Hi Sergey,
We were talking about this in #blendercoders the other day, so I just
wanted to confirm: this fixes the issue for my game on my friends'
computers (one nVidia/nouveau, one Intel), and seems to make it run
faster on mine (ATI/fglrx). I'm not sure if that means that vsync is
now disabled
Brecht, thank you so much for your time and all the hints! This is gold, as I
needed some starting point!
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On 03.10.2013 23:48, Michael Fox wrote:
> let me see if i understand this correctly, does this mean you can have a
> bezier surface point that can have more than 2 handles? (btw, i can
> barely see whats going on because of the handles ;) )
>
Yes. There are classic meshes as core for now. The
Thanks, Brecht. Will report the issue in the tracker.
IRIE Shinsuke
13/10/05, Brecht Van Lommel wrote:
> On Fri, Oct 4, 2013 at 4:45 PM, IRIE Shinsuke
> wrote:
>> Hi devs,
>>
>> In Python3, "int" type number has variable precision, but IntProperty
>> provides a fixed precision integer. So, if
On Fri, Oct 4, 2013 at 4:45 PM, IRIE Shinsuke wrote:
> Hi devs,
>
> In Python3, "int" type number has variable precision, but IntProperty
> provides a fixed precision integer. So, if a Python script saves a
> very large number in the intger property, the value may overflow and
> cause unexpected
Hi devs,
In Python3, "int" type number has variable precision, but IntProperty
provides a fixed precision integer. So, if a Python script saves a
very large number in the intger property, the value may overflow and
cause unexpected results. Indeed, an error caused by such overflow
was reported i
On Thu, Oct 3, 2013 at 8:31 PM, Roland Adorni wrote:
> You were correct. My example was too simple. Indeed I get sharp edges
> instead smooth ones for general objects.
>
> Here are my first results:
>
> http://abload.de/img/biezervolume1dys7h.jpg
>
> http://abload.de/img/beziervolume2d6b07.jpg
>
>
On Fri, Oct 4, 2013 at 1:26 AM, Manu Järvinen wrote:
> Hi
>
> Would it be easy to include Samples and Tiles to the render stamp settings?
>
> Like this:
> http://goo.gl/fxuAxt
>
> Or even better would be the type of how VRay handles render stamps:
> http://goo.gl/FDFlmd
>
> So that you could have