Just to clarify a bit about numbers:
To run GLES 2.0 you need an android version >= 2.2
http://developer.android.com/resources/dashboard/platform-versions.html
It means 93.9% of phones are compatible.
Ps: my phone is a very entry level one more than an year old and it
supports gles 2.
_
More like 82%
http://developer.android.com/resources/dashboard/opengl.html
There are phones with android >= 2.2 which don't have hardware support
for GLES 2.0
DiThi
2012/6/5 Francesco Zoffoli :
> Just to clarify a bit about numbers:
>
> To run GLES 2.0 you need an android version >= 2.2
>
> ht
El 05/06/12 02:46, Troy Sobotka escribió:
> It would seem like a wonderful juncture to perhaps analyze our design
> choices and consider future limitations at this juncture...
+1
This implementation is somewhat disconnected from the compositor.
Masking and tracking is usually more necessary in t
The UV editor is suited for UV editing and reviewing what parts of the
image go to what parts of the mesh. The UV editor can be seen as an
image viewer/painter, but, in the end it is not a swiss knife of
functionality either. Its primary intended for modifying the data
themselves while the track ed
I think the mask editor could be more generic:
Consider a mask as a raster 2D vector image input, could be edited
only in the UV/image editor as a "vectorial image" ( with the
possibility to view a video/image backdrop) adding the current tools
of the 2d bezier curve ( shape key
And how would you parent a mask to a track marker in the UV editor?
Besides, editing the mask in a 3rd place makes the workflow very
clumsy. Jump from UV editor to Track editor to compositorIMO the
current integration is fine, what is lacking IMO is support for static
images. If this fits into
El 05/06/2012 18:45, Antony Riakiotakis escribió:
> And how would you parent a mask to a track marker in the UV editor?
With drop-down menu with a track marker names.
I think the code mask tools can be a gateway to integrate vector images
in the blender workflow, animated vector textures, 2D an
El 05/06/12 13:23, Antony Riakiotakis escribió:
> The UV editor is suited for UV editing and reviewing what parts of the
> image go to what parts of the mesh. The UV editor can be seen as an
> image viewer/painter, but, in the end it is not a swiss knife of
> functionality either. Its primary inten
IMO linking track to mask should be done in compositor by linking data
together.
Lets drop tracker, and talk about animation. Let say you have a 3 object
animated in your scene. You get its position to screen and need some kind
of shape around it (for whatever reason you can image). So you would li
This is maybe a ridiculous suggestion: feel free to shoot it down:
- we currently have one 3D editor. Here we do all our 3d tasks,
modelling, animation, rigging, curves, meshes, etc. We can select and
manipulate many different types of 3d objects, in different ways.
-we can do *much less* things
+100 for that in the viewer (whatever if its ImageViewer or Composite or
new space. You should be able to work directly on your comp. and there is
no point to link mask to a footage. a Mask should be rasterized in comp and
plug into alpha or matte socket
Having it in MCE is nice for garbage tracki
Guys, i've got no idea what you're arguing here about. All current
discussion is like "current masking tools are not good enough to be used
for compositing" and that's indeed correct. It was developed to be used for
greenscreen keying needs to resolve project Mango's needs. And from this
POV defini
El 05/06/12 14:58, Bassam Kurdali escribió:
> This is maybe a ridiculous suggestion: feel free to shoot it down:
>
> - we currently have one 3D editor. Here we do all our 3d tasks,
> modelling, animation, rigging, curves, meshes, etc. We can select and
> manipulate many different types of 3d object
Hi all, recently I have looked into a problem with MinGW-w64 builds
that causes crashes when rendering with multiresolution and subsurf
modifiers with openmp enabled. From correspondence on MinGW-w64
mailing list it looks like it is related to the specific MinGW-w64
build we are using. I have recen
I think I have judged prematurely, masks can have some usefulness in
the image editor too, especially in the context of painting. But from
what I gather from the mango thread all these things are possible and
can be done, it's just that currently they are just implemented for
rotoscoping.
_
>
> And from this POV defining masks in clip editor totally makes sense
> because it requires
> close interaction with tracking stuff.
>
> I can't say I do agree with that statement, but I get the point... yet
sometimes those kind of thinking brings really bad design which tends to
stick around fo
hi
i get this error compiling the x64: using windows 7 x64 and scons, svn r47487
and lib is updated!
http://www.pasteall.org/32654
Regards
Yousef Harfoush
ba...@msn.com
> Date: Tue, 5 Jun 2012 22:33:35 +0300
> From: kal...@gmail.com
> To: bf-committers@blender.org
> Subject: [Bf-committers
The specification of the following headers has come off by Sconscript of
makesrna.
incs += ' #/intern/smoke/extern'
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
http://www.pasteall.org/pic/show.php?id=32768
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
This should really use 1-2 memcpy calls rather then looping over
elements and calling strcpy.
The original width and height are currently not copied - and if any
new elements are added we'd have to remember to add them here too.
On Mon, May 14, 2012 at 11:32 PM, Dan Eicher wrote:
> Revision: 4664
20 matches
Mail list logo