[Bf-committers] Compile Fail

2014-07-11 Thread Jason Wilkins
Could somebody take a look at my fix to a compiler error I was getting on MSVC2013? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

Re: [Bf-committers] Compile Fail

2014-07-11 Thread Jason Wilkins
Somehow accidentally sent mail instead of pasting this link... https://developer.blender.org/D642 On Sat, Jul 12, 2014 at 12:42 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: Could somebody take a look at my fix to a compiler error I was getting on MSVC2013

[Bf-committers] GL_TEXTURE_2D

2014-05-19 Thread Jason Wilkins
Please be careful not to get GL_TEXTURE_2D when you mean GL_TEXTURE_BINDING_2D. I see this error over and over. It actually shows that saving the texture state isn't even needed since this code ends up corrupting the texture binding instead if restoring it. I'd recommend just stomping on

Re: [Bf-committers] Blender compiled but cannot run

2014-03-14 Thread Jason Wilkins
Odd I've been using 2012 and 2013 for over a year now to build blender with not problems. On Friday, March 14, 2014, Martijn Berger martijn.ber...@gmail.com wrote: As far as I know tinyxml and yaml are included and compiled into the libs where they are needed. There is no need for a separate

Re: [Bf-committers] we want gooseberry logos !

2014-03-14 Thread Jason Wilkins
Off topic, but if you were in Austin I wish I could have come said hi since I'm only an hour away :-) On Wednesday, March 12, 2014, Ton Roosendaal t...@blender.org wrote: Hi, That's a cool idea. We need a whole pack of material for people to use. I'm still in Austin for SXSW though, will try

Re: [Bf-committers] EGL_CONTEXT_LOST and GL_ARB_create_context_robustness

2013-07-31 Thread Jason Wilkins
On Tue, Jul 30, 2013 at 11:52 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Hi, This is basically GPU_state_init I think? Calling that after a context loss should enough, there isn't really other state that is assumed to be there beyond what is set in that function. Yes, I had

Re: [Bf-committers] EGL_CONTEXT_LOST and GL_ARB_create_context_robustness

2013-07-31 Thread Jason Wilkins
On Tue, Jul 30, 2013 at 11:52 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: but generally it seems easier to just clear stuff and let Blender create it on demand rather than to create some wrapper. Especially since the wrapper would take up memory to store copies of the buffers.

Re: [Bf-committers] EGL_CONTEXT_LOST and GL_ARB_create_context_robustness

2013-07-31 Thread Jason Wilkins
I'd rather centralize the zeroing out so it isn't ad-hoc. It could be as simple as a gpuGenTextures that returns GLuint* instead of GLuint. Then all that is needed is a std::vector of GLuint held in a central location that can be zeroed out when there is a context loss. The owner of a resource

Re: [Bf-committers] EGL_CONTEXT_LOST and GL_ARB_create_context_robustness

2013-07-31 Thread Jason Wilkins
the extension is implemented, and how many system resources are saved. On Wed, Jul 31, 2013 at 7:58 AM, Jason Wilkins jason.a.wilk...@gmail.comwrote: I'd rather centralize the zeroing out so it isn't ad-hoc. It could be as simple as a gpuGenTextures that returns GLuint* instead of GLuint. Then all

Re: [Bf-committers] EGL_CONTEXT_LOST and GL_ARB_create_context_robustness

2013-07-31 Thread Jason Wilkins
I'm not sure I follow. Why would a higher level wrapper need to be freed entirely? Couldn't it reacquire the resource on behalf of whoever is using it? On Wed, Jul 31, 2013 at 9:38 AM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: On Wed, Jul 31, 2013 at 2:58 PM, Jason Wilkins

Re: [Bf-committers] EGL_CONTEXT_LOST and GL_ARB_create_context_robustness

2013-07-31 Thread Jason Wilkins
mean? Aren't the actual texture pixels or shader lost? So then the wrapper can't really recreate it on behalf of the owner, only the owner knows how to create this data. On Wed, Jul 31, 2013 at 5:43 PM, Jason Wilkins jason.a.wilk...@gmail.com wrote: I'm not sure I follow. Why would a higher

Re: [Bf-committers] OpenGL sRGB

2013-07-30 Thread Jason Wilkins
. But maybe someone from GE department would disagree tho :) On Mon, Jul 29, 2013 at 8:27 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: How about just supporting sRGB for games? On Sun, Jul 28, 2013 at 9:29 PM, Sergey Sharybin sergey@gmail.com wrote: I don't think you

