Disable WITH_MOD_CLOTH_ELTOPO
cheers
Daniel Salazar
patazstudio.com
On Thu, Mar 29, 2012 at 7:20 PM, Reuben Martin wrote:
>
> I've been having this build error the last couple days. SVN is up-to-date.
>
> -Reuben
>
>
> Log:
>
> [ 17%] Building C object
> source/blender/blenkernel/CMakeFiles/b
I've been having this build error the last couple days. SVN is up-to-date.
-Reuben
Log:
[ 17%] Building C object
source/blender/blenkernel/CMakeFiles/bf_blenkernel.dir/intern/collision.c.o
source/blender/blenkernel/intern/collision.c: In function ‘edgepair_cmp’:
source/blender/blenkernel/inte
Thanks so much!!! this works perfectly :)
sorry for the bother everybody.
-Bassam
On Sat, 2012-03-24 at 10:24 +1100, Matt Ebb wrote:
> mesh = ob.to_mesh(scene, True, 'RENDER') ?
>
> On Sat, Mar 24, 2012 at 4:51 AM, Bassam Kurdali wrote:
> > The original object is fine, yes, and has all the modif
This is a continuation of my thread seeking feedback about improving
Blender's view drawing code. Previously titled "Compositing Viewport"
The game engine contains a feature that is a subset of what my
proposal would do. The Filter2D actuators let the user write GLSL
programs that can refer to v
Hi,
Pardon for late reply on this thing but unfortunately didn't check code
that time.
This is still not a check for orthogonal matrix, it's check for orthonormal
matrix which is slight different things and current behavior/naming is
confusing.
I'd say either we need to rename function to make i
Hi Mike, the bad news are that I still don't know the depth of all
objects (I 'could' find out with a glreadpixels but it may inroduce
some latency. And it will only be practical for one object only.) But
this is a workaround in the sense that by differentiating between
different selection requirem
Hey Antony,
I'm glad you're working on this, because fast selection is required
for better 3D mouse interaction. Not selection in the "user clicked
something" sense, but I need to know what objects are shown in a
certain part of the view, and how far away they are. I've done
experiments with depth
On second thought, I think that depth effects won't be affected
because we already redraw the scene to get selection highlight.
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Time to resurrect this little thread.
Here is a patch that uses a draw twice method to select the first
possible object.
First I draw a small part of the framebuffer with depth test less or
equal and on the second pass, where I have the depth information, I
use an equal test. I differentiate betwe