Re: [Bf-committers] Build error

2012-03-29 Thread Daniel Salazar - 3Developer.com
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

[Bf-committers] Build error

2012-03-29 Thread Reuben Martin
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

Re: [Bf-committers] collapse/flatten modifier stack?

2012-03-29 Thread Bassam Kurdali
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

[Bf-committers] Blender FX Proposal

2012-03-29 Thread Jason Wilkins
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

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43733] trunk/blender/source/blender/ blenlib/intern/math_matrix.c: Fix orthogonality check for mat3 and mat4

2012-03-29 Thread Sergey Sharybin
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

Re: [Bf-committers] Occlusion Query based selection

2012-03-29 Thread Antony Riakiotakis
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

Re: [Bf-committers] Occlusion Query based selection

2012-03-29 Thread Mike Erwin
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

Re: [Bf-committers] Occlusion Query based selection

2012-03-29 Thread Antony Riakiotakis
On second thought, I think that depth effects won't be affected because we already redraw the scene to get selection highlight. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

Re: [Bf-committers] Occlusion Query based selection

2012-03-29 Thread Antony Riakiotakis
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