Lukas Tönne lukas.toe...@googlemail.com wrote:
I'm done cleaning up the Ocean Sim modifier patch [1] and preparing it
for trunk merge (last
Hey all,
A recent occurrence one-again brought a question to my mind...
Is there a preferred method for developers to request safe #define's
in certain header files for in-development work they are doing, with
intent that such work will eventually go into trunk?
What I mean by that:
Recently I
I don't think there is a general method for this. In most cases it's
probably first come, first served ;)
Regarding the case of node IDs: This is a bit of a special case
because the node type set is changing quite often now (and will do
even more in future) - and it's supposed to! For this reason
Hi Sergei, unfortunately in my system cc1plus hangs while processing
libmv\libmv\simple_pipeline\resect.cc both in scons and cmake
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@ Nicholas
Thank you very much for all those valuable suggestions.
How do you use TAGS ? I tried it with Emacs which I have never used before,
so the handling - especially if I have to press Ctrl-u Alt-. just to jump
to the next match - seems a bit complicated to me (although using four
buttons in
Shape keys have normals?
On Mon, Oct 31, 2011 at 10:17 PM, Campbell Barton ideasma...@gmail.com wrote:
Revision: 41427
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=41427
Author: campbellbarton
Date: 2011-11-01 05:17:46 + (Tue, 01 Nov 2011)
Not stored, I meant the normal of the vertex if it had the shape key
applied, this could be calculated but would mean getting the coords
for all face users and building it for each vertex or temp applying
the shape, getting the normals and storing in a separate array.
On Tue, Nov 8, 2011 at 10:30
The correct solution is probably to switch into the highest multires
level before converting to absolute space.
On Wed, Oct 26, 2011 at 5:27 AM, Andrew Wiggin ender7...@gmail.com wrote:
Revision: 41293
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=41293
On Mon, Nov 7, 2011 at 5:47 PM, Rainer Hohne raho...@googlemail.com wrote:
@ Nicholas
Thank you very much for all those valuable suggestions.
How do you use TAGS ? I tried it with Emacs which I have never used before,
so the handling - especially if I have to press Ctrl-u Alt-. just to jump
Here it's even worse, and cc1plus simply crashes (stack overflow apparently).
2011/11/8 Αντώνης Ρυακιωτάκης kal...@gmail.com:
Hi Sergei, unfortunately in my system cc1plus hangs while processing
libmv\libmv\simple_pipeline\resect.cc both in scons and cmake
Hi all, great work on Tomato integration, just found a few typos in the
menus::
Index: release/scripts/startup/bl_ui/space_clip.py
===
--- release/scripts/startup/bl_ui/space_clip.py (revision 41638)
+++
Hi Stephan, generally this would be nice to have and look much crisper
of course.
Firstly I think the main issue with getting this into blender is
finding someone with the time who wants to work on this.
Regarding implementation -
Even if the icons render fast, we would still need to pass them
I'm not a developer so I see your suggestion from an artist point of view:
It's an incredile pain try to figure out how a tool works!
Really, I think here in our studio we spent dozen of hours in testing, defining
our own ideas of what is done by a tool without really know if what we imagine
is
Your idea about hinting for icon rendering is exactly the same as one
I had last year when working on am icon set for a medical company last
year! Perhaps it's outside the scope of blender to create such a
system, but I certainly believe there is potential for the idea. I was
thinking about trying
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