Hi, I created the video with blender and I loaded them on youtube.
Now to monetize Youtube asks me "we need to confirm that they have received
permission to use the material mentioned above for commercial purposes"
What documentation can I provide?
Please help
Thank You
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MinGW compilation broken at the time, firstly by outdated python library
files and later by outdated Freetype library.
I submitted couple of very simple pathes
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MinGW compilation broken at the time, firstly by outdated python library
files and later by outdated Freetype library.
I submitted couple of very simple patches
https://projects.blender.org/tracker/index.php?func=detail&aid=24461&group_id=9&atid=127
and
https://projects.blender.org/tracker/i
> Original Message
> Subject: [Bf-committers] Couple of patches for MinGW compilation
> From: alex
> To: bf-committers@blender.org
> Date: 11/02/2010 07:01 AM
>> Hi
>>
>> MinGW compilation broken at the time, firstly by outdated python librar
> One thing I'd like is for the Windows icon to be updated to the much
> nicer Gnome version. The Windows one is all flat colour and looks really
> boring.
>
> Tom Edwards
It's weird that blender have different icons for different platforms, so I
made .ico file with updated icons and submitte
On 18 December 2013 05:53, Sergey Sharybin wrote:
> Linux buildbot and release environment have been switched to Python-3.3.3.
>
> Please give it a test with buildbot builds :)
Thank you~! I'll test it ASAP :)
Alex
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Hi all,
Is there any news about the Windows buildbot?
Cheers,
Alex
On 11 Dec 2013 03:38, "Brecht Van Lommel"
wrote:
> Hi,
>
> Thanks for the info, we'll figure something out to keep windows builds
> going.
>
> Brecht.
>
> On Tue, Dec 10, 2013 at 10:4
RNA.
Any thoughts?
Cheers,
Alex (z0r)
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the cube in this example [1] could always push outwards instead of
trapping the cloth and particles inside.
Alex
[1] http://www.pasteall.org/blend/27960
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On Sat, Mar 29, 2014 at 3:50 AM, Ronan Ducluzeau wrote:
> Alex's solution should work if you give a negative strength value to Force
> Fields.
Just to be clear, I wasn't giving a solution: I was proposing a change
to Blender to cause things to be ejected from an objec
ask for this in Phabricator
with a diagram to explain what I mean. Let's continue discussion
there.
https://developer.blender.org/T39557
Cheers,
Alex
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Would it be possible to select an arbitrary branch on the builder page
instead of only `master` or `testbuild`? Or, can you enter any git ref
in the Revision text box? Then you wouldn't need to merge or revert
anything.
Cheers,
Alex
On Tue, Jul 29, 2014 at 5:25 PM, Lukas Tönne wrote:
>
unk
> since nobody uses it.
We use the Classical SPH solver commercially for manufacturing
simulations. It's accurate and flexible. Yes there are shortcomings
(such as having to allocate all the particles up-front), but it's
still useful and I can ass
nice in my own
projects, although admittedly I don't have as many developers as Blender
does.
Cheers,
Alex
[1]
https://www.atlassian.com/git/tutorials/comparing-workflows/gitflow-workflow
On 7 Mar 2015 02:12, "Sergey Sharybin" wrote:
> I would say:
>
> - Being able to filt
ange to
`c:\blender-git\blender` and run `git diff origin/master`. That will
show you the changes that you have made [2]. You can run `git diff
origin/master > some_change.patch`; that will write the changes to the
.patch file, which you can upload to the tracker [3].
Cheers,
Alex
[1]:
s sense to include
distutils. A quick test on my system suggests it would add about 160k to
the size of package.
Cheers,
Alex
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Software Engineer
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[1]: http://www.pasteall.org/64483/python
[2]:
https://www.blender.org/api/blender_python_api_2_61_0/info_t
to remove that filter.
Cheers,
Alex
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The new categories look fine to me; +1. I'm not worried about the
"rendering" category - if it was more specific it might make it hard
for users to decide how to file bugs.
Alex
On 23 June 2012 13:50, Dalai Felinto wrote:
> I wonder if 'Rendering' will be so gener
Hi Brecht,
- Original Message -
> From: "Brecht Van Lommel"
>
> According to the current planning, summer of code projects can start
> to get merged after Blender 2.64, which should be released at the end
> of September.
When is a good time to get other patc
ent a backend to send results over the network, that has
> already been done.
+1. I don't know what this would be like to implement in Blender, but
all the projects that I've converted to use logging have since been
much nicer to develop.
Alex
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- Original Message -
> This makes me wonder if it would be worth blender having standard
> build environment VM images (for VirtualBox and maybe VMWare).
