[Bf-committers] Text rendering

2010-11-26 Thread Michael Fox
Hi all quick question is there anyway of reinitialising the UI font's
system during runtime. 

i have been working on making text AA an optional and made it in such a
way that other options should be easy to add, however i have run into
the last hurdle, the option requires the user to save the default then
restart blender, this is not ideal, it should update as soon as the
option is changed. 

the notifier NC_SCREEN is not High enough since font drawing is so
deeply rooted and its not handled in NC_WINDOW and NC_WM. i would like
to make a new notifier for this but there is really no functions open to
reinitialise fonts. If any one can help please do

what i have so far http://www.pasteall.org/17136/diff


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Re: [Bf-committers] S-DNA and Changes

2010-11-26 Thread Peter Schlaile
Hi Leo,

 Then you can have one strip with an fcurve to map from VSE output frames
 to scene frames:

 Strip 1: Scene, frames 1-20, with an fcurve that maps from VSE frames
 (iterated over using next()) to scene frames. It covers frames 1-219 in
 the VSE.

 If I may modify your code a little:

 class scene_iterator : public iterator {
 public:
   Frame next () {
// fcurves go in map_vse_frame_to_cfra
float cfra = map_vse_frame_to_cfra (nextFrame);
   setup_render(cfra);
++nextFrame;
   return render();
   }
int nextFrame;
 }

and again, that doesn't work with fcurves and gets really nasty 
with stacked speed effects.

map_vse_frame_to_cfra() is *really* a non-trivial function!

 VSE only sees a sequence of discrete frames

uhm, why is that exactly the case? In fact, currently it renders 
internally with floats.

 - which is precisely what its domain model should look like,
 because video editing is about time-discrete sequences, not continuous.

again, why? The point behind making cfra continous was, that the *input* 
strip can make it's best afford to do inter-frame interpolation or do 
in-between rendering.

It depends heavily on the *input* strip, how that is done best.

So: no, I *strongly* disagree with your opinion, that the VSE sees a 
sequence of discrete frames. In fact, it doesn't!

 The Blender scene is a  continuous simulation - having a float cfra 
 makes sense, because time is continuous there. In the VSE the domain 
 objects are discrete in time. Having a float cfra makes no sense.

as stated above, I disagree.

 Which brings me to the point: what was the sense in dropping the random
 access interface again?

 The imbuf reader has also a random access interface, but internally keeps
 track of the last fetched frame and only reseeks on demand.

 It is always possible to wrap a sequential interface in a random-access
 interface, or vice versa. The purpose of dropping the random access
 interface was to be able to write code that didn't have to deal with two
 cases - you'd know that you'll always be expected to produce the next
 frame, and can code for that. Less to write, less to go wrong.

uhm, you always will need a fetch() and a seek() function, so where 
exactly does your idea make things simpler?

 Clients of the code know that they can iterate over *every* frame in the
 sequence just by calling next(). With a random access interface -
 especially one that uses floats for indexing - you'll always worry if
 you missed a frame, or got a duplicate, thanks to rounding errors.

uhm, as stated above, next() isn't really defined in your sense.

You can define a version, that does CFRA + 1 if you like. If that is 
really helpfull is another question.

In fact, the next cfra for a given track will be defined by the topmost 
speed effect fcurve and then calculated down the stack. That won't break 
your initial idea of changing the order in which frame calculation takes 
place, it only reflects the fact, that next() isn't that easy to calculate 
if you do retiming in a creative way.

So: yes, next() won't be easy to calculate in advance for a given track, 
but yes: that is a fundamental problem, if we allow stacked retiming with 
curves. Even if you do retiming with simple factors, you will run into the 
problem, that if the user speeds up a track with say a factor of 100 you 
probably don't want to blend *all* input frames into the output frame but 
limit the sampling to say 10 inbetween frames. (That's the way Blender 
2.49 does it and Blender 2.5 will do it soon using the new SeqRenderData 
parameters.)

