[Bf-committers] Tortoise SVN patching issues
hi all :) I'm using TortoiseSVN on Windows 7 but when I try to generate a patch from the changes I made I get this error: File (C:\Blender any file here) has inconsistent newlines Inconsistent line ending style and it cancels the patch making :( How could I solve this? Is very important because I have lost track of all the source files I have changes so make it by hand would be impossible. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OpenGL Profiles Project?
Hi All, Are anymore folks able to confirm ideasman42's expalanation? I have to be able to get the project approved very soon. Thanks, ~Michael Matthews On Sat, Oct 2, 2010 at 1:30 AM, Michael Matthews eroberer...@gmail.comwrote: Campball, Thank you, that was helpful. I will be looking into this this weekend to try to come up with a proposal. Obviously if anyone else would like to chime in with more details, and specific proposals that they've thought up for this in the past, that would very helpful, as well! Cheers ~MM On Fri, Oct 1, 2010 at 9:04 AM, Campbell Barton ideasma...@gmail.comwrote: Hi Michael, the project is still open, Its normally best for the developers who will review the patch to reply to these mails, Brecht or Ton -. But since they are not, Ill try :). To me its not totally clear what OpenGL profiles would cover, some things come to mind. - Currently we have the GPUGlobal struct which is initialized by GPU_extensions_init, would this be extended to detect more features?, maximum offscreen buffer size for eg? - Make use of more advanced opengl features but allow fallbacks? like FSAA which we have disabled code for... or turning VBO's on if the hardware supports it for eg. - User selectable profiles, allow user to select a profile that draws faster on low end hardware or force a profile if their hardware is not recognized. You also ask about getting help, existing developers can help out with specific issues but first it would be good to see ideas from you as to how you intend to do this. Once you have some proposal its easier to make changes so you can go ahead with the project. On Thu, Sep 30, 2010 at 3:22 PM, Michael Matthews eroberer...@gmail.com wrote: Anyone out there? As I said, this is for a class, and I have a due date for when I need to submit this proposal, and I'd like to know more about what it is before I propose it. =) On Mon, Sep 27, 2010 at 10:00 PM, Michael Matthews eroberer...@gmail.comwrote: Hi all, I am looking for some help on one of the projects that is mentioned on the open projects page. Is anyone willing to give any details on the OpenGL profiles project? This is the description that is given on the projects page: http://www.blender.org/development/current-projects/project-openings/ *develop an abstraction layer for OpenGL Profiles, to wrap specific calls needing exceptions for specific platforms * Is this project still available? Does anybody already have an idea of how to complete that task, and would like to share that knowledge? As for me, I am looking to fulfill a college Masters course open source project requirement, and I would love to do something with Blender. I discussed options on the IRC channel and this project seemed like the best option, but I'm open to other suggestions. Thank you for any help that is available. Cheers, ~MM ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Removing prefixes from BGE Python objects
Think this is a reasonable improvement but we did agree not to modify the BGE api (with breaking changes), where possible for blender 2.5x. bge.types (formally GameTypes module) was only in 2.48, 2.49 IIRC?, so its probably not going to make anywhere near is much trouble as other changes we made already (using mathutils or removing the OB prefix from objects), so its ok with me but others may disagree. - Benoit/Erwin ??? On Sun, Oct 3, 2010 at 5:16 PM, Mitchell Stokes moguri...@gmail.com wrote: Hello, I propose that we remove the prefixes such as KX_, SCA_, BL_, etc from the names of the Python objects for the BGE. The benefits include: * The names would be nicer looking * The names would be similar to the bpy api The downside: breaking scripts With Python's duck typing, not very many scripts will actually break from the change though. I think mostly ones that explicitly use bge.types for some reason. Thoughts? Cheers, Mitchell Stokes (Moguri) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Tortoise SVN patching issues
