[Bf-committers] About the svn folder in the site-packages folder

2014-04-08 Thread PerfectionCat
Hi. I have a request towards a developer. I want you to change it not to copy it because a management folder of svn is copied in site-packages folder of Python when I build in SCONS. PerfectionCat ___ Bf-committers mailing list Bf-committers@blender.o

Re: [Bf-committers] Sloppy code, slowing down Blender

2014-04-08 Thread Jacob Merrill
Side note, if camera distance is exposed each frame, why not make that available to the python api? Like object.cameraDistance. ? On Apr 8, 2014 6:09 PM, "Jacob Merrill" wrote: > What about collecting a list of all objects with LOD settings when p is > pressed, and then using the cameras view are

Re: [Bf-committers] Sloppy code, slowing down Blender

2014-04-08 Thread Jacob Merrill
What about collecting a list of all objects with LOD settings when p is pressed, and then using the cameras view area to filter further? Also same for speakers? Only loop through objects that are on a list? On Apr 8, 2014 6:02 PM, "Campbell Barton" wrote: > Hi, recently I noticed that Blender is

[Bf-committers] Sloppy code, slowing down Blender

2014-04-08 Thread Campbell Barton
Hi, recently I noticed that Blender is slower then it was back in 2.4x days when it comes to many objects (just empties). I recall having 80'000 objects in a scene, while it was very slow to duplicate, Blender was usable apart from that. Two recent examples: --- On a test with ~20,000 objects I

Re: [Bf-committers] Access to object during drawing

2014-04-08 Thread Campbell Barton
Rather not expose the Object via the DerivedMesh, having a strict assurance access only go one-way means we don't have to worry about nasty stuff like `((Mesh *)dm->ob->data)->mvert` getting into the code. But accessing materials seems reasonable from the DerivedMesh, why not just store a material

[Bf-committers] Access to object during drawing

2014-04-08 Thread Antony Riakiotakis
Hi, For the new code that displays meshes in texture paint for gsoc, I will need access to the material at gpu buffer build time. This in turn requires access to the object, since the code only has access to the derived mesh. Is there some way to get it? I can only see getting this through GPUMat

Re: [Bf-committers] Replacing BGL with PyOpenGL

2014-04-08 Thread Campbell Barton
On Mon, Apr 7, 2014 at 6:59 PM, Mitchell Stokes wrote: > BGL is a Python wrapper for OpenGL that is maintained by Blender. > Unfortunately, it is stuck on approximately OpenGL 1.1 level features with > some shader calls also exposed. It could be updated to support newer OpenGL > features (at least

Re: [Bf-committers] Vertex Buffer Object/Vertex Buffer Array

2014-04-08 Thread Antony Riakiotakis
Hi, Added a patch here https://developer.blender.org/D452 This should serve as a good start for getting rid of quite a lot of ultra legacy calls. On 4 April 2014 22:26, Brecht Van Lommel wrote: > Yes, I agree, it would be a clear improvement to use vertex arrays > even if VBO's are turned of

[Bf-committers] UE4 A.R.T.-like plugin for Blender

2014-04-08 Thread Crs Mrn
I have seen the new Unreal Engine 4 Animation and Rigging Toolkit plugin for Maya and I am wonering if some of you would like to contribute, to develop something similar for Blender. I have oppened a thread here: http://blenderartists.org/forum/showthread.php?332923-Unreal-Engine-4-A-R-T-plugi