[Bf-committers] EGL_CONTEXT_LOST and GL_ARB_create_context_robustness

2013-07-30 Thread Jason Wilkins
If Blender is to run on mobile devices and OpenGL ES then it needs to be able to handle the fact that it's OpenGL context may need to be recreated from scratch. Background: OpenGL normally requires that a copy of every resource be held by the OpenGL driver in the event that the OS has to destroy

Re: [Bf-committers] OpenGL sRGB

2013-07-29 Thread Jason Wilkins
viewport as well. Generally speaking, i'm not sure it worth spending time on zapping c-side color space conversions in favor of using opengl's one just to change all the stuff again later. On Sun, Jul 28, 2013 at 4:01 PM, Jason Wilkins jason.a.wilk...@gmail.com wrote: I'd limit my

[Bf-committers] OpenGL sRGB

2013-07-28 Thread Jason Wilkins
OpenGL has the ability to automatically convert colors to the sRGB color space when writing them to the framebuffer and also to read from textures in a mode that treats the texture as being in sRGB space. Since I've converted GHOST to use GLEW in order to load WGL extensions I was thinking it

[Bf-committers] GL_SELECT

2013-07-28 Thread Jason Wilkins
I was thinking I would experiment and implement multiple replacements for using OpenGL selection mode. There seem to be three prime candidates: Color index picking Occlusion query picking Ray picking Color index picking is probably the easiest since it isn't much different than GL_SELECT

Re: [Bf-committers] OpenGL sRGB

2013-07-28 Thread Jason Wilkins
this... 2013/7/28 Jason Wilkins jason.a.wilk...@gmail.com OpenGL has the ability to automatically convert colors to the sRGB color space when writing them to the framebuffer and also to read from textures in a mode that treats the texture as being in sRGB space. Since I've converted GHOST

[Bf-committers] sPreferredFormat in GHOST_WindowWin32.cpp

2013-07-27 Thread Jason Wilkins
I noticed while re-writing and debugging GHOST_WindowWin32.cpp that the sPreferredFormat structure is missing an initializer so everything after the 3rd field is incorrect. After dwFlags there should be an iPixelType field, but instead it is initialized with what is meant be dwColorBits's value.

Re: [Bf-committers] Wayland and Blender

2013-07-24 Thread Jason Wilkins
/b61b6432418194bad310ac58fd2cfa2f335df78e On Tue, Jul 2, 2013 at 9:22 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: I wouldn't worry about it yet. I'll just make sure to keep up with any updates you provide. On Mon, Jul 1, 2013 at 9:24 AM, Wander Lairson Costa wander.lair...@gmail.com wrote

Re: [Bf-committers] First HDC in Windows GHOST

2013-07-23 Thread Jason Wilkins
, Jul 22, 2013 at 9:52 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: It appears that when creating a GHOST window in Windows that it only calls ReleaseDC on it if it is not the first one created. Does this have to do with WGL's DisplayList sharing or some other quirk of windows

Re: [Bf-committers] First HDC in Windows GHOST

2013-07-23 Thread Jason Wilkins
on Windows btw, and I was very excited when the window finally popped up without crashing :-) On Tue, Jul 23, 2013 at 9:47 PM, Jason Wilkins jason.a.wilk...@gmail.comwrote: OK, it appears that EGL handles this similarly to GLX since the eglCreateContext function has the same argument. My

Re: [Bf-committers] glGetIntegerv(GL_TEXTURE_2D. id) is incorrect.

2013-07-23 Thread Jason Wilkins
, 2013 at 3:44 PM, Jason Wilkins jason.a.wilk...@gmail.com wrote: GL_TEXTURE_2D is the enable bit, not the bound texture. So, the code... glGetIntegerv(GL_TEXTURE_2D. prev_tex_id) ... also sometimes written as ... prev_tex_id = glaGetOneInteger(GL_TEXTURE_2D) ... is incorrect, I

Re: [Bf-committers] Crash Handler

2013-07-22 Thread Jason Wilkins
as I can tell, the crash handler doesn't override anything there. Probably something needs to be fixed on Windows to make blender_crash_handler pass on the SIGSEGV to the debugger? On Sun, Jul 21, 2013 at 10:26 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: I'm probably out

[Bf-committers] First HDC in Windows GHOST

2013-07-22 Thread Jason Wilkins
It appears that when creating a GHOST window in Windows that it only calls ReleaseDC on it if it is not the first one created. Does this have to do with WGL's DisplayList sharing or some other quirk of windows? The reason I ask is because if it only has to do with features in WGL then I can

[Bf-committers] glGetIntegerv(GL_TEXTURE_2D. id) is incorrect.

