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
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
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
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
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
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
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.
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
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
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
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
. 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
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
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
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
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
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
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.
/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
, 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
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
, 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
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
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
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...
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
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
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
, 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
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
, 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
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
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
, 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
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
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
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
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
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
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
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
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
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
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
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
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
,
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
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
, 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
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
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
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
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
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
.
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
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
, 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
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.
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,
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
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
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
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
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
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
.
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
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
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
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
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
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
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.
://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
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
...@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
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
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
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
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
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
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
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-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
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
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
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
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
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
, 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
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
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
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
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
, 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
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
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
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
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
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
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
1 - 100 of 176 matches
Mail list logo