Cheers,
Peter


Peter Schlaile
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Re: [Bf-committers] Have you seen this?? How to improve Blender

2010-11-26 Thread Steren
I saw a link posted by Andrew showing a first online prorotype of the home
page : http://69.164.205.151/blender/


On Fri, Nov 26, 2010 at 5:22 AM, Prashant Sohani
prashant.soh...@gmail.comwrote:

 Well.. I am reviving this old thread.. The points raised in the
 presentation
 were very valid; I think it's high time we act on some of them.

 Has anybody a ready new home page for blender.org? If not, I volunteer to
 redesign the homepage of Blender and any other parts that may be wanting a
 complete overhaul. I have reasonably good skills in web development.
 (I am just done with an exceptionally heavy semester, and have a month's
 holiday ahead of me.)

 And of course, anybody else willing to volunteer, is welcome as well :)

 I'll create my own version on my website, and I'll post the link(s) in a
 new
 thread.. people may comment on it etc.

 In the meanwhile, let's start brainstorming about what we can do about the
 other points raised in the same presentation.
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[Bf-committers] GPL-LGPL-extension discussion closed

2010-11-26 Thread Ton Roosendaal
Hi,

All opinions have been heard now. I will first talk to the key  
contributors to Blender to have them aligned on a good proposal for  
how to tackle the topic, and will come with a proposal to review here  
before we move to 2.6.

In the meantime we happily go back bug fixing and making 2.5x  
awesome! :)

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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Re: [Bf-committers] Have you seen this?? How to improve Blender

2010-11-26 Thread Leo Sutic
Now that is slick.

/LS

On 2010-11-26 11:13, Steren wrote:
 I saw a link posted by Andrew showing a first online prorotype of the home
 page : http://69.164.205.151/blender/
 
 
 On Fri, Nov 26, 2010 at 5:22 AM, Prashant Sohani
 prashant.soh...@gmail.comwrote:
 
 Well.. I am reviving this old thread.. The points raised in the
 presentation
 were very valid; I think it's high time we act on some of them.

 Has anybody a ready new home page for blender.org? If not, I volunteer to
 redesign the homepage of Blender and any other parts that may be wanting a
 complete overhaul. I have reasonably good skills in web development.
 (I am just done with an exceptionally heavy semester, and have a month's
 holiday ahead of me.)

 And of course, anybody else willing to volunteer, is welcome as well :)

 I'll create my own version on my website, and I'll post the link(s) in a
 new
 thread.. people may comment on it etc.

 In the meanwhile, let's start brainstorming about what we can do about the
 other points raised in the same presentation.
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Re: [Bf-committers] S-DNA and Changes

2010-11-26 Thread Leo Sutic
Hi Peter,

you raise some very good points, and I'll have to go back to the drawing
board for a moment.

For example: How do you play a movie backwards? Not easy with a
next()-style interface.

It's going to take a little while, though, because the next() style
interface makes some other things like image stabilization and object
tracking much easier.

One question, though:

 map_vse_frame_to_cfra() is *really* a non-trivial function!

How? Isn't it just a fcurve.evaluate (frame)? Or is it the speed control
strips that make it non-trivial?

/LS

On 2010-11-26 10:25, Peter Schlaile wrote:
 Hi Leo,
 
 Then you can have one strip with an fcurve to map from VSE output frames
 to scene frames:

 Strip 1: Scene, frames 1-20, with an fcurve that maps from VSE frames
 (iterated over using next()) to scene frames. It covers frames 1-219 in
 the VSE.

 If I may modify your code a little:

 class scene_iterator : public iterator {
 public:
  Frame next () {
// fcurves go in map_vse_frame_to_cfra
float cfra = map_vse_frame_to_cfra (nextFrame);
  setup_render(cfra);
++nextFrame;
  return render();
  }
int nextFrame;
 }
 
 and again, that doesn't work with fcurves and gets really nasty 
 with stacked speed effects.
 
 map_vse_frame_to_cfra() is *really* a non-trivial function!
 
