Hi Skoti,
That's an interesting viewpoint as well. What I read in the GNU FAQ
would mean:
Even when we conclude that shader exports from Blender are GPL itself,
for as long they're not used too link against a program, you can
freely use them. It becomes like 'data' that way.
AFAIK you can
"I never thought people would export glsl shader files together with models
to use in other engines... is that the use case?"
Yes. I had GameKit in mind while wondering on that. But as Campbell brought
it up other engines can benefit from that as well.
--
Dalai
(although I had GameKit in mind I'm
Your code is not linked with the shaders, so you do not have to share
your code.
You just pass the code to drivers, and there is compiled and sent to the
graphics card. Code of your program is not connected with the shader,
and only run it through the driver (which is allowed to run as separate
> Hi Dalai,
>
> Yeah... I noticed missing header too.
> But I know enough of Blender's code to see it's a copy of existing
> functions here :)
>
> It even has the bump code we added in 2.59...
>
> I never thought people would export glsl shader files together with
> models to use in other engines..
Your code is not linked with the shaders, so you do not have to share
your code.
You just pass the code to drivers, and there is compiled and sent to the
graphics card. Code of your program is not connected with the shader,
and only run it through the driver (which is allowed to run as separate
Hi Dalai,
Yeah... I noticed missing header too.
But I know enough of Blender's code to see it's a copy of existing
functions here :)
It even has the bump code we added in 2.59...
I never thought people would export glsl shader files together with
models to use in other engines... is that the
Hi Ton,
the shader files (gpu_shader_material.glsl and gpu_shader_vertex.glsl) have
no license header on them.
Thus my hope that they were not under the GPL.
In fact most of the code snippets we have there are classic implementations.
I don't think they can even be under specific license.
I find
Ton,
check with FSF, but I seriously doubt that a shader would be
expressive, and hence is not copyrightable.
A generated shader is even less likely to be viewed as expressive.
LetterRip
On Thu, Oct 13, 2011 at 1:36 AM, Ton Roosendaal wrote:
> Hi Dalai,
>
> First: there's no "BF" or "BFL" lice
If I publish a propietary game with GLSL code exported with that
function, it doesn't affect the rest of the code, right?
2011/10/13 Ton Roosendaal :
> Hi Dalai,
>
> First: there's no "BF" or "BFL" license... it's just "GNU GPL v2 or
> later". :)
>
> If I understand the function well, it's gener
Hi Dalai,
First: there's no "BF" or "BFL" license... it's just "GNU GPL v2 or
later". :)
If I understand the function well, it's generating a text file using
the GLSL shader code as in our svn (which is GPL). In that way the
exported glsl code remains GPL.
-Ton-
--
A shader might well be viewed as purely functional and hence not
subject to copyright in the US.
LetterRip
On Wed, Oct 12, 2011 at 10:17 PM, Dalai Felinto wrote:
> Hi,
> I understand that Blender code is under GPL/BF licensing.
>
> But if I use the command (added on rev. 40061):
> shader = gpu.e
Hi,
I understand that Blender code is under GPL/BF licensing.
But if I use the command (added on rev. 40061):
shader = gpu.export_shader(scene,material)
Is the shader still GPL/BFL? The shader is made of snippets of Blender code,
so I can see what lawyers may clam. And technically speaking a GLSL
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