2013-07-22 Thread Jason Wilkins
GL_TEXTURE_2D is the enable bit, not the bound texture. So, the code... glGetIntegerv(GL_TEXTURE_2D. prev_tex_id) ... also sometimes written as ... prev_tex_id = glaGetOneInteger(GL_TEXTURE_2D) ... is incorrect, I think what is meant is the binding state...

[Bf-committers] Crash Handler

2013-07-21 Thread Jason Wilkins
I'm probably out of the loop on this, so I apologize if I'm working from old information. I just spent some time scratching my head because my debugger wasn't catching segmentation faults (Blender was just disappearing). Seems that Blender how registers a SIGSEG handler, but this feature seems

Re: [Bf-committers] Wayland and Blender

2013-07-01 Thread Jason Wilkins
I wouldn't worry about it yet. I'll just make sure to keep up with any updates you provide. On Mon, Jul 1, 2013 at 9:24 AM, Wander Lairson Costa wander.lair...@gmail.com wrote: 2013/6/30 Jason Wilkins jason.a.wilk...@gmail.com: I'm aware of this now and will keep an eye on it. One

Re: [Bf-committers] Wayland and Blender

2013-06-30 Thread Jason Wilkins
I'm aware of this now and will keep an eye on it. One thing I'm doing is breaking out EGL support so it isn't tied to the particular platform that is being built for. That shouldn't lead to any merge conflicts in an entirely new platform like Wayland. It just means that it would be nice if it

Re: [Bf-committers] Swiss Cheese Text Editor Refactor/Merge

2013-04-03 Thread Jason Wilkins
, Mitchell Stokes moguri...@gmail.com wrote: Would this also include the more efficient BLF rendering? I'm guessing the text editor changes are dependent on that? I'd really love to see BLF getting away from glBegin/glEnd. On Tue, Apr 2, 2013 at 1:28 PM, Jason Wilkins jason.a.wilk

Re: [Bf-committers] Swiss Cheese Text Editor Refactor/Merge

2013-04-03 Thread Jason Wilkins
hoped. On Tue, Apr 2, 2013 at 3:28 PM, Jason Wilkins jason.a.wilk...@gmail.comwrote: During the last GSoC I made some modifications to the text editor so that it would batch text before drawing it instead of drawing on character at a time. (Since I was removing immediate mode calls from swiss

Re: [Bf-committers] Swiss Cheese Text Editor Refactor/Merge

2013-04-03 Thread Jason Wilkins
, Lockal S lockals...@gmail.com wrote: Would it work with multicolumn characters which were recently added by http://projects.blender.org/tracker/index.php?func=detailaid=34373group_id=9atid=127 ? On Wed, Apr 3, 2013 at 11:34 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: The drawing

Re: [Bf-committers] Swiss Cheese Text Editor Refactor/Merge

2013-04-03 Thread Jason Wilkins
I've implemented. If your change breaks something, I maybe can help you to fix it. Anyway, I'm not planning to change the text editor drastically in the near future. IRIE Shinsuke 13/04/03, Jason Wilkins wrote: This is what I'm talking about. The multicolumn character feature modifies

[Bf-committers] Swiss Cheese Text Editor Refactor/Merge

2013-04-02 Thread Jason Wilkins
During the last GSoC I made some modifications to the text editor so that it would batch text before drawing it instead of drawing on character at a time. (Since I was removing immediate mode calls from swiss-cheese, sending one character at a time as WAY too much overhead.) The recent changes

Re: [Bf-committers] Code cleanup woes

2013-01-29 Thread Jason Wilkins
, 2013, at 22:02, Jason Wilkins wrote: I think this would not have broken if MEM_reallocN was exactly like the standard library realloc. The slight differences probably mislead whoever was making this change. On Sat, Jan 26, 2013 at 6:42 AM, Ton Roosendaal t...@blender.org wrote: Hi all

Re: [Bf-committers] Code cleanup woes

2013-01-29 Thread Jason Wilkins
it to a function pointer in C code. You can just have the parameter be the correct type and it will work fine with no warnings. Not advocating that this be done right away, but I did make this cleanup in some of the drawing code in swiss-cheese. On Tue, Jan 29, 2013 at 6:18 PM, Jason Wilkins jason.a.wilk

Re: [Bf-committers] Code cleanup woes

2013-01-29 Thread Jason Wilkins
at 11:18 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: With all due respect, I did not miss the point. Stephan Swaney got what I meant. What frustrates me is my mistake is lumped in with this. I did not make my change solely because I thought the code was ugly. I did it because