 VSE only sees a sequence of discrete frames
 
 uhm, why is that exactly the case? In fact, currently it renders 
 internally with floats.
 
 - which is precisely what its domain model should look like,
 because video editing is about time-discrete sequences, not continuous.
 
 again, why? The point behind making cfra continous was, that the *input* 
 strip can make it's best afford to do inter-frame interpolation or do 
 in-between rendering.
 
 It depends heavily on the *input* strip, how that is done best.
 
 So: no, I *strongly* disagree with your opinion, that the VSE sees a 
 sequence of discrete frames. In fact, it doesn't!
 
 The Blender scene is a  continuous simulation - having a float cfra 
 makes sense, because time is continuous there. In the VSE the domain 
 objects are discrete in time. Having a float cfra makes no sense.
 
 as stated above, I disagree.
 
 Which brings me to the point: what was the sense in dropping the random
 access interface again?

 The imbuf reader has also a random access interface, but internally keeps
 track of the last fetched frame and only reseeks on demand.

 It is always possible to wrap a sequential interface in a random-access
 interface, or vice versa. The purpose of dropping the random access
 interface was to be able to write code that didn't have to deal with two
 cases - you'd know that you'll always be expected to produce the next
 frame, and can code for that. Less to write, less to go wrong.
 
 uhm, you always will need a fetch() and a seek() function, so where 
 exactly does your idea make things simpler?
 
 Clients of the code know that they can iterate over *every* frame in the
 sequence just by calling next(). With a random access interface -
 especially one that uses floats for indexing - you'll always worry if
 you missed a frame, or got a duplicate, thanks to rounding errors.
 
 uhm, as stated above, next() isn't really defined in your sense.
 
 You can define a version, that does CFRA + 1 if you like. If that is 
 really helpfull is another question.
 
 In fact, the next cfra for a given track will be defined by the topmost 
 speed effect fcurve and then calculated down the stack. That won't break 
 your initial idea of changing the order in which frame calculation takes 
 place, it only reflects the fact, that next() isn't that easy to calculate 
 if you do retiming in a creative way.
 
 So: yes, next() won't be easy to calculate in advance for a given track, 
 but yes: that is a fundamental problem, if we allow stacked retiming with 
 curves. Even if you do retiming with simple factors, you will run into the 
 problem, that if the user speeds up a track with say a factor of 100 you 
 probably don't want to blend *all* input frames into the output frame but 
 limit the sampling to say 10 inbetween frames. (That's the way Blender 
 2.49 does it and Blender 2.5 will do it soon using the new SeqRenderData 
 parameters.)
 
 Cheers,
 Peter
 
 
 Peter Schlaile
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Re: [Bf-committers] Have you seen this?? How to improve Blender

2010-11-26 Thread Wahooney
Slick indeed. I do think that the Free Download part should be 
emphasised a bit more though, slightly bigger font should do it. 
Otherwise, looking cool :)

On 2010/11/26 12:46 PM, Leo Sutic wrote:
 Now that is slick.

 /LS

 On 2010-11-26 11:13, Steren wrote:
 I saw a link posted by Andrew showing a first online prorotype of the home
 page : http://69.164.205.151/blender/


 On Fri, Nov 26, 2010 at 5:22 AM, Prashant Sohani
 prashant.soh...@gmail.comwrote:

 Well.. I am reviving this old thread.. The points raised in the
 presentation
 were very valid; I think it's high time we act on some of them.

 Has anybody a ready new home page for blender.org? If not, I volunteer to
 redesign the homepage of Blender and any other parts that may be wanting a
 complete overhaul. I have reasonably good skills in web development.
 (I am just done with an exceptionally heavy semester, and have a month's
 holiday ahead of me.)

 And of course, anybody else willing to volunteer, is welcome as well :)

 I'll create my own version on my website, and I'll post the link(s) in a
 new
 thread.. people may comment on it etc.

