Re: [Bf-committers] Current state of Blender's user experience

2016-04-22 Thread Owen Hogarth II
I'd also like to chime in on the icon heavy ui, I think it would probably be more trouble than it's worth. Blender is like vim and I use both vim and blender, but I agree with Fabien. The main disadvantage I see with icon heavy software is the issue I deal with a lot right now. hDPI support is

Re: [Bf-committers] Blender 2.8 and OpenGL version

2016-04-18 Thread Owen Hogarth II
HI guys I read this and the notes from a few of the more recent coder meetings and I had a few questions. I noticed that the new 3.2 renderer will break backwards compatibility with previous versions of the particle system. I have been doing some work with the node system in blender for a

Re: [Bf-committers] getting blender shaders used to render a mesh

2016-03-25 Thread Owen Hogarth II
tml#gpu.export_shader > . > > Is that what you were looking for? > > Regards, > Daniel > > On Thu, Mar 24, 2016 at 2:46 PM, Owen Hogarth II <gurenc...@gmail.com> > wrote: > > > Howdy > > > > I read somewhere once that I could get the source code that ble

[Bf-committers] getting blender shaders used to render a mesh

2016-03-24 Thread Owen Hogarth II
Howdy I read somewhere once that I could get the source code that blender uses to render a mesh from some of the python api inside blender. I've been looking around but misplaced that link. How do I get the source code for the shaders that blender is using to render mesh [x] Best, Owen

Re: [Bf-committers] building blender

2016-03-19 Thread Owen Hogarth II
in <sergey@gmail.com> wrote: > That is exact C++11 issues i've mentioned above. Blender is not using it by > default so you'll have manually add some flags for that. > > Alternatively you can make llvm-3.4 to be compiled (see my notes above > about this). > > On Sat, Mar

[Bf-committers] building blender

2016-03-19 Thread Owen Hogarth II
Howdy compiling blender from source today it seems to want to update to llvm 3.6 but of OSL doesn't build with llvm 3.6 I manually downgraded my own copies of llvm and clang to 3.5 but the install_deps.sh script pulls down 3.6 there's this long thread about it on github:

Re: [Bf-committers] building blender

2016-03-19 Thread Owen Hogarth II
> 3.4 btw. Such configuration requires OSL to be compiled with C++11, which > we don't do yet. > > > On Fri, Mar 18, 2016 at 10:43 AM, Owen Hogarth II <gurenc...@gmail.com> > wrote: > > > The issue if I'm correct is that OSL just doesn't work with llvm 3.6 but > > t

Re: [Bf-committers] Blender 2.77 RELEASE AHOY!

2016-03-19 Thread Owen Hogarth II
Hi Campbell I am having similar issues compiling on jessie testing. OSL fails to build complaining about C++11 errors. I use the build placing dependencies and their things in /opt/blender/deps/src I just tried this build about 2 minutes ago. http://pastebin.com/HEAw82Jw I can compile the

Re: [Bf-committers] building blender

2016-03-19 Thread Owen Hogarth II
; See also > > "/home/tianwei/src/blender-deps/OpenShadingLanguage-1.7.1/build/CMakeFiles/CMakeError.log". > make: *** No targets specified and no makefile found. Stop. > make: *** No rule to make target `clean'. Stop. > ERROR! OpenShadingLanguage-1.7.1 failed to c

Re: [Bf-committers] building blender

2016-03-19 Thread Owen Hogarth II
, Mar 18, 2016 at 2:20 PM, Owen Hogarth II <gurenc...@gmail.com> wrote: > oh, I see. > > I though llvm 3.5 would work but currently this version of debian jessie > testing doesn't have llvm 3.4 > > I'll post it on the OSL github issue tracker. > > Best, > Owen &g

Re: [Bf-committers] building blender

2016-03-18 Thread Owen Hogarth II
m=3.5 command line argument to force LLVM 3.5 to be used. > This might result in C++11 issues i've mentioned above. > - Use --force-llvm command line argument to force llvm-3.4 to be locally > compiled and installed to /opt/lib. This will match the release environment > in fact. > > On F

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-12 Thread Owen Hogarth II
Would there be anyone against using the pixar USD format: http://graphics.pixar.com/usd/ After looking at it, it seems pretty robust, the format is open like what was said previously and best of all it looks like it can fit right on top of blender's in my opinion. So will this list continue to

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-12 Thread Owen Hogarth II
@Brian That's definitely good news, I am sure there are more devs like you out there who could help get this done. I looked tat the opengl format but like @Juan said it's pretty opengl specific so would be pretty useless for things outside of opengl world. Does Ton or Campbell or anyone else have

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Owen Hogarth II
This +1 On Wed, Feb 10, 2016, 20:47 Fabio Pesari wrote: > On 02/10/2016 01:23 PM, Keith Boshoff wrote: > > I'm speaking from a Unity perspective and the chances of them including > > other mesh formats in the near future are slim to none (Though I'm still > > going to nag them

