successfully build blender as a python module on linux, and
has ran into similar issues as mine and could point me to what I am doing
wrong I will greatly appreciate it.
Thanks,
Alex
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the final submission deadline, but any feedback would be very
appreciated :)
Best regards,
Alex Ozer
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r place like the Cycles
mailing list.
Alex
On Fri, Apr 5, 2019 at 3:50 AM Sergey Sharybin wrote:
>
> Hi,
>
> The answers are inlined.
>
> On Fri, Apr 5, 2019 at 6:53 AM Alex Ozer wrote:
>
> > > Implement converter from Embree BVH to Cycles BVH data structures
much appreciated.
I also previously asked a smaller question about the project on the
forums [2] where it was suggested I could direct further
clarifications to the mailing list.
Thanks!
Alex
[1]: https://wiki.blender.org/wiki/GSoC/Ideas_Suggestions#Ideas
[2]: https://devtalk.blender.org/t/gs
line patch
for Blender to remove that filter.
Cheers,
Alex
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ck test on my system suggests it would add about 160k to
the size of package.
Cheers,
Alex
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[1]: http://www.pasteall.org/64483/python
[2]:
https://www.blender.org/api/blender_python_api_2_61_0/info_tips_and_tricks.html#bundled-python-
munity, simply change 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,
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 sergey@gmail.com wrote:
I would say:
- Being able to filter in dev.b.o is omsething
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
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 assure you it's being used in production.
Cheers,
Alex
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 lukas.toe
continue discussion
there.
https://developer.blender.org/T39557
Cheers,
Alex
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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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thoughts?
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Alex (z0r)
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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 brechtvanlom...@pandora.be
wrote:
Hi,
Thanks for the info, we'll figure something out to keep windows builds
going.
Brecht.
On Tue, Dec 10, 2013 at 10:46 AM, Jeffrey H
On 18 December 2013 05:53, Sergey Sharybin sergey@gmail.com 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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. So could we please upgrade Python for Linux now too?
Cheers :)
Alex
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has 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 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 i...@jensverwiebe.de wrote:
For i dunno when we will have write accessed libs back
with 3.3.0)
This is to fix this bug:
https://projects.blender.org/tracker/index.php?func=detailaid=36963group_id=9atid=306
Cheers,
Alex (z0r)
On 22 October 2013 20:52, Alex Fraser a...@phatcore.com wrote:
On 21 October 2013 20:46, Bastien Montagne montagn...@wanadoo.fr wrote:
Eh, I thought we
Not 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 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=detailaid=36963group_id=9atid=306
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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 that overhead would be.
Alex
, 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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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 sergey@gmail.com wrote:
Revision: 60528
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=60528
Author: nazgul
Date
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,
Alex
[36319
video resolution in Mac OSX [36501]
Thanks very much :)
Alex (z0r)
[36459]
https://projects.blender.org/tracker/index.php?func=detailaid=36459group_id=9atid=306
[36502]
https://projects.blender.org/tracker/index.php?func=detailaid=36502group_id=9atid=306
[36501]
https://projects.blender.org
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
; 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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to applying these to trunk?
Cheers,
Alex
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[1]
http://projects.blender.org/tracker/?func=detailaid=29035group_id=9atid=127
[2]
http://projects.blender.org/tracker/?func=detailaid=29680group_id=9atid=127
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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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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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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 dfeli...@gmail.com wrote:
I wonder if 'Rendering' will be so generic to the point
Hi Brecht,
On 3 June 2012 22:26, Alex Fraser a...@phatcore.com wrote:
[#31691] BGE: group with indirection not instantiated properly
http://projects.blender.org/tracker/index.php?func=detailaid=31691group_id=9atid=306
I checked this again in r47539 - it's fixed! Thanks heaps :)
Alex
/index.php?func=detailaid=31691group_id=9atid=306
Cheers,
Alex
On 26 May 2012 03:13, Brecht Van Lommel brechtvanlom...@pandora.be wrote:
Revision: 47023
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=47023
Author: blendix
Date: 2012-05-25 17:13:30 +
and GUI have been tidied up. Could somebody please review it? :)
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 dfeli...@gmail.com wrote:
Revision: 44015
http://projects.blender.org/scm
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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a
headache).
Cheers,
Alex
On 28 February 2012 13:54, Alexandr Kuznetsov kuzsa...@gmail.com 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, developers must have them
, but did not
get too far.
Maybe I'll give it another shot.
cheers,
alex
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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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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 adfr...@vpac.org
I actually like the way the nodes remain visible when the node is
collapsed.
I mean sockets :)
Alex
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in the same locations). This patch
builds on the stability patch above.
Any feedback would be welcome!
Alex
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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
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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:
On Sun, Sep 25, 2011 at 7:20 AM, Daniel Salazar - 3Developer.com
zan...@gmail.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 ideasma...@gmail.com wrote:
Hi
- Original Message -
From: Alex Fraser adfr...@vpac.org
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
commits they have made
, 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
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Alex
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. /FORCE:MULTIPLE resolved it.
Btw, I used cmake 2.8.4
Thanks,
Alex
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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, 2011 at 10:49 PM
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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=) 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
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http
proposals (below) for the format and
location of the attribution.
Cheers,
Alex
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On 21 Jun, 2011, at 4:52, Alex Fraser wrote:
[...]
I propose that:
1. All future contributions be attributed in modified
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 yet, but the videos look great.
Cheers,
Alex
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) or on 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
. And
it really is an incentive to contribute.
Cheers,
Alex
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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
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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,
Alex
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for trying it out.
- Original Message -
From: Shaul Kedem shaul.ke...@gmail.com
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 AM, Alex Fraser adfr...@vpac.org
a constant time
step is still more appropriate.
Cheers,
Alex
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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 about that.
Cheers,
Alex
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orientation is significant?
Cheers,
Alex
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On Fri, Apr 29, 2011 at 7:45 AM, M.G. Kishalmi l...@kishalmi.net 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,
Alex
]. But you're right, it would be nice to have
a game.properties.new() function.
Cheers,
Alex
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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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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.
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 iozk...@gmail.com wrote:
'some times' to my allways
to skip past the non-svn log
messages.
Cheers,
Alex
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tension), and easier to make multi-threaded.
Cheers,
Alex
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, i.e. Vector(x,y,z) instead of Vector((x,y,z))?
Cheers,
Alex (z0r)
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to parse in C (see
example below)
OK, I can see that it could become quite hard to maintain. What if the
extra argument, like 'angle' for quaternions, was keyword only? Just a
thought; I'm not too concerned if this doesn't make it in.
Cheers,
Alex
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 submitted it
=( FILE_IMGDISPLAY == params-display) ? layout-tile_w :
layout-column_widths[COLUMN_NAME] + 4;
Alex
2010/12/15 Ton Roosendaal t...@blender.org
Revision: 33686
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=33686
Author: ton
Date: 2010-12-15 16:56:06
On Sat, Dec 11, 2010 at 1:48 PM, Alex Fraser a...@phatcore.com wrote:
we could generate predefined completion files for Pydev:
http://pydev.org/manual_101_interpreter.html#id2
[...] it could be generated using introspection from a running game.
Here is a game that does that:
http
a neutral email in a negative light
- Moderate each other
- Be tolerant
They are both fairly long (about an hour each), but they are worth it
if you have the time. Many more topics are covered.
Cheers,
Alex
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. Encouraging it is exactly what the
GPL is supposed to do.
My apologies for continuing this thread - I just thought another
industry perspective would be useful.
Cheers,
Alex
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On Thu, Nov 25, 2010 at 12:42 AM, Damir Prebeg blend.fact...@gmail.com wrote:
I don't think *anyone* is suggesting that the Blender code end up in
some closed source software. We're looking at making Blender capable
(legally) of using third-party distributed closed-source plugins. This
is
On Thu, Nov 25, 2010 at 8:55 AM, Campbell Barton ideasma...@gmail.com wrote:
Hi, All things considered I'm apathetic towards LGPL switch.
Its still quite restrictive, and I'm not aware of any commercial
extensions for blender so far, even though its possible to write them
without changing to
2010/11/25 José Romero jose.cyb...@gmail.com:
Blender is a tool for artists, not programmers.
I hate to break the news to you.
It is because of programmers that Blender exists.
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On Thu, Nov 25, 2010 at 4:38 PM, Diego B bdi...@gmail.com wrote:
Hi,
Please stop the fight on this thread, there is no point to talk about
LGPL, Maya, the good support or whatever.
Ton already say that the possibility to re-licensing with LGPL is near
zero, so we need focus on ways to get
On Tue, Nov 23, 2010 at 11:33 PM, Campbell Barton ideasma...@gmail.com wrote:
Look at the simplest case for a LGPL switch:
if all blender developers and all contributors agree to switch to LGPL.
We still have libraries that are GPL, these cant just be made into
extensions, they need to be
On Wed, Nov 24, 2010 at 12:15 AM, Alex Combas blenderw...@gmail.com wrote:
On Tue, Nov 23, 2010 at 11:33 PM, Campbell Barton ideasma...@gmail.com
wrote:
Look at the simplest case for a LGPL switch:
if all blender developers and all contributors agree to switch to LGPL.
We still have
if you distribute an LGPL application you MUST provide the source code
if you modify and distribute an LGPL application you MUST provide the
source code.
It is NO different than the GPL in this regard.
The only difference is that if a separate program links to an LGPL
program then the
separate
to get end-
user level useful extensions possible.
-
Alex, please drop it. You're not helping your position with false dichotomies
and misrepresentations.
Hello Martin,
If you had read my last comment before you made yours you would
have seen that I had already said this will be my
On Wed, Nov 24, 2010 at 10:38 PM, Benjamin Tolputt
btolp...@internode.on.net wrote:
This I agree with too. LGPL will allow, if only through careful
extraction of code into a shared library, the extraction of code from
the Blender project into closed source projects. Personally, even though
I
the branches, license Blender as
LGPL, and the job is done.
~~
So that is my proposal. Sorry if it is a bit long winded.
It is probably full of many holes which I am blissfully unaware of,
but hopefully this can help roll the ball a little further.
Best regards,
Alex Combas
irc: blenderwell
On Mon, Nov 22, 2010 at 6:58 AM, Ton Roosendaal t...@blender.org wrote:
Hi all,
Phew, mind boggling discussions here. I know GNU GPL isn't easy to
understand, but it would improve readability of the traffic on this
list if we can stop with interpretations of the GNU GPL now. :)
However,
On Sun, Nov 21, 2010 at 8:01 AM, Martin Poirier the...@yahoo.com wrote:
--- On Sun, 11/21/10, Benjamin Tolputt btolp...@internode.on.net wrote:
On 22/11/2010 2:12 AM, Martin Poirier
wrote:
Stealing a copy doesn't count as distribution.
The scenario I am talking about is not a stolen
On Sun, Nov 21, 2010 at 3:30 PM, Dan Eicher d...@trollwerks.org wrote:
For
example, if I made an interesting game using the Blender Game Engine, I
could sell my game as a binary with my only obligation to release the
source
to all components of the Blender Game Engine I used, as well
On Fri, Nov 19, 2010 at 7:27 AM, Jason van Gumster
ja...@handturkeystudios.com wrote:
Alex Combas blenderw...@gmail.com wrote:
Similarly, virtually zero companies actually go the route of making a
modified internal version of GPL software.
How would someone confirm that? By virtue
On Fri, Nov 19, 2010 at 1:25 PM, Matt Henley nwm...@gmail.com wrote:
I agree that company lawyers tend to be paranoid. I deal with that
frequently in oil/gas equipment manufacturing.
Right, I'm just saying this is the view that some companies would have.
I'm not saying this is my view, or
if not?
Or should we all just stop building with lcms and not mention it ever again
;)
If we could get a definitive answer on this that would be great.
Thanks,
Alex
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Thanks Matt, I will try to spread the word.
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On Fri, Nov 19, 2010 at 4:19 PM, Dan Eicher d...@trollwerks.org wrote:
On Fri, Nov 19, 2010 at 3:40 PM, Alex Combas blenderw...@gmail.com
wrote:
Well the GPL has never been defended in court from what I've heard...
You heard wrong...
Yes, I am. Thanks for pointing that out
On Thu, Nov 18, 2010 at 12:37 AM, Dan Eicher d...@trollwerks.org wrote:
On Thu, Nov 18, 2010 at 12:15 AM, Alex Combas blenderw...@gmail.com
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 actively make
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 jjv@gmail.com 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
well in general.
best regards,
Alex blenderwell Combas
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On Wed, Nov 17, 2010 at 6:00 PM, David Jeske dav...@gmail.com 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
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