 In the meanwhile, let's start brainstorming about what we can do about the
 other points raised in the same presentation.
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33327] trunk/blender/source/blender/gpu/ intern/gpu_draw.c: freeing all free GPU buffers every frame could be a performance issue

2010-11-26 Thread Brecht Van Lommel
Hi,

This was a bugfix to solve crashes when freeing VBO's from other
threads, to do it inside the main thread instead. These buffers were
previously freed immediately in GPU_buffer_free, this call just
delayed them. It doesn't do any more freeing than before as far as I
can see, the check  MAX_FREE_GPU_BUFFERS is still there.

Brecht.

On Fri, Nov 26, 2010 at 12:20 PM, Lukas Steiblys imb...@imbusy.org wrote:
 Revision: 33327
          
 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=33327
 Author:   imbusy
 Date:     2010-11-26 12:20:03 +0100 (Fri, 26 Nov 2010)

 Log Message:
 ---
 freeing all free GPU buffers every frame could be a performance issue and is 
 not necessary

 Modified Paths:
 --
    trunk/blender/source/blender/gpu/intern/gpu_draw.c

 Modified: trunk/blender/source/blender/gpu/intern/gpu_draw.c
 ===
 --- trunk/blender/source/blender/gpu/intern/gpu_draw.c  2010-11-26 03:58:31 
 UTC (rev 33326)
 +++ trunk/blender/source/blender/gpu/intern/gpu_draw.c  2010-11-26 11:20:03 
 UTC (rev 33327)
 @@ -810,7 +810,8 @@
        BLI_freelistN(image_free_queue);

        /* vbo buffers */
 -       GPU_buffer_pool_free_unused(0);
 +       /* it's probably not necessary to free all buffers every frame */
 +       /* GPU_buffer_pool_free_unused(0); */

        BLI_unlock_thread(LOCK_OPENGL);
  }


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Re: [Bf-committers] Have you seen this?? How to improve Blender

2010-11-26 Thread Prashant Sohani
Real nice!
I see that all the links are already made active, there is no problem with
any of the other pages; they merge very well with this page.
Someone should shift this to the homepage quickly!
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Re: [Bf-committers] Text rendering

2010-11-26 Thread Brecht Van Lommel
Here's a modified patch:

http://www.pasteall.org/17139/diff

The uneven font sizes look quite bad to me, they seem to be just a
horizontally stretched version of font size - 1.

On Fri, Nov 26, 2010 at 10:18 AM, Michael Fox mfoxd...@gmail.com wrote:
 Hi all quick question is there anyway of reinitialising the UI font's
 system during runtime.

 i have been working on making text AA an optional and made it in such a
 way that other options should be easy to add, however i have run into
 the last hurdle, the option requires the user to save the default then
 restart blender, this is not ideal, it should update as soon as the
 option is changed.

 the notifier NC_SCREEN is not High enough since font drawing is so
 deeply rooted and its not handled in NC_WINDOW and NC_WM. i would like
 to make a new notifier for this but there is really no functions open to
 reinitialise fonts. If any one can help please do

 what i have so far http://www.pasteall.org/17136/diff


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[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33308] branches/particles-2010/source/ blender: Added a simple curve node for customizable mapping.

2010-11-26 Thread Philipp Oeser
Hi!

it seems there are files missing? (SIM_curve.c)

Greetz Philipp

btw.: still cant figure out how to actually use the nodetree (even
though I read your blog...), is there any example blends that
demonstrate very basic usage? the ones you posted on your blog still
crash here... 

Thanx for all your work!

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[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33308] branches/particles-2010/source/ blender: Added a simple curve node for customizable mapping.

2010-11-26 Thread Philipp Oeser
Hi!

it seems there are files missing? (SIM_curve.c)

Greetz Philipp

btw.: still cant figure out how to actually use the nodetree (even
though I read your blog...), is there any example blends that
demonstrate very basic usage? the ones you posted on your blog still
crash here... 

Thanx for all your work!


