Hi, Nathan
On Thu, Jan 5, 2012 at 2:12 AM, Nathan Letwory <
nat...@letworyinteractive.com> wrote:
> Hi,
>
> I currently have not much time to put into this, but please drop into
> #blendercollada to check status of efforts there too.
>
Will check that IRC room you told. Didn't know about this.
On Thu, Jan 5, 2012 at 6:57 AM, Sergey Sharybin wrote:
> Hi,
>
> As everybody noticed current collada importer/exporter is very buggy which
> seems to make this format almost useless in Blender. And what's much worse
> -- we don't actually have developer who maintains this area.
>
> We discussed t
Panda3D export isn't really a problem without Collada, see here:
http://www.panda3d.org/manual/index.php/Converting_from_Blender
I'd also be happy to be able to shove models around between different
packages without much hassle, but I find myself almost always having to
resort back on .3ds or .o
> I can't think particular example scripts that address this, but I'm
> also not sure what you're trying to do exactly.
>
there are many different tasks,
for example (i haven't tried it yet in 2.6x but in 2.49b):
selection-sets (lists of objects and sub-objects = vertices) obviously crash
blender
On Thu, Jan 5, 2012 at 12:03 AM, wrote:
>> In case it's useful: after undo in Blender, you basically need to
>> assume that all references to Blender data are now invalid. Exceptions
>> are the window manager, screen and user preferences, but even then,
>> when python gives control back to Blende
> In case it's useful: after undo in Blender, you basically need to
> assume that all references to Blender data are now invalid. Exceptions
> are the window manager, screen and user preferences, but even then,
> when python gives control back to Blender, nearly all data could be
> removed by some
On Wed, Jan 4, 2012 at 11:09 PM, wrote:
> My current topic is Blender UNDO memory corruption while running python
> scripts. I hope to find a solution for it or at least a workaround.
In case it's useful: after undo in Blender, you basically need to
assume that all references to Blender data ar
Hmmm, can't help there since I started with blender code during the
2.5 series. I've never tried debugging python with MinGW either but a
good bet is that MSVC express will help you do the job. You do not
need Basic and C# for blender. The C/C++ compiler is included in the
base MSVC express package
Antony,
i am developing for 2.49b, but want to try 2.6x too.
So i need an debug environment suitable for both.
My current topic is Blender UNDO memory corruption while running python
scripts. I hope to find a solution for it or at least a workaround.
At first I am not interested in extensions like
If the bug tracker is getting a lot of bug reports, does that not mean
that the artists want it? I know I have been waiting years for it to
get working so I can export to panda3d. It has been some time since I
checked on the status of this problem so perhaps they at panda have
another way. So, I wo
Hi Sergey,
When I looked last looked at OpenCollada, one critical issue preventing
someone else from taking over maintenance is the fact that it relied
heavily on autogenerated code, but the code generator and the input file
are not included in the online repository.
The ColladaDOM reference i
migius, I do MinGW maintenance and also work with MinGW + eclipse
(used to work with codeblocks too). Your RAM may be a problem when it
comes to linking blender, it easily eats up over 1GB on my machine. I
use cmake though to generate project files for Eclipse + Codeblocks
and use the IDEs GUI for
Antony, Alex,
thanks for help!
--
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belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de
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"Microsoft Windows XP Service Pack 2
Minimum of 192 MB of RAM (384 MB preferred)
At least a 1 GHz processor (1.6 GHz preferred)"
But Blender is big, so probably a little bit more. Plus you can install VS
and blender-svn on another partition. To save space download VS C++ express.
On Wed
Antony,
ok, well, i can start a try, but with little chance for success due to my
non-existing builder experience.
> Hi migius, I haven't tried it recently. Officially MinGW is not
> supported. I once tried building with msys (without too much
> perseverance, mind you) but I failed. If you do man
Alex,
hmm, i see, there is no developer working with minGW+scon here.
What is the resources overhaul approximately to have MSVS2008 installed under
winXP32? i have very modest hardware here: P4-2.8GHz, 1GBram, max 2GB free on
system partition.
Original-Nachricht
> Datum: Wed
Hello developers,
Blender svn server had some "post-commit" problem today.
After a commit it was complaining that:
#
Warning: post-commit hook failed (exit code 255) with output:
FATAL: connection limit exceeded for non-superusers
#
That means emails were not sent to the lists. The two
Hi migius, I haven't tried it recently. Officially MinGW is not
supported. I once tried building with msys (without too much
perseverance, mind you) but I failed. If you do manage to build it,
notify so that we may include it in lib.
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hi Antony,
what about building python debug runtime library against minGW/gcc on my
system? Would it be a solution? Is it a difficult task?
Original-Nachricht
> Datum: Wed, 4 Jan 2012 22:15:15 +0200
> Von: Antony Riakiotakis
> An: bf-blender developers
> Betreff: Re: [Bf-comm
Hi.
My advice is to use MSVS2008 and cmake. With VS IDE, it is much easier to
debug. You just put breakpoint with F9. When program hits a breakpoint you
can see values of each variable in code block by mouseover. It is much
easier than compiling with scons and then using debugger through command
li
Hi migius. The situation is as follows: To run the debug build of
blender you need to have MSVC 2008 installed because the debug library
of python depends on the debug runtime libraries of MSVC. So my first
proposal is to install MSVC 2008 (NOT 2010, python is linked with the
2008 libs) and see if
Hi,
I currently have not much time to put into this, but please drop into
#blendercollada to check status of efforts there too.
There are many possibilities being worked on (an importer/exporter by skrat
based on pycollada, and there was at some point a user who wanted to donate
some personal cod
Hi,
I can only agree with this, the amount of bugs related to Collada is
really heavy in our bug tracker.
It's a bit sad though, as much energy has been put into that by Nathan
and in the GSOC project, but as you said, it's unmaintained for months.
+1 for the proposal.
Regards,
Thomas
Am 04.0
How to make a SVN-trunk/2.6x DEBUG-build with minGW and scons?
I am on winXP32bit and I have tried two minGW versions:
1. gcc-3.4.5-20060117
2. gcc-4.4.1-tdm-2
and both produce similar results:
- compilation and linking goes error free for BF_DEBUG = "false" and "true"
- unstripped blender.exe do
Hi,
As everybody noticed current collada importer/exporter is very buggy which
seems to make this format almost useless in Blender. And what's much worse
-- we don't actually have developer who maintains this area.
We discussed this already with Campbell and found that OpenCollada itself
isn't ac
Hi,
That long proposal was split into two parts:
- "Code Style" which covers most common situations which makes you going to
doubt which style to prefer and which should help keep code style more
consistent. It's not so large and should be easy to follow:
http://wiki.blender.org/index.php/User:Naz
Big +1 to make sure that images get initialised with correct profile flags.
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Yep, good point! I will fix that today.
On Tue, Jan 3, 2012 at 11:35 PM, Campbell Barton wrote:
> Can't the state setup/restore in blf_glyph.c be moved to
> blf_draw__start/blf_draw__end?
>
> I'd like to avoid having glGet's per character.
>
> On Wed, Jan 4, 2012 at 6:41 AM, Diego Borghetti wrot
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