Hi,
I'm not voting against supporting C++11 but if there're problems to support
all of it at once. I suggest to use migrate step by step.
For example, the clang-modernize [1] tool allows you to automatically add a
macro that expands to the C++11 "override" keyword [2] to every virtual
function th
/library which _emulates_ c++11 then i'd say no-go for this. Would
> rather implement function bindings/move {shared,unique}_ptr (which are the
> main reason i've started this thread) to some header in extern/ which could
> be used all over the place.
>
>
>
> On Tue, J
Hello to you all,
my name is Konrad Kleine (nickname: kwk) and I am interested in these
two GSoC topics:
1. Integrate Ptex texture mapping library
2. Unit tests
I was wondering if anybody has expressed interest in these topics. I
certainly do have interest since texturing and multi-res geometry
Hi Brecht,
multiresolution was what I was thinking about, too. And since mesh
resolution has the word "mesh" in it :) I thought it must have something
to do with BMesh.
Concerning "multires sculpting", are you thinking of an adaptive mesh
resolution depending on the sculpting detail or do you thi
Hi,
maby BuGLe can turn out to be helpful:
http://www.opengl.org/sdk/tools/BuGLe/
Konrad
Am 25.03.2010 00:34, schrieb Yves Poissant:
> Not cheap but very usefull indeed. It is no magic however. You need to
> already have experience with OpenGL, The debugger can flag missused or
> overused API
Hi,
it took me a while to write on my GSoC proposal because my sister
arrived in Spain and we did a lot of travelling with her the last days.
I am continuously working on my proposal here:
http://wiki.blender.org/index.php/User:Kwk/Gsoc2010/Proposal . Currently
it is missing the Deliverables, Proj
Hi LetterRip,
> Konrad your proposal sounds good but as you note you will need a bit
> more details on schedule.
Thank you! I'm working on the missing parts of my proposal ;)
> Something to consider if it isn't in the library already is dynamic
> loading and unloading of level of detail textures
Hi,
I have just finished my GSoC'10 proposal on a Ptex integration into
Blender and would love to know what you think about it. Here's my wiki
page, containing my proposal:
http://wiki.blender.org/index.php/User:Kwk/Gsoc2010/Proposal
Thanks in advance
Konrad
_
Tom M:
> Hi it looks good, please copy it to the GSoC submittal section,
>
> LetterRip
>
> On Thu, Apr 1, 2010 at 1:59 PM, Konrad Wilhelm Kleine
> wrote:
>> Hi,
>>
>> I have just finished my GSoC'10 proposal on a Ptex integration into
>> Blender
Ok, done ;)
Am 02.04.2010 01:08, schrieb Tom M:
> On Thu, Apr 1, 2010 at 3:00 PM, Konrad Wilhelm Kleine
> wrote:
>> Hi,
>>
>> thank you LetterRip. Which GSoC submittal section do you mean, on Google
>> website
>> (http://socghop.appspot.com/gsoc/student_pr
Hi Shuvro,
lately I've seen a video by Eskil Steenberg and the tools he used to
produce his game LOVE (http://www.quelsolaar.com/love/tool_video.html).
There is also a tool to automatically unwrap UVs which maybe worth
looking at for your GSoC project. When I got the chance to talk to Eskil
at a B
Hi there,
I want to create an image inside my Python operator.
Currently I use this code to create a bump map for instance.
img = bpy.data.images.new("BumpMap")
Is it possible to adjust the image type (depth, number of channels)
after the creation or can I do it before? Obviously a bump
Hi all,
since my development efforts lately went slightly into a wrong direction
I've listened to Matt's advice and have written this little document:
http://wiki.blender.org/index.php/User:Kwk/Gsoc2010/AutoSelectPaintImage
If there are any developers here, that can help me understand how to
wri
Hi,
I've managed to get bump map painting working using the technique we
talked about during yesterdays developer meeting: Generating normal
values from a height map using a Height2Normal GLSL shader.
I would really appreciate every feedback, or bug report, or feature
request I can get for this p
;> >> could you send over a test blend file?
>> >>
>> >> I'm not sure if I'm setting something up wrong or what, but all i get
>> >> is the cube shown as orange.
>> >>
>> >> LetterRip
>> >>
>> >>
Hello,
I've modified my patch and fixed all the bugs that were reported to me.
The GLSL preview of bump maps looks much like the final render as it can
be seens here:
http://wiki.blender.org/index.php/User:Kwk/Gsoc2010/BumpMapPainting#Screen_shot
I've also removed the additional checkbox that se
between -1 and 1 in the glsl part
> but the render isn't.
> http://www.pasteall.org/14682/diff here is what i changed to make it look
> pretty much identical even outside the -1->1 range
>
> --- On Thu, 7/29/10, Konrad Wilhelm Kleine wrote:
>
>> From: Konrad
Hi Tom,
thank you for spending so much time on this! I think I'm gonna have to
do the same with my build to get the basic_string.h issue solved. But it
should be simple if you say that you got it working when all the libs
are disabled. By libs I think you mean most of the WITH_ settings, correct?
Hi,
there is currently only one float suffix in the GLSL material code in
Blender. On Windows and Linux this does no harm but on MacOSX several
people reported problems to me when apply my bump map preview patch
which was caused by that float suffix.
I'm saying the float suffix is not needed and
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