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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33308] branches/particles-2010/source/ blender: Added a simple curve node for customizable mapping.

2010-11-26 Thread Lukas Tönne
Sorry, forgot to add it to SVN. This seems to have worked
automatically from within QtCreator until recently, i'm just not used
to adding them manually yet ;)

About broken files: from time to time i make changes that break older
files, and i'm just too lazy to make a do_versions for these little
changes every time. As soon as a stable version can be declared the
files created with that version should be kept compatible if possible.
I will try to setup a nice new demo file and post it on the blog
(thinking about making some kind of solar system animation, that can
use many of the new features, such as group nodes and rotations).

On Fri, Nov 26, 2010 at 2:53 PM, Philipp Oeser philippoe...@web.de wrote:
 Hi!

 it seems there are files missing? (SIM_curve.c)

 Greetz Philipp

 btw.: still cant figure out how to actually use the nodetree (even
 though I read your blog...), is there any example blends that
 demonstrate very basic usage? the ones you posted on your blog still
 crash here...

 Thanx for all your work!


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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33308] branches/particles-2010/source/ blender: Added a simple curve node for customizable mapping.

2010-11-26 Thread Campbell Barton
As long as the files are explicitly added to the CMakeLists.txt it
will work, I made this change r32661.
Without this we get a different problem where svn can add a file and
CMake not register this unless its manually reconfigured.

see http://www.cmake.org/pipermail/cmake/2008-December/025694.html

On Fri, Nov 26, 2010 at 2:09 PM, Lukas Tönne
lukas.toe...@googlemail.com wrote:
 Sorry, forgot to add it to SVN. This seems to have worked
 automatically from within QtCreator until recently, i'm just not used
 to adding them manually yet ;)

 About broken files: from time to time i make changes that break older
 files, and i'm just too lazy to make a do_versions for these little
 changes every time. As soon as a stable version can be declared the
 files created with that version should be kept compatible if possible.
 I will try to setup a nice new demo file and post it on the blog
 (thinking about making some kind of solar system animation, that can
 use many of the new features, such as group nodes and rotations).

 On Fri, Nov 26, 2010 at 2:53 PM, Philipp Oeser philippoe...@web.de wrote:
 Hi!

 it seems there are files missing? (SIM_curve.c)

 Greetz Philipp

 btw.: still cant figure out how to actually use the nodetree (even
 though I read your blog...), is there any example blends that
 demonstrate very basic usage? the ones you posted on your blog still
 crash here...

 Thanx for all your work!


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-- 
- Campbell
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Re: [Bf-committers] A practical proposal for the task of re-licensing Blender

2010-11-26 Thread (Ry)akiotakis (An)tonis
My 2 cents on the matter is that closed source extensions to blender,
in order to be useful, have to be missing from the free core of
blender. That means that people who write commercial extensions may
end up trying to influence the development of blender
somehow(financially being the obvious way). This is a situation I
wouldn't want to see arising.
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Re: [Bf-committers] RNA property updates vs anim sys

2010-11-26 Thread Brecht Van Lommel
Hi Matt,

On Fri, Nov 26, 2010 at 12:28 AM, Matt Ebb m...@mke3.net wrote:
 On Thu, Nov 25, 2010 at 4:10 AM, Campbell Barton ideasma...@gmail.com wrote:
 On Wed, Nov 24, 2010 at 5:08 AM, Matt Ebb m...@mke3.net wrote:

 One possible solution is to queue unique update functions for each
 update, per ID.
 A function pointer GHash  a check/w previous comparison should make
 collecting unique functions quite fast. Then these can run at the end,
 per ID.

 Well if this is necessary, it would be great to see. I suspect the
 reason this hasn't caused more problems elsewhere is that the depgraph
 kind of overlaps with this behaviour and probably masks the effect for
 a lot of blender data (i.e. scene objects automatically getting
 updated via depgraph, regardless of update functions). Presumably this
 doesn't extend fully to texture data.