--- On Mon, 10/4/10, Campbell Barton ideasma...@gmail.com wrote: From: Campbell Barton ideasma...@gmail.com Subject: Re: [Bf-committers] Tortoise SVN patching issues To: bf-blender developers bf-committers@blender.org Received: Monday, October 4, 2010, 11:56 AM On Mon, Oct 4, 2010 at 2:54 PM, ra...@info.upr.edu.cu wrote: hi all :) I'm using TortoiseSVN on Windows 7 but when I try to generate a patch from the changes I made I get this error: File (C:\Blender any file here) has inconsistent newlines Inconsistent line ending style and it cancels the patch making :( How could I solve this? Is very important because I have lost track of all the source files I have changes so make it by hand would be impossible. An alternative is to install cygwin svn then do this in the blender source directory. svn diff mypatch.diff If there are inconsistent line endings in the file, that's not going to help. You need to make sure that your source files use a single line ending mode throughout the whole file (\n or \r\n, not a mix of both). Your text editor might have a function to correct that. Martin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Tortoise SVN patching issues
Thanks Martin and Campbell yes, problem solved, the text editor have an option to check for it ;) this patch is for Stephen (co-author of Particle Fluids) and Jahka. Cheers Farsthary --- On Mon, 10/4/10, Campbell Barton ideasma...@gmail.com wrote: From: Campbell Barton ideasma...@gmail.com Subject: Re: [Bf-committers] Tortoise SVN patching issues To: bf-blender developers bf-committers@blender.org Received: Monday, October 4, 2010, 11:56 AM On Mon, Oct 4, 2010 at 2:54 PM, ra...@info.upr.edu.cu wrote: hi all :) I'm using TortoiseSVN on Windows 7 but when I try to generate a patch from the changes I made I get this error: File (C:\Blender any file here) has inconsistent newlines Inconsistent line ending style and it cancels the patch making :( How could I solve this? Is very important because I have lost track of all the source files I have changes so make it by hand would be impossible. An alternative is to install cygwin svn then do this in the blender source directory. svn diff mypatch.diff If there are inconsistent line endings in the file, that's not going to help. You need to make sure that your source files use a single line ending mode throughout the whole file (\n or \r\n, not a mix of both). Your text editor might have a function to correct that. Martin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Tortoise SVN patching issues
Thanks Peter! VC++ has the option to check for Windows , Mac OS and Unix line ending styles too :) but having Notepad++ around is a good advice :) Indeed that is a problem with getting svn sources and editing in some Windows editors. Using something (free) like Notepad++ that not only can show you both (CR+LF) the Windows line ending characters sitting there, but can also do search/replace for such characters, plus has native support for converting all line endings to and from dos/unix is invaluable. It seems easiest IMHO to work in an editor that natively supports editing with unix line endings... Makes for less headaches when doing anything such as stated in the original email. Peter On Mon, Oct 4, 2010 at 11:26 AM, Martin Poirier the...@yahoo.com wrote: --- On Mon, 10/4/10, Campbell Barton ideasma...@gmail.com wrote: From: Campbell Barton ideasma...@gmail.com Subject: Re: [Bf-committers] Tortoise SVN patching issues To: bf-blender developers bf-committers@blender.org Received: Monday, October 4, 2010, 11:56 AM On Mon, Oct 4, 2010 at 2:54 PM, ra...@info.upr.edu.cu wrote: hi all :) I'm using TortoiseSVN on Windows 7 but when I try to generate a patch from the changes I made I get this error: File (C:\Blender any file here) has inconsistent newlines Inconsistent line ending style and it cancels the patch making :( How could I solve this? Is very important because I have lost track of all the source files I have changes so make it by hand would be impossible. An alternative is to install cygwin svn then do this in the blender source directory. svn diff mypatch.diff If there are inconsistent line endings in the file, that's not going to help. You need to make sure that your source files use a single line ending mode throughout the whole file (\n or \r\n, not a mix of both). Your text editor might have a function to correct that. Martin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Dynamic springs for particle fluids