Re: [Bf-committers] Not adding #defined code in sources please

2013-01-29 Thread Jason Wilkins
I kind of like the UNLIKELY macro because it also seems like it is self-documenting. Sometimes I add checks and then comment them PARANOIA because I know some ridiculous corner case that will happen as soon as I don't check for it ;-) On Tue, Jan 29, 2013 at 6:51 PM, Campbell Barton

Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-29 Thread Jason Wilkins
For my own work on Blender, I am assuming that we want to migrate away from all of the functions deprecated in OpenGL 3, but only require functionality available in OpenGL ES 2. Everything else is treated as an extension. However, what currently uses the fixed-function pipeline will be

Re: [Bf-committers] Code cleanup woes

2013-01-26 Thread Jason Wilkins
I think this would not have broken if MEM_reallocN was exactly like the standard library realloc. The slight differences probably mislead whoever was making this change. On Sat, Jan 26, 2013 at 6:42 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Here's another nice illustration of code

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [54098] trunk/blender/source/blender/ windowmanager/intern/wm_subwindow.c: Bugfix #33989

2013-01-25 Thread Jason Wilkins
I made the change to trunk due to a difficult merge conflict with swiss-cheese. The conflict obscured what was modified, so I did not correctly merge the bugfix. Readability was my original reason for making the changes. My version makes it more clear that the dimensions are either the same or

[Bf-committers] [#33288] Fixes for storage.c (mainly BLI_stat) on Windows platforms.

2013-01-20 Thread Jason Wilkins
Somehow I had convinced myself that I had applied this patch [1] a while ago but I did not. Would it still be OK for me to apply this to trunk? [1] http://projects.blender.org/tracker/?func=detailaid=33288group_id=9atid=127 ___ Bf-committers mailing

[Bf-committers] [#31450] Fix Airbrush Smooth Stroke Behavior - Onion #3

2013-01-20 Thread Jason Wilkins
I've been kicking this patch [1] around for a while now and I think it was pretty much ready to apply, but since I waited this long I figured I'd ask about it one more time before I did. [1] http://projects.blender.org/tracker/?func=detailaid=31450group_id=9atid=127

Re: [Bf-committers] Leap Motion

2013-01-18 Thread Jason Wilkins
Mangled that last sentence. What I really want to do with Leap Motion is sculpting, but there are a lot of things from onion branch I will need to integrate before I can really get it working the way I want to. On Fri, Jan 18, 2013 at 3:41 PM, Jason Wilkins jason.a.wilk...@gmail.com wrote: Elam

Re: [Bf-committers] Status of OpenGL compatibility layer.

2013-01-13 Thread Jason Wilkins
to get this ready for review soon. On Mon, Dec 3, 2012 at 12:44 AM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Hi Jason, Thanks for the update, sounds good to me. Brecht. On Sun, Dec 2, 2012 at 8:18 PM, Jason Wilkins jason.a.wilk...@gmail.com wrote: I've been doing regular merges

[Bf-committers] Status of OpenGL compatibility layer.

2012-12-02 Thread Jason Wilkins
I've been doing regular merges of the Swiss-cheese branch with trunk to keep the code from becoming stale. In addition I've been working on testing and documentation. All efforts have been slow but steady. There has been some creeping uncertainty that the merges are not perfect. The merge

Re: [Bf-committers] Can BGE be relicensed?

2012-12-02 Thread Jason Wilkins
On Sun, Dec 2, 2012 at 5:12 PM, Troy Sobotka troy.sobo...@gmail.com wrote: There is no need to be more competitive in a Libre / open source project. Full stop. To contest this statement would require contesting Blender's existence and evolution itself. I must contest this statement. I write

Re: [Bf-committers] Leap Motion

2012-11-30 Thread Jason Wilkins
, but for Python scripting. It's a really cool device though. Lots of potential. On Wed, Nov 21, 2012 at 1:11 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: Has anybody been thinking about the Leap Motion input device? https://leapmotion.com/ I'm only asking because as part of my

Re: [Bf-committers] Can BGE be relicensed?