+1, VM images would be very useful.
Alex
--
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objections to applying these to trunk?
Cheers,
Alex
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[1]
http://projects.blender.org/tracker/?func=detail&aid=29035&group_id=9&atid=127
[2]
http://projects.blender.org/tracker/?func=detail&aid=29680&group_id=9&atid=127
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s for picking that up, Campbell! It's fixed now; r53723. It's interesting
that it seemed to work quite well anyway. Maybe we don't need that first code
fork.
Alex
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Hi Xavier,
This is a good idea - I have needed to do color conversions for
shaders in the game engine. It was a bit of a hassle to figure out
which conversions were needed and then implement them.
Cheers,
Alex
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Hi all,
My name is Alex. My company is using the Carve library for several
different tasks (pertaining to 3d computational geometry) in our
application.
In this particular instance, we're trying to use
carve::mesh::MeshSimplifier#eliminateShortEdges to modify a meshSet that we
have. We pass
Here's the code in question...
http://pastie.org/7979800
On Wed, May 29, 2013 at 3:56 PM, Alex Pilafian wrote:
> Hi all,
>
> My name is Alex. My company is using the Carve library for several
> different tasks (pertaining to 3d computational geometry) in our
> appl
Blenderplayer can not change video resolution in Mac OSX [36501]
Thanks very much :)
Alex (z0r)
[36459]
https://projects.blender.org/tracker/index.php?func=detail&aid=36459&group_id=9&atid=306
[36502]
https://projects.blender.org/tracker/index.php?func=detail&am
Hi all,
I see that we've moved to bcon4, so I'd like to raise the profile of
bug [36319], which makes resource-intensive BGE games unplayable on
Windows and OSX; apparently a regression since 2.67. I think this
should be considered a high-priority bug for the release.
Cheers,
Al
w disabled on my computer even though my card supports it, but I'm
happy. Thanks very much!
Alex
On 3 October 2013 23:15, Sergey Sharybin wrote:
> Revision: 60528
>
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=60528
> Author:
hes which were never merged it
> adds a lot of overhead to making a full checkout - (a git clone would
> download every GSOC branch that was ever made for example).
That might not be an issue - git is pretty efficient. It would be
interesting to know how big tha
that's a decent saving. There will need to be some discipline too
to not push or merge that sort of thing to the main repo :)
Alex
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nd's, with the same executable. Please see the bug report for
details.
Does anyone object to upgrading to Py 3.3.2?
Cheers,
Alex
[1]
https://projects.blender.org/tracker/index.php?func=detail&aid=36963&group_id=9&atid=306
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ot to be done before 2.69 is released, for sure! ;)
Yep, absolutely. But at the same time I'd rather not wait for 3.4, if
possible :)
Cheers,
Alex
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with 3.3.0)
This is to fix this bug:
https://projects.blender.org/tracker/index.php?func=detail&aid=36963&group_id=9&atid=306
Cheers,
Alex (z0r)
On 22 October 2013 20:52, Alex Fraser wrote:
> On 21 October 2013 20:46, Bastien Montagne wrote:
>> Eh, I thought we al
Hi Jens,
Did the upgrade to 3.3.3 go well? Are the OS X builds currently using
3.3.3? If so, it would be great if we could switch to 3.3.3 for Linux
too.
Cheers,
Alex
On 26 November 2013 09:08, Jens Verwiebe wrote:
> For i dunno when we will have write accessed libs back:
>
So could we please upgrade Python for Linux now too?
Cheers :)
Alex
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s a bug in the game engine [2], I was hoping we could upgrade
earlier than that so I can release my game.
Cheers,
Alex
[1] http://www.python.org/dev/peps/pep-0429/
[2] http://developer.blender.org/T36963
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Hi.
I also encountered this bug few times on start up but it is hard to
replicate. I had a similar problem in Firefox few times. Dunno, may be it is
driver problem. My mouse is Logitech.
Win7 x64
Alex
On Wed, Apr 6, 2011 at 11:15 PM, iozk hz wrote:
> 'some times' to my allw
ense as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
Is there any plan to relicense it as GPLv2?
Cheers,
Alex
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Hi,
Are you using Cmake 2.8.3 or earlier? If so, you need to upgrade to Cmake
2.8.4. Cmake had a bug with vs2010 with resource definitions which they
fixed.
Alex
On Mon, Apr 18, 2011 at 12:04 PM, Tom Edwards wrote:
> It should be generated by source\creator\CMakeLists.txt line 104 onward.
