The issue is not "bad" blender's behavior but difficulties with
understanding what is going on when certain rotation models are used.
When animating rotations we often use our intuition and expect some
behavior because we know our particular case.
Algorithms don't know exactly what our goal is.
In preparation for SoC I have started to study how Blender uses OpenGL
Here is a report I generated:
http://www.pasteall.org/31251/
Here is the script I used to generate it:
http://www.pasteall.org/31252/python
You need to download a full glew to run it (and edit the file paths
inside the script
If I am not mistaken, I thought I seen a commit a few revisions ago
today that specifically mentioned something about disabling bevel for
release because of a discussion and/or problems. Not sure if that
answers your question though.
Ah yes, here it was:
--
Hi,
what is the status now?
According to sergey yesterday, we wait for a last minute bevel fix
(patch was sent to Campbell to check) and the Splash.
Thomas
--
Thomas Dinges
Blender Developer, Artist and Musician
www.dingto.org
___
Bf-committers mai
Interesting problem you have here. While I don't understand all the
errors themselves per se, I did take a look at the root web page and a
few samples of reports, along with a glimpse at the html it generated.
My initial thought would be some sort of regex like parser that would
be very similar in
On Thu, Apr 26, 2012 at 9:16 AM, Jason Wilkins
wrote:
> p.s., not that I'm against annotating false positives in source code
> (or better yet, rewriting in a less suspicious manner). I do not
> believe in forcing programmers to do things. However, if we ever
> wanted to require that Blender ship
While its probably possible to setup some `good enough` solution using
diff, I tend to agree with Jason - that you need something more
comprehensive so some minor edits to a file doesn't give you a lot of
changes to the diff to read through that are in fact only line number
change or re-ordered fun
Rotations in 3D are just a horrible beast, and I think it is non trivial
to figure out what constitutes a 'nice' interpolation across all cases,
perhaps not even possible. You might be to use hierachies to isolate
axis for some very specific setups, however:
> >> way how it could be correctly imple
> But I think that this is not really the kind of
> interpolation an animator would want to have
> in this case. As an animator I would prefer
> a direction interpolation and a separate "roll"
> interpolation.
Believe me, as an animator and rigger, I have thought about this
problem a lot. But it
p.s., not that I'm against annotating false positives in source code
(or better yet, rewriting in a less suspicious manner). I do not
believe in forcing programmers to do things. However, if we ever
wanted to require that Blender ship with zero warning flags from these
kinds of tools there is goi
If the source line changes then diff isn't a good enough tool. What
is needed is a that these programs need to maintain a database that
keeps a signature of each problem that is basically an AST of the area
affected and is independent of source line and whitespace changes.
Then you could annotate
Yes, you're right. But I think that this is not really the kind of
interpolation an animator would want to have in this case. As an
animator I would prefer a direction interpolation and a separate "roll"
interpolation. Ideally both rotations (as in your example files) would
follow the same path
It is really a good opportunity for buying electronic products. Don't miss it.
Best regards! www.gmail123.com .
△
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/list
> What i expected was a smooth motion, but
> instead it goes straight up (to 2nd key) and continues with a curve that
> _bends downward_ to key 3. Given that it has to move trough the keys i
> would have at least expected a "linear" motion (shortest path) from key
> 2 to key 3.
The interpolation
> Well I'll be darned! They did forget to include gcc...
>
> Yousef, can you try this installer instead?
>
> http://sourceforge.net/projects/mingw/files/Installer/mingw-get-inst/mingw-get-inst-2018/
ok, i downloaded and it compiles ok but not all! it seems it doesn't build OIIO?
i get this
anyone making a game server will really need this function!
On Wed, Apr 25, 2012 at 12:07 PM, P2sta wrote:
> Thanks for answer,
>
> uhm, can you please expline me the second possibility you wrote a bit
> more. I'm not really sure I do understand what to do.
>
> Thanks,
>
> Zbyněk
>
> Dne 24.4.201
> Running a second time gives you only the false positives again.
> If some new bug is added to the source you still needed to read over
> the false positives (unless your memory is really good).
>
> long term we need to have a way to notify us when new errors are added.
Sounds like a job for diff?
I thought that he had his own tool viva64 that PVS-Studio was based
on. I do not really want to argue politics, but I have no problem
with the fact that he has added value by integrating it with VS and
then released it without source. He honestly may not have even
modified clang that much and is
Thanks for answer,
uhm, can you please expline me the second possibility you wrote a bit
more. I'm not really sure I do understand what to do.
Thanks,
Zbyněk
Dne 24.4.2012 22:06, Campbell Barton napsal(a):
> Hi. there are a few ways you could that this,
>
> we have headless build option for gh
I should mention that PVS-Studio contains clang for C++ parsing and
preprocessing. As far I can see they have reimplemented some of the
clang features (missing in vc++) and have added their own diagnosis
patterns. The main feature is visual studio integration, which allows
to enable/disable diagnos
Well I'll be darned! They did forget to include gcc...
Yousef, can you try this installer instead?
http://sourceforge.net/projects/mingw/files/Installer/mingw-get-inst/mingw-get-inst-2018/
___
Bf-committers mailing list
Bf-committers@blender.org
htt
I see there is an updated installer on MinGW site. I will test in case
something breaks.
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
22 matches
Mail list logo