 Anyway, I can try to work around this for now by making a whole bunch
 of abusive property set functions to do what should really be done by
 update functions but it's something that really should be fixed.

 If the purpose of RNA is to provide a unified, consistent interface to
 UI, python, animation system, then it's quite a problem that changing
 values via UI or python does the right thing, but via the animation
 system it decides to just not run the code that it's been told to.

I'm looking into a way to make DAG_id_flush_update faster, that's
probably the main culprit. Objects are slow because it actually
flushes the flags each time, and materials/textures because it also
loops over other data to free previews/glsl. My plan is add a generic
recalc flag to ID, and only do the actual flushing delayed, as part of
other updates in scene_update_tagged.

Brecht.
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Re: [Bf-committers] Planet texture patch

2010-11-26 Thread Thomas Dinges
Hey everyone,
here is a windows build with the planet patch:
http://blender.dingto.de/trunk_33341_with_planet.7z

Thomas

Am 25.11.2010 19:02, schrieb ra...@info.upr.edu.cu:
 Hi all :)

well, I was expecting the GPU gems procedural parts before releasing the
 patch in order to add others if needed but it didn't arrived.

   some use advice:

at small scales (i.e the default textures values) it is a curl like
 texture but at larger scales (size 1.0) and with 6 octaves in hard/soft
 mode then it show the true planet procedural texture goodness :)


Anyway, here's the patch, is very easy and don't disrup any existent
 Blender code so is pretty safe:

 http://www.pasteall.org/17124/diff

 //-

 Index: release/scripts/ui/properties_texture.py
 ===
 --- release/scripts/ui/properties_texture.py  (revision 32153)
 +++ release/scripts/ui/properties_texture.py  (working copy)
 @@ -444,8 +444,33 @@

   col = split.column()
   col.prop(tex, nabla, text=Nabla)
 +
 +class TEXTURE_PT_planet(TextureTypePanel, bpy.types.Panel):
 +bl_label = Planet
 +tex_type = 'PLANET'
 +COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}

 +def draw(self, context):
 +layout = self.layout

 +tex = context.texture
 +
 +layout.prop(tex, planet_type, expand=True)
 +layout.label(text=Noise:)
 +layout.prop(tex, noise_type, text=Type, expand=True)
 +layout.prop(tex, noise_basis, text=Basis)
 +
 +split = layout.split()
 +
 +col = split.column()
 +col.prop(tex, noise_scale, text=Size)
 +col.prop(tex, noise_depth, text=Depth)
 +
 +col = split.column()
 +col.prop(tex, nabla, text=Nabla)
 +
 +
 +
   class TEXTURE_PT_wood(TextureTypePanel, bpy.types.Panel):
   bl_label = Wood
   tex_type = 'WOOD'
 Index: source/blender/blenkernel/intern/node.c
 ===
 --- source/blender/blenkernel/intern/node.c   (revision 32153)
 +++ source/blender/blenkernel/intern/node.c   (working copy)
 @@ -3185,6 +3185,7 @@
   nodeRegisterType(ntypelist,tex_node_proc_noise);
   nodeRegisterType(ntypelist,tex_node_proc_stucci);
   nodeRegisterType(ntypelist,tex_node_proc_distnoise);
 + nodeRegisterType(ntypelist,tex_node_proc_planet);
   }

   static void remove_dynamic_typeinfos(ListBase *list)
 Index: source/blender/editors/space_node/drawnode.c
 ===
 --- source/blender/editors/space_node/drawnode.c  (revision 32153)
 +++ source/blender/editors/space_node/drawnode.c  (working copy)
 @@ -1202,6 +1202,15 @@
   uiItemR(row,tex_ptr, noise_type, UI_ITEM_R_EXPAND, 
 NULL, 0);
   uiItemR(col,tex_ptr, noise_depth, UI_ITEM_R_EXPAND, 
 Depth, 0);
   break;
 +
 + case TEX_PLANET:
 + uiItemR(col,tex_ptr, noise_basis, 0, , 0);
 + row= uiLayoutRow(col, 0);
 + uiItemR(row,tex_ptr, stype, UI_ITEM_R_EXPAND, NULL, 
 0);
 + row= uiLayoutRow(col, 0);
 + uiItemR(row,tex_ptr, noise_type, UI_ITEM_R_EXPAND, 
 NULL, 0);
 + uiItemR(col,tex_ptr, noise_depth, UI_ITEM_R_EXPAND, 
 Depth, 0);
 + break;

   case TEX_DISTNOISE:
   uiItemR(col,tex_ptr, noise_basis, 0, , 0);
 Index: source/blender/makesdna/DNA_texture_types.h
 ===
 --- source/blender/makesdna/DNA_texture_types.h   (revision 32153)
 +++ source/blender/makesdna/DNA_texture_types.h   (working copy)
 @@ -294,6 +294,7 @@
   #define TEX_DISTNOISE   13
   #define TEX_POINTDENSITY14
   #define TEX_VOXELDATA   15
 +#define TEX_PLANET   16

   /* musgrave stype */
   #define TEX_MFRACTAL0
 Index: source/blender/makesrna/intern/rna_texture.c
 ===
 --- source/blender/makesrna/intern/rna_texture.c  (revision 32153)
 +++ source/blender/makesrna/intern/rna_texture.c  (working copy)
 @@ -66,6 +66,7 @@
   {TEX_VORONOI, VORONOI, ICON_TEXTURE, Voronoi, },
   {TEX_VOXELDATA, VOXEL_DATA, ICON_TEXTURE, Voxel Data, },
   {TEX_WOOD, WOOD, ICON_TEXTURE, Wood, },
 + {TEX_PLANET, PLANET, ICON_TEXTURE, Planet, },
   {0, NULL, 0, NULL, NULL}};

   #ifdef RNA_RUNTIME
 @@ -119,6 +120,8 @@
   returnRNA_VoxelDataTexture;
   case TEX_WOOD:
   returnRNA_WoodTexture;
 + case TEX_PLANET:
 + returnRNA_PlanetTexture;
   default:
   returnRNA_Texture;
   }
 @@ -706,6 +709,60 @@
   RNA_def_property_update(prop, 0, 

Re: [Bf-committers] Have you seen this?? How to improve Blender

2010-11-26 Thread Ton Roosendaal
Hi,

Don't worry, I won't allow such cliche language on blender.org. :)
The proposal has good aspects too. For an improved blender.org I'll  
setup a project later, with forum where people can leave comments.

Not a real topic for further discussion here either.

For everyone as reminder: this mailing list is about blender software  
development progress, and making stable releases. It is firstmost  
meant for people who want to be involved with this, by contributing or  
by becoming a contributor.

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 26 Nov, 2010, at 13:59, Nathaniel Garbutt wrote:

 To be quite frank, I personally am not into the tone of this design  
 at all.
 It comes across as a pushy sales pitch, somewhat like those people  
 that pretend
 to be your best friend while trying to sell you a mobile phone or  
 something.

 -Text like:

 Blender is an open-source 3d animation software that allows anyone  
 to create
 hollywood-style visuals from their PC

 is disingenuous, very clichéd and reminds me instantly of 3dmagix.

 -The list down the left hand sideis ok but the ticks next to  
 them cheapen it
 in my opinion.
 -The large pictures at the top look nice but the huge quotes I think  
 are tacky.

 My critique is mostly to do with the message being conveyed as the  
 visual style
 is not a huge deviation and has elements that look quite nice.
 The choice of language is poor, comes across as cheap, slightly  
 desperate and
 lacks dignity.

 This is just my opinion so please take it as that.

 Nathaniel



 
 From: Leo Sutic leo.su...@gmail.com
 To: bf-blender developers bf-committers@blender.org
 Sent: Fri, 26 November, 2010 9:46:26 PM
 Subject: Re: [Bf-committers] Have you seen this?? How to improve  
 Blender

 Now that is slick.