&
hich
specifies the playback speed. But simulations might need to map to real-time
differently. For example, a fluid simulation with a model defined in mm may
need a smaller timestep than a model defined in m.
Cheers,
Alex
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1]. But you're right, it would be nice to have
a game.properties.new() function.
Cheers,
Alex
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On Fri, Apr 29, 2011 at 7:45 AM, M.G. Kishalmi wrote:
> I like the PPA idea.
FWIW, there already is a Blender PPA, and it seems to get updated daily:
https://launchpad.net/~cheleb/+archive/blender-svn
I have been using it for a while now.
Cheers,
A
But I don't see why
Mercurial's Python orientation is significant?
Cheers,
Alex
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me.
I would appreciate feedback, if you would like to try it. After applying the
patch, this feature can be enabled by ticking the box next to Particles >
Physics > Subframes. There are demos in the tracker (sorry, they're a bit
large) and a graph to illustrate how it works.
Cheers
O. :-)
Great! Thanks for trying it out.
- Original Message -
> From: "Shaul Kedem"
>
> Was it/Is it reproducible now ?
Do you mean, can it be applied against HEAD? Yep - I just tested it; it applies
cleanly against r37276.
Cheers,
Alex
> On Mon, Jun 6, 2011 at 1:16
me simulations a constant time
step is still more appropriate.
Cheers,
Alex
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e
that there's a problem with the way state is stored between frames. If two
objects share the same particle settings, the results will differ; but if you
make the particle settings single user and keep the parameters the same, the
results will be the same. I'll see what I can do
dentical results.
>From taking screenshots of a given frame, it looks like the results are the
>same from one run to the next, too.
Cheers,
Alex
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mber"?
> I've already implemented this small feature and it would be nice if the
> BGE devs could take a closer look. This page also contains patches, a
> windows build and some links to youtube that demonstrates some of the
> possibilities.
I haven't tried your patch y
n a web page
linked to from the splash screen.
What do you think?
Cheers,
Alex
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[1]
http://git.kernel.org/?p=linux/kernel/git/torvalds/linux-2.6.git;a=blob_plain;f=kernel/cgroup.c
[2] http://git.gnome.org/browse
ee,
Yes, one thing attribution does is make it easier to track who owns what. And
it really is an incentive to contribute.
Cheers,
Alex
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gt; > copyright holders need to agree,
>
> There is a good point. That would seem to be a deal-breaker, right
> there.
Copyright notices are a statement of fact. If you don't have them, the author
still owns the code - you just don't know who they are.
Cheers,
Alex
--
Al
! We then can have the topic for public review
> here.
That sounds good! Please consider my proposals (below) for the format and
location of the attribution.
Cheers,
Alex
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Software Engineer
The Victorian Partnership for Advanced Computing
> On 21 Jun, 2011, at 4:52, Ale
code, so the two
> > systems don't interfere with each other so much.
>
>
> 100% agreed, very big +1 from me!
+1 from me too. It might be nice to do it in C++ actually, but I won't push
hard for that at this point.
Alex
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;",sensobject="", controller="",
> contobject="") but could not find anything like it.
Try something like this:
ob.game.sensors['Name'].link(ob.game.controllers['And'])
where ob is the object you added the bricks to.
Cheers,
Alex
haracters. Only even numbers of literal double-quote
characters are acceptable to command line tools.C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Platforms\x64\Microsoft.Cpp.x64.Targets
When CMakeLists.txt and macros.cmake reversed to 37884, Blender builds fine.
Alex
On Mon, Jun 27, 2
LIBCMT.lib in debug mode also, causing a
conflict. /FORCE:MULTIPLE resolved it.
Btw, I used cmake 2.8.4
Thanks,
Alex
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://www.fsf.org/blogs/licensing/more-about-the-app-store-gpl-enforcement
Cheers,
Alex
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ranches are expensive, yeah, that's true. Perhaps that's a good
> argument for switching to a DVCS: it makes it a lot easier to manage
> this kind of a workflow, since anyone can publish their own branch.
+1; this would be unworkable without DVCS.
Alex
__
we could move to a more scalable
format that shows each developer and the number of commits they have made, like
this:
http://www.libreoffice.org/about-us/credits/
Even though many patches are committed by a developer on behalf of someone
else, it might be possible to get most of the info
- Original Message -
> From: "Alex Fraser"
>
> For now it might be easiest to add all the 2.5x credits pages to the
> page mentioned above. But as suggested by Campbell, we could move to a
> more scalable format that shows each developer and the number of
>
On Sun, Sep 25, 2011 at 7:20 AM, Daniel Salazar - 3Developer.com
wrote:
> Welcome Alex to the best team ever!
