[Bf-committers] Tortoise SVN patching issues

2010-10-04 Thread raulf
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.

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Re: [Bf-committers] OpenGL Profiles Project?

2010-10-04 Thread Michael Matthews
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
 
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Re: [Bf-committers] Removing prefixes from BGE Python objects

2010-10-04 Thread Campbell Barton
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)
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Re: [Bf-committers] Tortoise SVN patching issues

2010-10-04 Thread Martin Poirier


--- 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


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Re: [Bf-committers] Tortoise SVN patching issues

2010-10-04 Thread raulf
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


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 Bf-committers@blender.org
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Re: [Bf-committers] Tortoise SVN patching issues

2010-10-04 Thread raulf
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


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[Bf-committers] Dynamic springs for particle fluids

2010-10-04 Thread raulf
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



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Re: [Bf-committers] Tortoise SVN patching issues

2010-10-04 Thread pete larabell
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
 
 
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[Bf-committers] New to Blender

2010-10-04 Thread Sukhitha Jayathilake
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!
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Re: [Bf-committers] OpenGL Profiles Project?

2010-10-04 Thread Matt Ebb
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
 
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Re: [Bf-committers] Removing prefixes from BGE Python objects

2010-10-04 Thread Dalai Felinto
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)
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