2012-11-30 Thread Jason Wilkins
While we are on this topic, would there be any way for me right now to consent to a change of license preemptively? I would be willing to allow for any change for code I have contributed to any other open source approved license. If I could just declare that right now then there would be no need

Re: [Bf-committers] eltopo

2012-11-27 Thread Jason Wilkins
, schrieb Jason Wilkins: I've just contacted the maintainer of eltopo to make sure he is still taking the time to accept any improvements and it seems that he is. A couple of the show stoppers seemed to be Blender specific. One was a misspelled library name and the other was a linker error

Re: [Bf-committers] eltopo

2012-11-26 Thread Jason Wilkins
version directly and sent to the library maintainer as well? Brecht. On Sun, Nov 25, 2012 at 10:43 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: I had some fixes for eltopo that I put on the patch manager. That patch is stuff that are show stoppers that prevent it from compiling or could

[Bf-committers] eltopo

2012-11-25 Thread Jason Wilkins
I had some fixes for eltopo that I put on the patch manager. That patch is stuff that are show stoppers that prevent it from compiling or could introduce weird bugs into Blender if left unchecked, so I assume they should be applied. However, there is a lot I'd like to do to clean up eltopo

Re: [Bf-committers] Windows SDL Library

2012-11-24 Thread Jason Wilkins
Same error with MinGW32 On Sat, Nov 24, 2012 at 12:26 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: I tried to compile with the WITH_GHOST_SDL option on MSVC 2008 and got a #error telling me the library needs to be at least version 2.0. I have a fully up to date library directory (lib

[Bf-committers] MinGW Build Questions

2012-11-24 Thread Jason Wilkins
I just setup so I can build with MinGW and I've run into some things I think are strange. I hope you guys don't mind me asking here if it turns out they aren't so strange :-) It seems that the lib/mingw/pthread directory only contains a lib directory but not an include directory. The

Re: [Bf-committers] MinGW Build Questions

2012-11-24 Thread Jason Wilkins
Everything runs fine after building, but I just realized that the dll installed by 'make install' is the one from Blender's lib directory, not the one in mingw's. So it still isn't quite consistent. On Sat, Nov 24, 2012 at 7:48 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: I just setup so

Re: [Bf-committers] MinGW Build Questions

2012-11-24 Thread Jason Wilkins
. On Sat, Nov 24, 2012 at 7:48 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: I just setup so I can build with MinGW and I've run into some things I think are strange. I hope you guys don't mind me asking here if it turns out they aren't so strange :-) It seems that the lib/mingw

[Bf-committers] Windows SDL Library

2012-11-23 Thread Jason Wilkins
I tried to compile with the WITH_GHOST_SDL option on MSVC 2008 and got a #error telling me the library needs to be at least version 2.0. I have a fully up to date library directory (lib/windows). Is this option supported? ___ Bf-committers mailing list

Re: [Bf-committers] Cursor to center of mass

2012-11-21 Thread Jason Wilkins
, 2012 um 12:12 ,Jason Wilkins jason.a.wilk...@gmail.com schrieb: Brecht, I figured that was what it did after testing it some, but since subdividing a face caused the center to move slightly I had my doubts. If it was vertexes I expected a really large move (since there were 100 times

[Bf-committers] Leap Motion

2012-11-20 Thread Jason Wilkins
Has anybody been thinking about the Leap Motion input device? https://leapmotion.com/ I'm only asking because as part of my research I want to add support for it to Blender, but if anybody else is interested I do not want to duplicate work when we could work together.

Re: [Bf-committers] Thinking about a community edit mode for blender

2012-11-19 Thread Jason Wilkins
I'm both surprised and not surprised that syncing two Blender instances would be considered difficult to add. Not surprised because this has always been a difficult problem to add to a program after the fact, but surprised because of how powerful DNA and the loader seem to be. On Mon, Nov 19,

[Bf-committers] [#33196] Warning Fixes 11-16-2012

2012-11-19 Thread Jason Wilkins
Could I get a quick review of patch #33196? It isn't anything too complicated and I could apply it myself once I get the lgtm. http://projects.blender.org/tracker/?func=detailaid=33196group_id=9atid=127 ___ Bf-committers mailing list

Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Jason Wilkins
I'll ask, since I hope it will save time instead of looking at the code. Is the center of mass option actually calculating a center of mass or is it calculating a centroid? A centroid would be equivalent to the center of mass of a set of equally massive points at the vertexes. A true center of

Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Jason Wilkins
I did some experiments and it does seem to work quite well, whatever method is used. If nobody else wants to look at adding a cursor to center of mass option for placing the 3D cursor then I'll do it. On Mon, Nov 19, 2012 at 4:00 PM, Juan Pablo Bouza jpbo...@hotmail.com wrote: Hi! The addition

Re: [Bf-committers] Cursor to center of mass

2012-11-19 Thread Jason Wilkins
Brecht, I figured that was what it did after testing it some, but since subdividing a face caused the center to move slightly I had my doubts. If it was vertexes I expected a really large move (since there were 100 times as many vertexes in my subdivided face than the rest of the model), but

[Bf-committers] Blender At Your Fingertips: Prototype Unistroke Commands for Tablets

2012-11-18 Thread Jason Wilkins
I've been exploring some research ideas (for university) and using Blender to prototype them. I made a short video that demonstrates what I was able to do the last couple of days. I'm starting to create a general framework for sketch recognition in Blender. http://youtu.be/IeNjNbTz4CI The goal

Re: [Bf-committers] Blender At Your Fingertips: Prototype Unistroke Commands for Tablets

2012-11-18 Thread Jason Wilkins
3D objects. http://www.youtube.com/watch?v=6xIK07AhJjc On Sun, Nov 18, 2012 at 6:03 AM, Jason Wilkins jason.a.wilk...@gmail.comwrote: More details about the video and the prototype. The recognizer used in the video is very simple to implement and understand. It is called $1 (One Dollar

Re: [Bf-committers] Blender At Your Fingertips: Prototype Unistroke Commands for Tablets

2012-11-18 Thread Jason Wilkins
. Instead we want direct interaction with the objects. The following YouTube video is an example of using multi-touch gestures for manipulating 3D objects. http://www.youtube.com/watch?v=6xIK07AhJjc On Sun, Nov 18, 2012 at 6:03 AM, Jason Wilkins jason.a.wilk...@gmail.comwrote: More details

Re: [Bf-committers] Blender At Your Fingertips: Prototype Unistroke Commands for Tablets

2012-11-18 Thread Jason Wilkins
can generate curves from the grease pencil tool currently. On Sun, Nov 18, 2012 at 10:57 PM, Jason Wilkins jason.a.wilk...@gmail.com wrote: I think I came off a bit short in my response, so I thought I'd make a better case for what I'm thinking. Of course it is my fault if anybody misses

Re: [Bf-committers] Possible Render Noise Filter?

2012-11-17 Thread Jason Wilkins
Ack, well, if it isn't available for use in open source projects I guess that would be that. As for quality issues, the techniques makes rendering certain things *possible* because a scene that would take a year to render can instead take a day or two. I was also thinking it would be useful for

Re: [Bf-committers] Default .blend cube

2012-11-02 Thread Jason Wilkins
If somebody were to redo the .blend, please see if you can fix the gap between the top info bar and the window title bar. On Tue, Oct 30, 2012 at 2:21 PM, patrick boelens p_boel...@msn.com wrote: Hey guys, I just finished work on a small addon and noticed something peculiar. It seems the

Re: [Bf-committers] Compiling w/ Code Coverage

2012-10-18 Thread Jason Wilkins
for this through qtcreator / kcachegrind on linux you can see line-by-line times and callgraphs. number of calls... etc. Its really slow and at the time I didn't have much of a use for it. On Wed, Oct 17, 2012 at 7:04 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: I'm going to take

Re: [Bf-committers] Gesture Recognition

2012-10-17 Thread Jason Wilkins
I had the idea that it would be nice to have sketch recognition and sketch beautification as a part of a paint stroke. You could call it a gesture brush. If you draw a square, then it would recognize it and put you in a rectangle drawing mode (similarly for a circle). That seemed a bit gimmicky

Re: [Bf-committers] Gesture Recognition

2012-10-17 Thread Jason Wilkins
A couple of other things. There is a group called the Sketch Recognition Lab here at Texas AM. If this is something that is sound and worth pursuing then I intend to take advantage of that: http://srlweb.cs.tamu.edu/srlng/home So, to be honest I'm thinking of this as a potential research area.

Re: [Bf-committers] Using 'const' on primitive function arguments passed by value (Please don't do this)

2012-10-17 Thread Jason Wilkins
://wiki.blender.org/index.php/Dev:Doc/CodeStyle On Tue, Oct 16, 2012 at 10:03 PM, Jason Wilkins jason.a.wilk...@gmail.comwrote: My main problem was the inconsistency and the fact that my intuition led me astray because what I was seeing was non-idiomatic. If the inconsistencies could be ironed out

[Bf-committers] Gesture Recognition

2012-10-16 Thread Jason Wilkins
With the use of Blender with pen tablets, the recent work to port to Android, and a recent seminar I attended, it got me thinking about gesture recognition in Blender. Has there been a serious effort to support gestures? At first I was thinking of how gestures could fit into sculpting and

Re: [Bf-committers] Gesture Recognition

2012-10-16 Thread Jason Wilkins
...@blenderbuch.de wrote: Jason Wilkins jason.a.wilk...@gmail.com schrieb: My Google Fu has failed me though and there does not seem to have been much work on this yet. Am I missing something? Only that we had already gestures in blender since like ever until 2.5x ;-) There were only three for GSR so

