Upgrading the minimum to 2.1 does not mean that Blender does not use higher
OpenGL features.
It can always query for the ogl version and use the available features,
resulting, for example, in more performance.
There is no need of a separate build.
The question is if versions older than 2.1 can be
Hi there!
I am not sure if I understood what you wish..
Make open one of your versions so that it can be continued by others?
Answers to those specific problems of BB1?
You need some of the features you implemented in the branch available in
master, so that you no longer have those problems?
--
Hi Anish,
with the experience you claim, I would suggest you to get started with the
addons repository, as it is python code and not C/C++. For a smoother
adaptation :)
Start by building Blender:
http://wiki.blender.org/index.php/Dev:Doc/Building_Blender
and get in touch with the developers'
Hi all,
my summer of code has now ended and now I have to focus on delivering my
thesis during the next 2 months.
This means that I will not be available to keep working on the GE tracker.
I will still be around :) just focusing on something else.
Here you find the report of my gsoc:
Ortiz, i meant to thank you for the example you provided, and asked to see
Jacob's logic brick setup.
Clearing the response for clarity on what I still need feedback:
3) Parenting types
When I parent to a vertex, does it mean I am only parenting to the
position? As a user I am not choosing the
Clarification: I only fixed 50 of the 130 reports. 130 is the total of
closed reports by all the GE team since the gsoc started.
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the second part of my message for you Didn't
reach you which was:
Are you in contact with Dalai Felinto? I think he could help you too.
dfeli...@gmail.com
Yours,
Ortiz (chicor...@gmail.com)
On 19 July 2014 05:08, Jorge Bernal jbernalmarti...@gmail.com wrote:
Hi Brita,
2014-07-19 2
Hey all,
in the time I spent in the game engine tracker for my gsoc, I found more
than a couple of bugs related with basic parent/child transforms. While
these can be in other places (such as data conversion, or the python api),
the core is really the scene graph.
I reviewed and documented my
Any suggestion for hardware specific reports?
In the game engine tracker, I am adding platform specific bugs that I can
not test to 'Platform: Windows' etc, but I am unsure about what to do with
reports based on features my GPU does not support or input devices that I
(or any other active dev)
The meeting went through and quite some people showed up to weight in their
opinions. Thank you all, it is good too see the interest on the project.
Here is the summary of the meeting, the wiki will be updated accordingly:
We reviewed the planning presented on the roadmap
Hi all,
this mail serves to let you know that there will be a meeting about future
BGE development at #bgecoders on Monday, day 9 at 21h UTC.
The topics will be the current issues with the GE, what should take
priority and how everything fits with other projects and the blender
roadmap.
I will
Hey, run ccmake or cmake-gui and check the values where it is searching for
the jpeg library. There is probably something not set properly there.
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Hey,
python-requests was added for something to do with http requests for the
sketchfab addon (and usable for other addons). To have this working, you
should install python requests via your OS normal way or
http://docs.python-requests.org/en/latest/user/install/ .
If you don't care about this
There are currently some inconsistencies in the way blenderplayer handles
some (visualization) options. I started to address this, but it turned into
an usability discussion and so feedback from all is welcome.
Blenderplayer can be started from within blender or externally. It mostly
uses the
Is the problem different vertex density?
I don't know how it is currently implemented, but, if vertex density is the
problem, the face's area can weight in with no need for voxel dataset.
--
InĂªs Almeida
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