Hi.
As far as I know the 5 series from ATI was the first to fully support
OpenCL (and I think it was 1.0, not 1.1) in any case.
In any case maybe if brecht has the time to write which 1.1 features
are necessary for which purpose maybe people can be more
understanding.
Review-ready version:
http://codereview.appspot.com/5451120/
description:
This patch adds bicubic filtering for the 3D viewport for OpenGL 3.0+ capable
GPUs. For non-capable systems it reverts to normal tap5 filter
All feedback welcome!
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Final patch. Made an interface for both methods
(glRenderMode(GL_SELECT) and glBeginQueryARB(GL_SAMPLES_PASSED) )
http://www.pasteall.org/27077/diff
build on graphicall: graphicall.org/747/
considerations:
We can't have depth information with this method, meaning that the
first visible object
There is an extra method: draw scene in framebuffer twice with depth
test enabled and draw a second time with depth test equal. This will
be slower but nowhere near the 30 second selection lag reported by
some users.
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Nice seeing the outliner getting some love.
There is also this thread with some very interesting results
http://blenderartists.org/forum/showthread.php?223118-Drag-and-Drop-Parenting-and-Clear-Parent-in-Outliner
I hope your patches get accepted soon!
Color drawing still doesn't solve depth though. I think I will go for
the draw twice method and ask for tests by the people concerned.
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You can try doing it on the GPU too.
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Hi brecht, quickie answer and update for builders\testers(forgot to
include some fill rate optimization in the first patch posted here):
use the patch here http://www.pasteall.org/26958/diff instead.
About interference: the updated patch above turns off writing to the
color buffer (since it
Well, what about earlier versions of blender? They won't have the
newer version checking code. But I like the idea of exporting
function, or something close.
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New version:
http://www.pasteall.org/26482/diff
Applied Brecht's suggestion and placed the glsl lib header one level
higher. I see that the lib source is also appended to the GPUPass
structure. If so wouldn't it make sense to store the new lib code
there(though it seems to work without doing
Latest version:
http://www.pasteall.org/26490
Initialising the library string on blender startup and cleaning up on exit.
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Fixed in 41938
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Hi...
On a recent introductory workshop I made I realized how weird and
confusing the current workflow with uv textures is, especally when it
comes to texture painting. For example try explaining to a novice that
what they see as a texture on an object in the viewport could depend
either on the
Hi Joshua, it looks like a stack issue with gcc. Please update your
MinGW environment with latest mingw-get-inst. In my case loading from
latest MinGW repositories during install solved the issue(gcc 4.6.1
included). Right now the trunk should be fully compilable with MinGW.
I must agree that the documentation is way behind where it should be.
Maybe LetterRip's plan for Google winter of documentation could help
there?
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Hi Sergei, unfortunately in my system cc1plus hangs while processing
libmv\libmv\simple_pipeline\resect.cc both in scons and cmake
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Hi Campbell, in paint_image.c
+ if(!ibuf || 1) {
I think this is wrong since it will always report errors. checked and
indeed it fails to create the buffer, and apparently looks like there
are some memory leaks too.
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Hi everyone, UV tools is in first feature-complete state and ready for review.
Please leave your comments at:
http://codereview.appspot.com/5306077/
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The neutrality of this post is disputed and I agree. It has a clear
marketing style. The language is tailored espacially for linux people
and that makes me very suspicious. From a cursory glance I can't
exactly make out what these guys want to do. Acquiring patents
sounds strange to me plus the
Hi everyone, there has been some work by Morten Mikkelsen for
supporting bicubic filtering for bump maps. I have helped adapting the
code to glsl and the result can be seen here:
old: http://www.pasteall.org/pic/19660
new: http://www.pasteall.org/pic/19659
The patch is here:
Hi brecht, better indeed. In my opinion it is still difficult to
discern the panel contents from the panel titles. Maybe a lighter tone
for contents?
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In my case I used svn merge -r41226:41227 --accept=theirs-conflict
This takes care of diffing only the $Id$ conflicts from this and the
next 4 commits
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Matt Ebb +1
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Generated images from within blender(by pressing new float image in
image editor) are in sRGB space. The incorrect behaviour prior to this
commit can be seen by making a new float image, painting on it, saving
as exr and reloading. The colors will differ.
In any case float images are always in linear space. If they were
there wouldn't be all this code in divers.c dealing with exactly such
a case. Anyway, maybe more a better fix would be to make new images be
in linear space. In any case this fix doesn't hurt.
A.R
hmm...C is not always the default drive, maybe something like /Program
Files/NVIDIA GPU Computing Toolkit/CUDA/v4.0 would be better?
(Again making the assumption that cmake is called from the same drive
as the CUDA installation)
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Please send this kind of messages to bf-developers. bf-cvs is for
commits only, thanks!