Hi guys :) One of the last frontiers of particle fluids simulation engine was implementing plastic behaviors (previously some elastic features where implemented using Hooke's style spring forces) but plastic remain challenging, and Stephen was working on it since the release of particle fluids, he end up with a very nice and clever implementation that only lack speed. We where sure that it was a correct implementation but somewhere in the code was eating up CPU cycles a lot, so last week I finally have some time to work again in particle fluids with him and we made some important progress :) I add the option of display the springs between particles, this proves to be quite useful to see what's going on in the simulation and also could be pretty didactic ;) and added the option to user control the amount of springs per particle since it was the most performance eater, previously we where going for the raw implementation that takes into account the maximum number of springs per particle possible , but even the most seasoned soft body/cloth/springs simulator out there, for speed reasons, implement only few springs per particle. As a result speed is increased by several factors and make it user ready :) I will post soon some results Cheers Farsthary ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Tortoise SVN patching issues
lol. Yeah it has (for me anyway) a much nicer feel when editing python files. Add that to the fact that it's at LEAST 100x smaller, installs fast, and it's portable, and it's a must have for quick blender tweaks on Windows :) On Mon, Oct 4, 2010 at 12:33 PM, ra...@info.upr.edu.cu wrote: Thanks Peter! VC++ has the option to check for Windows , Mac OS and Unix line ending styles too :) but having Notepad++ around is a good advice :) Indeed that is a problem with getting svn sources and editing in some Windows editors. Using something (free) like Notepad++ that not only can show you both (CR+LF) the Windows line ending characters sitting there, but can also do search/replace for such characters, plus has native support for converting all line endings to and from dos/unix is invaluable. It seems easiest IMHO to work in an editor that natively supports editing with unix line endings... Makes for less headaches when doing anything such as stated in the original email. Peter On Mon, Oct 4, 2010 at 11:26 AM, Martin Poirier the...@yahoo.com wrote: --- On Mon, 10/4/10, Campbell Barton ideasma...@gmail.com wrote: From: Campbell Barton ideasma...@gmail.com Subject: Re: [Bf-committers] Tortoise SVN patching issues To: bf-blender developers bf-committers@blender.org Received: Monday, October 4, 2010, 11:56 AM On Mon, Oct 4, 2010 at 2:54 PM, ra...@info.upr.edu.cu wrote: hi all :) I'm using TortoiseSVN on Windows 7 but when I try to generate a patch from the changes I made I get this error: File (C:\Blender any file here) has inconsistent newlines Inconsistent line ending style and it cancels the patch making :( How could I solve this? Is very important because I have lost track of all the source files I have changes so make it by hand would be impossible. An alternative is to install cygwin svn then do this in the blender source directory. svn diff mypatch.diff If there are inconsistent line endings in the file, that's not going to help. You need to make sure that your source files use a single line ending mode throughout the whole file (\n or \r\n, not a mix of both). Your text editor might have a function to correct that. Martin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] New to Blender
Hi, all! I'm Sukhitha From Sri Lanka and I am very much enthusiastic about joining the development of the Blender Foundation. I'm very much interested in Game Development and 3D graphics and also Python scripting. I have browsed through the available opportunities at the Blender Wiki page and particularly I'd like to participate in the project named Add support for a 3D file format as an addon. listed under Python Scripting under the Project Openings section. ( http://www.blender.org/development/current-projects/project-openings/) I think this would be a great first time project for me to develop using python. So how do I get started in contributing to the said project. Hope you all don't mind the amateur questions. Any help is welcome!. Thanks all! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OpenGL Profiles Project?