Thank you! It really is an honour. I look forward to working more with
all of you.
Alex
> On Sat, Sep 24, 2011 at 6:38 AM, Campbell Barton wrote:
>> Hi All, Alex Fra
Since CMAKE 2.8 devs included a findCUDA script that can be used to detect CUDA
cross-platform.
Documentation is here:
http://www.cmake.org/cmake/help/cmake-2-8-docs.html#module:FindCUDA
And the usage seems to be kinda simple... A simple example can be found at:
http://rafaelpalomar.net/blog/
n the patch because it adds a new field
'origindex' to VlakTableNode, as suggested by Brecht. This maps from VlakRen
back to the face in the source mesh. It is only populated when doing a vertex
colour bake.
Any feedback on this patch would be welcome.
Cheers,
Alex
__
too.
Also I'd like to get multithreading for SPH accepted. The patch hasn't been
submitted yet, but when it is I'll seek a review from Janne.
Cheers,
Alex (adfries/z0r)
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htt
way the nodes remain visible when the node is collapsed.
The order is maintained, so it's easy to remember which node does what -
especially for nodes like Separate RGB. You can quickly glance at the collapsed
node and know which channel is being used.
Cheers,
Alex
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- Original Message -
> From: "Alex Fraser"
> I actually like the way the nodes remain visible when the node is
> collapsed.
I mean sockets :)
Alex
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ults (i.e. the particles end up in the same locations). This patch
builds on the stability patch above.
Any feedback would be welcome!
Alex
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.
These ones may need a bit more work before they can be accepted into trunk -
see the tickets for details. But they are functional, and as always I'm keen to
hear feedback.
Cheers,
Alex
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, but did not
get too far.
Maybe I'll give it another shot.
cheers,
alex
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ould give you a
headache).
Cheers,
Alex
On 28 February 2012 13:54, Alexandr Kuznetsov wrote:
> Hi.
> Afaik game engine already supports stereoscopic images. Moreover, I don't
> think sterescopic vision is hard to implement. You just need to cameras.
> But for 3D monitors, deve
eturn a numpy array? Also, given my interest in speed, I'd
like to keep the option to move to pypy open. Perhaps that conflicts with my
first point ;)
Cheers,
Alex
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Remind me what was wrong with the mipmap patch? Didn't it just make
the profiling overlay a bit funny in certain situations? I thought it
worked pretty well.
Alex
On 10 February 2012 18:52, Dalai Felinto wrote:
> Revision: 44015
>
> http://projects.blender.org/scm/viewv
sion added a completely new texture type, while this one just extends the
Point Density texture. With this patch, it's possible to accurately visualise
SPH density. You can therefore use it to see the extents of a particle fluid.
Cheers,
Alex
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code and GUI have been tidied up. Could somebody please review it? :)
Cheers,
Alex
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Agreed, I don't think the -NonCommercial variants of CC licences would
be compatible with free software.
On 23 May 2012 18:08, Campbell Barton wrote:
> This strikes me as a bit strange, from the site:
>
> "Mind that all items are under CC Attribution-NonCommercial ShareAlike
> licence 3.0 as long
.org/tracker/index.php?func=detail&aid=31691&group_id=9&atid=306
Cheers,
Alex
On 26 May 2012 03:13, Brecht Van Lommel wrote:
> Revision: 47023
>
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=47023
> Author: blendix
> D
Hi Brecht,
On 3 June 2012 22:26, Alex Fraser wrote:
> [#31691] BGE: group with indirection not instantiated properly
> http://projects.blender.org/tracker/index.php?func=detail&aid=31691&group_id=9&atid=306
I checked this again in r47539 - it's fixed
Delaunay Triangulation
http://www.iue.tuwien.ac.at/phd/fleischmann/node43.html
Volume Tetrahedralization
http://www.iue.tuwien.ac.at/phd/fleischmann/node60.html
Cheers,
Alex
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ent
sensor-controller-actuator implementation more abstract, so that progress
can be made on the nodal logic editor.
I would like to get some feedback on the proposal, especially about the
feasibility, suitability and how I could improve on the design.
Thanks,
Alex
able: the library would determine
how to compile the OpenCL for the available hardware, without needing
non-OpenCL fallback code. Maybe MiniCL can be used like that?
Alex
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Scene["myprop"] = bpy.props.BoolProperty()
del bpy.types.Scene["myprop"]
On the other hand, using attributes might be better if properties are
more formally defined than in the BGE.
Cheers,
Alex
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ery useful.
Cheers,
Alex
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On Mon, Nov 8, 2010 at 9:25 AM, Bassam Kurdali wrote:
> as an alternative, you could consider an aggregator, like what
> jesterking made in planetblender, or planet.gnome.org, etc.
>
We already have two nearly identical aggregators (blendernation.com and
planetblender.org), what value
would crea
2010/11/8 Gustav Göransson
>
> Can't it be both?
>
>
I can't speak for anyone, but myself so its really just my opinion.
But I think it is wiser to be one or the other, and I'll tell you why.
Blogs are picked up by aggregators, but aggregators do not pick up other
aggregators.
This is why Blen
I just saw this presentation earlier today as well. Great presentation in my
opinion.
I absolutely could not believe someone would ask "Do we want new users?"
Such a selfish thought should be banished.
I sincerely hope all developers can unanimously and enthusiastically
answer "Yes we do!" and l
You need to go to http://lists.blender.org/mailman/listinfo/bf-committers
At the bottom you will see a button that says "unsubscribe"
Enter your email address and then click "unsubscribe".
On Fri, Nov 12, 2010 at 12:01 PM, john slone wrote:
> i cant make the program work , it's a little above
,
even just the python interface which is included with blender, then it can
not reasonably be considered independant and separate,
and thus it is subject to the terms of the GPL.
I do not think there is any reasonable way around this.
best regards,
Alex "blenderwell" Combas
>
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On Sun, Nov 14, 2010 at 6:07 PM, Dan Eicher wrote:
> On Sun, Nov 14, 2010 at 4:56 PM, Alex Combas
> wrote:
> >
> > The current situation with blender is that developers are being told how
> > they must license their
> > code, and they have very little freedom in
On Mon, Nov 15, 2010 at 6:54 AM, Ton Roosendaal wrote:
>
> ...
>
> To Alex Combas (and others): the fact Blender uses one of the
> strictest OS licenses has benefited us too. Contributors can keep
> their own copyrights, and market or spread their own contributions
> totall
Taken from the GNU GPL FAQ:
"What legal issues come up if I use GPL-incompatible libraries with GPL
software?"
http://www.gnu.org/licenses/gpl-faq.html#GPLIncompatibleLibs
Answer (in part):
Both versions of the GPL have an exception to their copyleft, commonly
called the system library exception
On Mon, Nov 15, 2010 at 11:30 PM, David Jeske wrote:
> On Mon, Nov 15, 2010 at 5:59 PM, Campbell Barton >wrote:
>
> @Alex Combas - ...
>
> The wording here, even in the case of a manual exception, refers to the
> non-GPL code as a "library" and implies it's
On Tue, Nov 16, 2010 at 7:41 AM, Michael McLay wrote:
> On Mon, Nov 8, 2010 at 12:09 PM, Ton Roosendaal wrote:
>
> > For temporary docs, work in progress, and other interesting
> > development updates, both blender.org cms and wiki fail to satisfy.
> >
>
>
> > I think of setting up a blog (wordp
On Wed, Nov 17, 2010 at 6:00 PM, David Jeske wrote:
>
> When I write "extension", I mean: "an add-on which is compiled against and
> dynamic loaded into the address space of another program, but normally
> distributed separately."
>
> To write a "closed source extension add-on" you have to "link
On Wed, Nov 17, 2010 at 7:10 PM, Martin Poirier wrote:
>
>
> --- On Wed, 11/17/10, David Jeske wrote:
>
> > I've heard a few people mention this loophole related to
> > the definition of
> > 'distribution', where if a binary is distributed only
> > within an
> > organization, then that's not rea
On Thu, Nov 18, 2010 at 12:37 AM, Dan Eicher wrote:
> On Thu, Nov 18, 2010 at 12:15 AM, Alex Combas
> wrote:
> >
> > You might also say that the GPL often says "Yes you can sell GPL
> software",
> > yet how many GPL projects are activelly sold and activel
I liked it as well. Node stuff is always interesting.
Hope you're feeling better soon.
On Thu, Nov 18, 2010 at 1:20 PM, Jaevixa McNomera wrote:
> > Great to see fighting spirit in this way. I'm eager to see the rest of
> > her series :)
> >
> > Thanks Mr. Letwory! I'm so happy people like it. I
animation) it does work reasonably well in general.
best regards,
Alex "blenderwell" Combas
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On Fri, Nov 19, 2010 at 7:27 AM, Jason van Gumster <
ja...@handturkeystudios.com> wrote:
>
> Alex Combas wrote:
>
> > Similarly, virtually zero companies actually go the route of making a
> > modified internal version of GPL software.
>
> How would someone co
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