Well, there are slight differences, as can be seen here. Alpha controls the
amount of blending in general while masking controls the amount of blending
due to the brush having been to the same area before. So it is different
for tiled vs non tiled case. The code looks like it could be simplified
so
Ah, there must be a slight misunderstanding here. maskbrush_tiled takes
only the mask texture mapping into account and we don't support 3d mapping
there.
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Hey,
In the AHOY call it's said that revision 4542 for addons should be used.
I noticed however that the changes that I committed in 4514, 4515, 4534, 4537,
4538 and 4541 are not included in 2.67a release even though they are earlier
than 4542.
That's a pity as those commits were mostly bug fixe
Hi,
The global is now set in the lowest event code, to make it work for
non-threading processes. I suggest to keep that, but make sure it only gets
checked in case you use a blocking process.
Next to that, each running modal handler and WM job should get their own ESC
handler, which can be co
Hi there,
another status update for Windows XP support with VS 2012.
I have managed to get an XP Computer to test Blender (VS2012 Builds) and found
several problems:
- When I compile Blender with all features it doesn't start on Windows XP
stating that "InterlockedCompareExchange64" is not ava
That would be awesome!
I have to admit, that I don't know that area of Blender very well
(events, wm jobs, etc).
Daniel
Am 24.05.2013 11:19, schrieb Ton Roosendaal:
> Hi,
>
> The global is now set in the lowest event code, to make it work for
> non-threading processes. I suggest to keep that, b
Hi Jurgen, I think the dependency for InterlockedCompareExchange64 comes
from OpenImageIO. You could check the patches for OpenImageIO in the mingw
lib folders since we use a custom made assembly implementation there, based
on an implementation for MSVC made by Brecht.
_
Of course that doesn't solve the python crashes...
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On Fri, May 24, 2013 at 7:16 PM, Bartek Skorupa (priv)
wrote:
> Hey,
>
> In the AHOY call it's said that revision 4542 for addons should be used.
> I noticed however that the changes that I committed in 4514, 4515, 4534,
> 4537, 4538 and 4541 are not included in 2.67a release even though they are
Hi there,
i am just working on SCons support for VS2012 and got stuck with following
question:
I created new config files:
win32-vc11-config.py
win64-vc11-config.py
How do I tell SCons to use these config files, when building?
/Jürgen
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Hi all,
Here's a list of activities we planned for Siggraph in Anaheim, 21-25 July.
We also offer free tradeshow tickets!
http://www.blender.org/news/article/blender-foundation-at-siggraph-2013/
People who like to help out with Birds of Feather presentations or tradeshow
demos are welcome, cont
The fact that it doesn't work with flat shading is not a bug, the
vertex normals add another attribute and you're probably not getting
the right attribute id anymore in that case.
The way this should be implemented is not through gl_Color, but the
same as as other data layers passed to GLSL shader
If you search the scons files for "win64-vc" and "win32-vc" you can
see they are used in many different places. Probably it's best to
avoid adding new "platforms" and config files for this case.
Can you edit the existing win32-vc-config.py and win64-vc-config.py,
with some if/else statements to ha
Hi,
don't bother. :)
We can use msvc 2008 for Win XP (or x32 in general) and vc2012 for x64.
Thomas
Am 24.05.2013 11:28, schrieb Jürgen Herrmann:
> Hi there,
>
> another status update for Windows XP support with VS 2012.
>
> I have managed to get an XP Computer to test Blender (VS2012 Builds) an
Hi Brecht,
thanks a lot, I'll take a look into this ;)
Am 24. Mai 2013 um 14:12 schrieb Brecht Van Lommel :
> If you search the scons files for "win64-vc" and "win32-vc" you can
> see they are used in many different places. Probably it's best to
> avoid adding new "platforms" and config files
On Fri, May 24, 2013 at 10:56 AM, Antony Riakiotakis wrote:
> Ah, there must be a slight misunderstanding here. maskbrush_tiled takes
> only the mask texture mapping into account and we don't support 3d mapping
> there.
Ah I see. This seems quite arbitrary though, don't see a reason why it
couldn
Thank you. Next time I'll do it properly.
Bartek Skorupa
www.bartekskorupa.com
On 24 maj 2013, at 12:14, Campbell Barton wrote:
> On Fri, May 24, 2013 at 7:16 PM, Bartek Skorupa (priv)
> wrote:
>> Hey,
>>
>> In the AHOY call it's said that revision 4542 for addons should be used.
>> I notice
Hi,
There are a plethora of 3-D techniques in the market, though I'm not sure
we should clutter Blender with rare-obscure techniques. Feedback is welcome.
The mainstream (3-D TV/industry friendly) 6 formats:
---
(there are al
Hey there,
compiling OpenEXR 2.0.0 and the dependent libs took me all day, so I had no
time to compile the VS2010 libs :(
I am currently uploading the whole bunch, this could take a while because my
internet connection is darn slow.
So stay tuned for the SVN commit mail ;)
/Jürgen
__
This distinction really bugged me during 2.67. The thing is, as you said,
that the mask texture is essentially the "brush" texture. In that sense,
the texture used during sculpting is actually a mask texture. However, in
texture painting we use the "surface" texture to get information about
stroke
I personally am a big fan of cross eye - It does not require any equipment
and if you have the skill to do it it's super fast to check the 3d - Only
downside is extended viewing gives headaches, so keep it short!
Additionally, youtube supports it!
http://www.youtube.com/watch?v=FSGfN9rr78Q (chec
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