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Hi, I am beginning work there, especially in the rotate and overlay
tools for texture painting. check out the email with topic Texture
Paint/Sculpt Usability Features Proposal in bf-developers(On which
I am looking forward to feedback). The alpha problems you mention
sounds like a bug and could
You would need a primitive modifier for every primitive or an
primitive uber-modifier where you select the primitive and get the
appropriate setting below(It would get a bit crowded with switch-case
statements in the C and Python code so maintenance wise it may be
tricky). I think the latter is
Hi, as stated earlier I am willing to code this though I would like to
know if people are interested in seeing this functionality in trunk.
So any feedback is appreciated. I would also like to ask if it's OK
making a branch for this in svn when coding begins?
The hyena it is :)
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What about TFace? The second chunk has a function declaration static
void EM_backbuf_checkAndSelectTFaces(Mesh *me, int select)
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Hi everyone, I ve been working on getting cycles compile with MinGW lately.
I've managed to get the compilation part right but I still run into linking
issues: boost and openimageio. I have managed to get boost to compile under
MinGW and got rid of the boost link errors but openimageio still has
Hi brecht, excellent! By the way, what configuration enable flags do you use
with cmake when compiling? I use the following:
cd C:\Users\Psy-Fi\workspace\oiio
cmake C:\blender_svn\oiio\src\ -G Eclipse CDT4 - MinGW Makefiles
-DBUILDSTATIC=1 -DBOOST_CUSTOM=1
Sometimes when new features are introduced, a clean build is necessary, not
always though. Generally it is good to build from scratch from time to time
or when you get build problems like that.
Some terminology stuff too: A branch is technically on the blender svn
server. When you modify the local
At last! Thanks a lot Tom!
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On 21 August 2011 16:20, Daniel Salazar - 3Developer.com
zan...@gmail.comwrote:
Hi there, this is a nice feature idea. I have some naming comments
after watching the video
http://youtu.be/3TpftTOkyvg
UV Paint could be UV Sculpt indeed
Pin Edges could be Lock Borders
Pin is related to
Hi Bastien. My thoughts on this: it's not so much 'prohibited', it may even
be desirable to do so but it may be important to store some normalization
factor so that they may be clamped back to 1-0. range. Also in my opinion it
may be difficult to visualize the depths this way and also it may make
On 29 July 2011 21:29, Daniel Salazar - 3Developer.com zan...@gmail.comwrote:
VGroups are clamped internally to 0-1 range, I agree it would be nice
to overwrite it but even assigning the value directly via python i got
a clamping last time i tried. If you manage to make it work, I'd say
it is
The baaic idea is about adding a piano roll, whose notes would also be used
for a vocoder (both ) and the text to speech would be modulated on the
vocoder.
I made a text to speech singing this way using fl studio on windows, can't
see why is it so hard renting some code from LADSPA and LMMS.
Was going through the patch tracker and this drew my attention. I thought
I'd let you know so it doesn't stay too long neglected.
http://projects.blender.org/tracker/index.php?func=detailaid=27937group_id=9atid=127
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http://developer.nvidia.com/content/fluid-simulation-alice-madness-returns
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Hi, before doing unnecessary work maybe you should check with bmesh
too? If it's going to be merged anytime maybe it's better to work
there?
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From my little experience with color management, these issues
sometimes have todo with not being in the right color space(linear)
when compositing. Blender's internal as far as I have seen are not
always consistent in this matter. Personally I've looked into parts of
the code where compositing was
Some more info: As far as I know, in blender most image formats are
written in color corrected space. OpenEXR is an exception as far as I
remember. So maybe it's just a matter of non-conversion or erroneous
conversion when writing the exr file? I've noticed similar behavior in
other parts of
2011/7/17 Αντώνης Ρυακιωτάκης kal...@gmail.com:
This comes from the face
I meant 'fact', sorry!
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In ubuntu 11.04 64 bit a clean build compiles fine...
It's strange, you see, DerivedMesh.c explicitly includes ED_sculpt.h
just for this function, so no implicit declaration at all...Can't help
you I'm afraid..
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Well, tried a fresh checkout and you're right after all(So strange though).
Fix incoming!
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OK, making a clean build seems to solve the link issues with
:itasc_plugin.cpp. However the patch will still be needed fir proper
support with cmake
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Hi Daniel, is this after a clean build? I haven't had any problems
recently though I'will try rebuilding a clean build as soon as
possible.
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Recently, this tutorial http://vimeo.com/19461966was brought into my
attention which made me wonder if it would be possible to automate the
process of applying the same normal map to a symmetrical mesh (More so
with the GSoC project of shuvro sarker). Possible ways to do this
would be a MTFace
Nce! I wasn't aware of that, great!
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It looks like standard depth of field technique, it just needs some
depth information in the picture. Of course it's possible, even real
time but what uses do you have in mind?
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