Re: [Bf-committers] blender failing to build

2016-01-29 Thread Owen Hogarth II
thanks, that did the trick. Best, Owen On Sat, Jan 30, 2016 at 12:07 AM, Bastien Montagne <montagn...@wanadoo.fr> wrote: > Hi, just pushed a probable fix, please checkout latest master and try > again :) > > Le 29/01/2016 14:56, Owen Hogarth II a écrit : > > [ 90%] Build

Re: [Bf-committers] blender as ui for game engine

2016-01-26 Thread Owen Hogarth II
If others are willing to implement the plugin architecture I personally have no feelings towards, it misses the point that I was trying to push forward. I do not want blender to change or to start focusing on game developers, I know that's a fool's errand. What I want to do is very simple to

Re: [Bf-committers] Merging makehuman with blender

2016-01-25 Thread Owen Hogarth II
that's such a crazy story but not unlike what I was talking about in my make blender a ui for game engines thread. Have a small clean core built around C, let other programmers be able to access the core blender features. Not make blender into a game engine, make the core of blender; the c core

Re: [Bf-committers] blender as ui for game engine

2016-01-23 Thread Owen Hogarth II
Guys I am not going to bring this to some secret discussion, I posted it on the public list so that everyone who does have an opinion could chime in. I am coming at this from a slightly different point of view. Blender is great at doing what it does, which is a modeling tool. I do not want to

Re: [Bf-committers] blender as ui for game engine

2016-01-23 Thread Owen Hogarth II
I think that gamekit link was posted before, I've run across it before but that still misses the point. It's an external tool that's duplicating a lot of the work that blender already does. It is a pretty nice piece of software though but that skill could be used to refactor the internals of

Re: [Bf-committers] blender as ui for game engine

2016-01-23 Thread Owen Hogarth II
Ton two exit functions, what what? What does that have to do with anything? Are you saying that if you run blender in headless mode without a UI you have to call one exit function and blender with UI needs a separate exit function to work properly? If so why is that the case? If not can you

Re: [Bf-committers] blender as ui for game engine

2016-01-22 Thread Owen Hogarth II
scan header (.h) files, like Blender DNA files to update the file > definition or create your own file format. > > > 2016-01-22 4:49 GMT-02:00 Campbell Barton <ideasma...@gmail.com>: > > > On Fri, Jan 22, 2016 at 4:34 PM, Owen Hogarth II <gurenc...@gmail.com> > >

Re: [Bf-committers] blender as ui for game engine

2016-01-21 Thread Owen Hogarth II
; > > > > Regards > Holger Machens > > > > [1] http://homac.cakelab.org/projects/JavaBlend/ > [2] https://help.github.com/articles/using-pull-requests/ > > Ton seemed to think it was useful > > On Thu, Jan 21, 2016 at 12:52 AM, Owen Hogarth II <

Re: [Bf-committers] blender as ui for game engine

2016-01-21 Thread Owen Hogarth II
ill <blueprintrand...@gmail.com> wrote: > http://homac.cakelab.org/projects/JavaBlend/ but I did not dig for a git > etc. > On Jan 21, 2016 1:07 AM, "Owen Hogarth II" <gurenc...@gmail.com> wrote: > > > How long ago was that email sent and where is the code now? >

Re: [Bf-committers] blender as ui for game engine

2016-01-21 Thread Owen Hogarth II
Jacob that's usually where it all ends up, stalled. They are trying to write a java parser for the python code when in all actuality if the core of blender was reorganized a bit, there would be no need for these types of things. c is universal, blender is built on c and for ease of use the blender

Re: [Bf-committers] blender as ui for game engine

2016-01-21 Thread Owen Hogarth II
could use other addons that leverage the same data? > > How feasible is this? > > Owen Hogarth -> What physics engine are you using? GLSL ? may I see your > git etc? youtube? > > > > > On Thu, Jan 21, 2016 at 12:19 AM, Owen Hogarth II <gurenc...@gmail.com> >

Re: [Bf-committers] blender as ui for game engine

2016-01-21 Thread Owen Hogarth II
how stable) but > the best solution would be to take the original source code + a proper > interface and just link it into a library. (I talked to someone who had > the same idea - don't remember his name, unfortunately.) > > > Regards > Holger > > > On 21/01/16 20:33, Owen Ho

Re: [Bf-committers] blender as ui for game engine

2016-01-21 Thread Owen Hogarth II
On Wed, Jan 20, 2016 at 11:56 PM, Owen Hogarth II <gurenc...@gmail.com> > wrote: > > > Hi guys > > > > I initially spoke with ideasman on irc about 8-12 months ago about this > > idea and I wanted to message this list to see if I could get some > support. > &

[Bf-committers] blender as ui for game engine

2016-01-20 Thread Owen Hogarth II
Hi guys I initially spoke with ideasman on irc about 8-12 months ago about this idea and I wanted to message this list to see if I could get some support. A lot of small teams and single dev guys use blender as a major part of their asset creation pipeline for their 2d/ 3d games but then they

Re: [Bf-committers] SCons build system future

2015-12-21 Thread Owen Hogarth II
Did you compile and install all of Blender dependencies or you just ran this command after getting the code from github? If your having trouble you can use the file located here: cd [blender git location] ./blender/build_files/build_environment/install_deps.sh that will do a lot of the heavy