 /LS

 On 2010-11-26 11:13, Steren wrote:
 I saw a link posted by Andrew showing a first online prorotype of  
 the home
 page : http://69.164.205.151/blender/


 On Fri, Nov 26, 2010 at 5:22 AM, Prashant Sohani
 prashant.soh...@gmail.comwrote:

 Well.. I am reviving this old thread.. The points raised in the
 presentation
 were very valid; I think it's high time we act on some of them.

 Has anybody a ready new home page for blender.org? If not, I  
 volunteer to
 redesign the homepage of Blender and any other parts that may be  
 wanting a
 complete overhaul. I have reasonably good skills in web development.
 (I am just done with an exceptionally heavy semester, and have a  
 month's
 holiday ahead of me.)

 And of course, anybody else willing to volunteer, is welcome as  
 well :)

 I'll create my own version on my website, and I'll post the  
 link(s) in a
 new
 thread.. people may comment on it etc.

 In the meanwhile, let's start brainstorming about what we can do  
 about the
 other points raised in the same presentation.
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Re: [Bf-committers] Planet texture patch

2010-11-26 Thread loopduplic...@burningtoken.com
here is a Linux build with the Planet texture, 64-bit nocona arch., 
built using Ubuntu 10.10, r33343
http://rowdyrabbit.com/blender/BlenderWithPlanetTexLinux64bitNocona.tar.gz

On 11/26/2010 09:49 AM, Thomas Dinges wrote:
 Hey everyone,
 here is a windows build with the planet patch:
 http://blender.dingto.de/trunk_33341_with_planet.7z

 Thomas

 Am 25.11.2010 19:02, schrieb ra...@info.upr.edu.cu:
 Hi all :)

 well, I was expecting the GPU gems procedural parts before releasing the
 patch in order to add others if needed but it didn't arrived.

some use advice:

 at small scales (i.e the default textures values) it is a curl like
 texture but at larger scales (size 1.0) and with 6 octaves in hard/soft
 mode then it show the true planet procedural texture goodness :)


 Anyway, here's the patch, is very easy and don't disrup any existent
 Blender code so is pretty safe:

 http://www.pasteall.org/17124/diff


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Re: [Bf-committers] Have you seen this?? How to improve Blender

2010-11-26 Thread Prashant Sohani
@Ton: i can't help feel that there is so much more to improving software
than just development progress and making stable releases, if that is what
this mailing list is about. Of course, all those other aspects better not be
mixed into the chief task of coding progress, so in that respect I agree
that this topic does not really belong here.

But then, we still need to discuss such topics. What can be done about this?
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Re: [Bf-committers] Text rendering

2010-11-26 Thread Dan Eicher
Actually, now that I've thought about it a little it would be even
nicer if it didn't reload currently loaded fonts at all but instead
took the current UI font and loaded it into a new texture slot with AA
turned off (if that's even possible).

That way people can (almost) always depend on texture_slot[0] being
bfont with all the default settings when they want to use bgl/blf to
draw some pixel-perfect stuff on the display.

Dan
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[Bf-committers] Per tile subdivission wil get into trunk?

2010-11-26 Thread raulf
Hi all
  Probably I have missed something but one of the coolest feature of the
Sintel dev side was the per tile subdivission feature:

- In which state is?
- It is planned to go to Trunk?


   thanks in advance
Farsthary



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Re: [Bf-committers] A practical proposal for the task of re-licensing Blender

2010-11-26 Thread Alex Fraser
At the company I work for, we are doing a project that requires
customisation of Blender. Traditionally, the client has been heavily
against the idea of free software. But Blender is so good, and the
benefits of being able to modify it are so great that it can't be
ignored. The client is even considering giving the changes back to the
community. I consider this to be a big win for free software, because
even if they choose not to this time, they are now aware of the
potential benefits.

If companies have no choice but to release their extensions as free
software, then that's fantastic. 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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