[Bf-committers] Blender Logging

2012-10-16 Thread Jason Wilkins
Rather than keep this on the back burner I figured I'd put this out there for people to give some feedback. I was thinking of replacing all direct use of the standard file handles (stdin, stderr) in Blender with a single set of logging functions. This function could intercept all messages and

Re: [Bf-committers] Using 'const' on primitive function arguments passed by value (Please don't do this)

2012-10-14 Thread Jason Wilkins
keyword both in the declaration and when calling the function. This way you cannot call a function that may modify a passed parameter without explicitly stating that you are aware it's passed by reference. I think c++ could use something similar. On Sun, Oct 7, 2012 at 10:17 PM, Jason Wilkins

[Bf-committers] Compiling w/ Code Coverage

2012-10-14 Thread Jason Wilkins
Has anybody ever attempted to and gotten code coverage to work when compiling Blender? I want to use gcov for some testing, but I did not want to duplicate any work. ___ Bf-committers mailing list Bf-committers@blender.org

Re: [Bf-committers] Using 'const' on primitive function arguments passed by value (Please don't do this)

2012-10-10 Thread Jason Wilkins
the function. This way you cannot call a function that may modify a passed parameter without explicitly stating that you are aware it's passed by reference. I think c++ could use something similar. On Sun, Oct 7, 2012 at 10:17 PM, Jason Wilkins jason.a.wilk...@gmail.comwrote: OK, when I get

[Bf-committers] Using 'const' on primitive function arguments passed by value (Please don't do this)

2012-10-07 Thread Jason Wilkins
If I had a function with the prototype: foo(int bar) It may be tempting to declare the it as: foo(const int bar) The reason would be that bar is not modified inside of foo, so by declaring it this way we prevent ourselves from accidentally modifying it. This is not idiomatic C, and for good

Re: [Bf-committers] Using 'const' on primitive function arguments passed by value (Please don't do this)

2012-10-07 Thread Jason Wilkins
corruption does not seem like a plus to me because my environment does this very aggressively without help (MSVC). On Sun, Oct 7, 2012 at 8:22 AM, Campbell Barton ideasma...@gmail.com wrote: On Sun, Oct 7, 2012 at 8:25 PM, Jason Wilkins jason.a.wilk...@gmail.com wrote: If I had a function

Re: [Bf-committers] Using 'const' on primitive function arguments passed by value (Please don't do this)

2012-10-07 Thread Jason Wilkins
OK, when I get warnings I guess I will fix them by adding the const in the appropriate spot. At least this kind of const is not viral :) On Sun, Oct 7, 2012 at 9:55 AM, Campbell Barton ideasma...@gmail.com wrote: On Mon, Oct 8, 2012 at 1:26 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote

[Bf-committers] Bump: [bf-blender-Patches][31450] Fix Airbrush Smooth Stroke Behavior - Onion #3

2012-09-11 Thread Jason Wilkins
: bf-blender-patc...@projects.blender.org Date: Sun, May 13, 2012 at 1:52 PM Subject: [bf-blender-Patches][31450] Fix Airbrush Smooth Stroke Behavior - Onion #3 To: nore...@projects.blender.org Patches item #31450, was changed at 2012-05-13 13:49 by Jason Wilkins You can respond by visiting: http

Re: [Bf-committers] Leonardo 3d ndof device

2012-08-25 Thread Jason Wilkins
Interesting, I was going to be getting an Occulus Rift dev kit (http://oculusvr.com/) with the intention of possibly integrating it with Blender. On Wed, Aug 22, 2012 at 11:25 AM, Nicholas Rishel rishel.n...@gmail.com wrote: I mentioned my interest in developing this in the future while at the

Re: [Bf-committers] Color to greyscale conversion - confusion

2012-07-08 Thread Jason Wilkins
On Sun, Jul 8, 2012 at 11:40 AM, Troy Sobotka troy.sobo...@gmail.com wrote: And finally, there has been some rather exhaustive perceptual research on the various weights here: http://dcgi.felk.cvut.cz/home/cadikm/color_to_gray_evaluation/ The decolorize algorithm on this page is not just a

[Bf-committers] Infinite Recursion

2012-07-06 Thread Jason Wilkins
I get infinite recursion when I load the file found in this thread: http://blenderartists.org/forum/showthread.php?209688-Box-Projected-Cube-Environment-Mapping-demo-(Shiny!) This is what the stack looks like: http://www.pasteall.org/33483 This apparently was introduced in the last week, since I

Re: [Bf-committers] Infinite Recursion

2012-07-06 Thread Jason Wilkins
should be an acyclic graph. Just guessing though. On Fri, Jul 6, 2012 at 7:24 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: I get infinite recursion when I load the file found in this thread: http://blenderartists.org/forum/showthread.php?209688-Box-Projected-Cube-Environment-Mapping-demo

Re: [Bf-committers] Infinite Recursion

2012-07-06 Thread Jason Wilkins
Yes, it sounds like exactly the same problem. On Fri, Jul 6, 2012 at 10:11 AM, Tobias Oelgarte tobias.oelga...@googlemail.com wrote: Your problem might be related to: http://projects.blender.org/tracker/?func=detailatid=498aid=32017group_id=9 Am 06.07.2012 16:52, schrieb Jason Wilkins: When

Re: [Bf-committers] Infinite Recursion

2012-07-06 Thread Jason Wilkins
, Jul 6, 2012 at 11:28 AM, Jason Wilkins jason.a.wilk...@gmail.com wrote: Yes, it sounds like exactly the same problem. On Fri, Jul 6, 2012 at 10:11 AM, Tobias Oelgarte tobias.oelga...@googlemail.com wrote: Your problem might be related to: http://projects.blender.org/tracker/?func=detailatid

Re: [Bf-committers] Color to greyscale conversion - confusion

2012-06-25 Thread Jason Wilkins
I've read Charles Poynton's stuff backwards and forwards and I felt like I could contribute to this thread, but it can get so confusing that I actually cannot think of what to say. Although there is no correct answer, these coefficients do usually come from a standard. There are coefficients for

Re: [Bf-committers] Temporary global storage

2012-06-22 Thread Jason Wilkins
Think about it for a couple of seconds though. Something like last button pressed and tooltip close time really are globals. In what parallel dimension did another button get pressed last? In what other timeline did a tooltip close? I get that somebody once told you that global variables are

[Bf-committers] A Couple of Patches

2012-06-10 Thread Jason Wilkins
I submitted a couple of patches just before SoC that did not get any attention. Allocating memory for smooth -tool- once per stroke instead of once every dab: http://projects.blender.org/tracker/?func=detailaid=31425group_id=9atid=127 Fixing the behavior of airbrush and smooth -stroke- and

[Bf-committers] Improved Mini-Axis

2012-06-05 Thread Jason Wilkins
http://www.pasteall.org/pic/show.php?id=32768 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

Re: [Bf-committers] Viewport FX Design

2012-06-01 Thread Jason Wilkins
, Jason Wilkins jason.a.wilk...@gmail.com wrote: I'm starting to write up a better breakdown of Viewport FX here: http://wiki.blender.org/index.php/User:Jwilkins/GSoC2012/Viewport_FX_Design It is still very rough, but it looks like it is going to be pretty long, so it is probably a good idea to let

Re: [Bf-committers] Viewport FX Design

2012-06-01 Thread Jason Wilkins
On Fri, Jun 1, 2012 at 5:28 AM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Regarding matrix transformations: * There would be no need to change modes and more matrix stackes could be created than the standard 3. I don't understand this, why would you want more stacks, and how would

Re: [Bf-committers] Viewport FX Design

2012-06-01 Thread Jason Wilkins
On Fri, Jun 1, 2012 at 7:59 AM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: I can imagine an API where every matrix function specifies which of the 3 standard matrices it works on. If that's better or not I don't have a strong opinion, nearly all modifications are to the modelview

Re: [Bf-committers] Viewport FX Design

2012-06-01 Thread Jason Wilkins
On Fri, Jun 1, 2012 at 9:05 AM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: I may be saying again what you already wrote, but let me give my view on the immediate mode emulation stuff. What we need: I think the current immediate mode emulation is a good start, but we can unify it with

Re: [Bf-committers] Viewport FX Design

2012-06-01 Thread Jason Wilkins
Although I have not committed it yet, I did test gpuImmediate by porting a lot of the heavy object drawing code to use it. I could not really tell any difference in speed subjectively. Interestingly though, when enabling VBO, it was faster than using VBO in trunk. So the preliminary results

Re: [Bf-committers] Viewport FX Design

2012-06-01 Thread Jason Wilkins
On Fri, Jun 1, 2012 at 2:00 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: I just meant release / free the arrays, or whatever the API needs to do depending if it's using VBO's, vertex arrays, immediate/retained, ok Also, and most importantly, doing it the way you suggest requires

[Bf-committers] Viewport FX Design

2012-05-31 Thread Jason Wilkins
I'm starting to write up a better breakdown of Viewport FX here: http://wiki.blender.org/index.php/User:Jwilkins/GSoC2012/Viewport_FX_Design It is still very rough, but it looks like it is going to be pretty long, so it is probably a good idea to let people see it as soon as possible. Help me

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