Pretty much, I've heard the idea of 'OpenGL profiles' mentioned relating to blender for a long time, usually mentioned as a solution for the issue of differing support of openGL features across cards, whether due to age or just incompatibility. The issue is often how can we move to more current/advanced openGL features without disrupting support on older cards?. So afaik rather than having to write exceptions and checks in every bit of openGL code, you could define a few base level targets, define some standard levels of support across the range of most basic to most advanced, and try to assign the current session a profile based on auto-detecting hardware. Then the various GL related code would work depending on those defined profiles - eg. advanced profiles would use more advanced GL features and there could be fallback code paths for more basic profiles. Users could then also manually set their profile in preferences - i.e. if the auto-detected one doesn't work well for them. cheers Matt On 05/10/2010, at 02:04 , Michael Matthews wrote: Hi All, Are anymore folks able to confirm ideasman42's expalanation? I have to be able to get the project approved very soon. Thanks, ~Michael Matthews On Sat, Oct 2, 2010 at 1:30 AM, Michael Matthews eroberer...@gmail.comwrote: Campball, Thank you, that was helpful. I will be looking into this this weekend to try to come up with a proposal. Obviously if anyone else would like to chime in with more details, and specific proposals that they've thought up for this in the past, that would very helpful, as well! Cheers ~MM On Fri, Oct 1, 2010 at 9:04 AM, Campbell Barton ideasma...@gmail.comwrote: Hi Michael, the project is still open, Its normally best for the developers who will review the patch to reply to these mails, Brecht or Ton -. But since they are not, Ill try :). To me its not totally clear what OpenGL profiles would cover, some things come to mind. - Currently we have the GPUGlobal struct which is initialized by GPU_extensions_init, would this be extended to detect more features?, maximum offscreen buffer size for eg? - Make use of more advanced opengl features but allow fallbacks? like FSAA which we have disabled code for... or turning VBO's on if the hardware supports it for eg. - User selectable profiles, allow user to select a profile that draws faster on low end hardware or force a profile if their hardware is not recognized. You also ask about getting help, existing developers can help out with specific issues but first it would be good to see ideas from you as to how you intend to do this. Once you have some proposal its easier to make changes so you can go ahead with the project. On Thu, Sep 30, 2010 at 3:22 PM, Michael Matthews eroberer...@gmail.com wrote: Anyone out there? As I said, this is for a class, and I have a due date for when I need to submit this proposal, and I'd like to know more about what it is before I propose it. =) On Mon, Sep 27, 2010 at 10:00 PM, Michael Matthews eroberer...@gmail.comwrote: Hi all, I am looking for some help on one of the projects that is mentioned on the open projects page. Is anyone willing to give any details on the OpenGL profiles project? This is the description that is given on the projects page: http://www.blender.org/development/current-projects/project-openings/ *develop an abstraction layer for OpenGL Profiles, to wrap specific calls needing exceptions for specific platforms * Is this project still available? Does anybody already have an idea of how to complete that task, and would like to share that knowledge? As for me, I am looking to fulfill a college Masters course open source project requirement, and I would love to do something with Blender. I discussed options on the IRC channel and this project seemed like the best option, but I'm open to other suggestions. Thank you for any help that is available. Cheers, ~MM ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Removing prefixes from BGE Python objects
Hi Mitchell, I have mixed feelings about it. If the reason for the changes are only and purely for a matter of 'looking nice it may be better to put that on hold. I.e. is there is no need to change the API (therefore to break scripts) why are we doing it? Taking in account that 2.5 is already changing so much stuff, there may be a better time for that. Things as OB prefix or mathutils were needed (e.g. OB for the lack of consistency on where to use them and where not to). I'm all in for improvements, but a bit reticent on API changes for the time been. That being said, if those are changes Benoit and Erwin agree that should be made, maybe the sooner the better. Cheers, Dalai 2010/10/4 Campbell Barton ideasma...@gmail.com Think this is a reasonable improvement but we did agree not to modify the BGE api (with breaking changes), where possible for blender 2.5x. bge.types (formally GameTypes module) was only in 2.48, 2.49 IIRC?, so its probably not going to make anywhere near is much trouble as other changes we made already (using mathutils or removing the OB prefix from objects), so its ok with me but others may disagree. - Benoit/Erwin ??? On Sun, Oct 3, 2010 at 5:16 PM, Mitchell Stokes moguri...@gmail.com wrote: Hello, I propose that we remove the prefixes such as KX_, SCA_, BL_, etc from the names of the Python objects for the BGE. The benefits include: * The names would be nicer looking * The names would be similar to the bpy api The downside: breaking scripts With Python's duck typing, not very many scripts will actually break from the change though. I think mostly ones that explicitly use bge.types for some reason. Thoughts? Cheers, Mitchell Stokes (Moguri) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers