Re: [Bf-committers] number of commiters
Hi Michael, If people submit patches and we accept several (3 or more?), and they are motivated to hang around and provide more code, and the maintainers of modules are fine, then they can get svn access. When we moved to new projects site I even cleaned up the list, which is currently relatively limited even. http://projects.blender.org/projects/bf-blender/ Now we're on that topic, I like to give access to Mario Kishalmi (lmg) now too, he submitted great small patches for bug fixes and small usability improvements. After approving several it's time to have him do commits himself. He'll be working with me, and I'll keep an eye on what he does. :) -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 22 Dec, 2010, at 7:36, Michael Fox wrote: Recently i have noticed a rathur alarming trend in that its getting extreamly easy to become a commitor, especially in bf-extensions. I was once a position you had to earn and work hard for, now you show up with a patch or 2, and you become a commiter. The result of this is causing me concern as i think the standard of code is going fall quite drastically and blender is splintered enough as it is, failing to follow the paradigms and rules that were developed. is anyone else noticing this or am i just being paranoid again ___ 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] Windows Explorer thumbnails for 2.5
Thanks for that, I had no idea regsvr32 crashed. To your previous post, I have UAC turned off and my files were saved from the latest svn trunk. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Windows Explorer thumbnails for 2.5
It's working great now, no issues so far. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Scrolling through the header
I was recently scrolling through the header of the 3d view, when my cursor suddenly disappeared. I was slightly disappointed, but also exited that I had found a bug when all of a sudden my I found my cursor on the complete other side of the screen. Now I notice that when I am scrolling around the 3d view (not the header just the plain 3d view) The continuous scrolling feature (Which is a great Idea by the way) causes the mouse to reappear at the other edge of the 3d view (so if I scrolled off the top of the 3d view, the mouse reappears right above the bottom header), but the mouse never enters any other area (for example the header, or the toolbar). Unfortunately this is not the case with other areas of blender. When scrolling through the header of any view there is the possibility that the mouse will disappear and come out the complete other end. I think it would be great if we could impose the same boundaries as are imposed in the 3d view while scrolling (and also most other views) onto headers and toolbars, so that the cursor will stay within the confines of the area (of the header, toolbar, etc.) while still allowing continuous scrolling. Just wondering what other people thought about this. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Windows Explorer thumbnails for 2.5
Great! There was one last bug that I just fixed, which caused drop shadows to be added to the thumbs (bad because they have transparency). Register it again to apply the fix. I didn't spot these problems because I registered it on my system by hand, if anyone was wondering. On 22/12/2010 1:04, Caleb wrote: It's working great now, no issues so far. ___ 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] number of commiters
Mario (lmg) you need to subscribe to the bf-blender-...@blender.org for your commits to send emails. Welcome :) 2010/12/22 Ton Roosendaal t...@blender.org Hi Michael, If people submit patches and we accept several (3 or more?), and they are motivated to hang around and provide more code, and the maintainers of modules are fine, then they can get svn access. When we moved to new projects site I even cleaned up the list, which is currently relatively limited even. http://projects.blender.org/projects/bf-blender/ Now we're on that topic, I like to give access to Mario Kishalmi (lmg) now too, he submitted great small patches for bug fixes and small usability improvements. After approving several it's time to have him do commits himself. He'll be working with me, and I'll keep an eye on what he does. :) -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 22 Dec, 2010, at 7:36, Michael Fox wrote: Recently i have noticed a rathur alarming trend in that its getting extreamly easy to become a commitor, especially in bf-extensions. I was once a position you had to earn and work hard for, now you show up with a patch or 2, and you become a commiter. The result of this is causing me concern as i think the standard of code is going fall quite drastically and blender is splintered enough as it is, failing to follow the paradigms and rules that were developed. is anyone else noticing this or am i just being paranoid again ___ 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] number of commiters
Hi :) I can´t speak for all wish-to-be-a-committer, just for myself as one of them :) but I think the main motivation of being a developer is to get your work recognised and widely used and the summun of that is to be commited in official releases. If too restrictive commit rules make that path too hard to go then Blender will not have the dev future granted, because always there will be out there another less restrictive project willing to make life easier for those that want to share their knowledge with the world. And by no means more people committing will automatically turn into unmaintained/less quality code, I think is the opossit, though is true that a review board will always be needed as soon as a project has more than one person. I understand also that being a committer is a status that speak about the quality/knowledge a person have gather in a project over time so is also something that should not be as easily get as suscribing into a web site. For those reasons I think the current rules are fine, and the trend of being more permisive from the past is also a good thing since it will guarantee the circulation of developers in Blender, this is the most important thing to make the project always young. Hi Michael, If people submit patches and we accept several (3 or more?), and they are motivated to hang around and provide more code, and the maintainers of modules are fine, then they can get svn access. When we moved to new projects site I even cleaned up the list, which is currently relatively limited even. http://projects.blender.org/projects/bf-blender/ Now we're on that topic, I like to give access to Mario Kishalmi (lmg) now too, he submitted great small patches for bug fixes and small usability improvements. After approving several it's time to have him do commits himself. He'll be working with me, and I'll keep an eye on what he does. :) -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 22 Dec, 2010, at 7:36, Michael Fox wrote: Recently i have noticed a rathur alarming trend in that its getting extreamly easy to become a commitor, especially in bf-extensions. I was once a position you had to earn and work hard for, now you show up with a patch or 2, and you become a commiter. The result of this is causing me concern as i think the standard of code is going fall quite drastically and blender is splintered enough as it is, failing to follow the paradigms and rules that were developed. is anyone else noticing this or am i just being paranoid again ___ 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] number of commiters
Hi, A wise men told me, with great power comes great responsibility. I find myself to be a very experienced developer, but still I like that my patches are reviewed by other people. With the feedback I get, I can get my blender-patches of better quality then before. Last week I created a simple straight forward patch and got as feedback that there was a blendlib function doing the same thing. so I re-factored it straight away. In my opinion core developers (module owners and maintainers) need SVN rights and when you integrate a branch it is needed. A developer can get recognition in multiple ways, and in my opinion recognition and being a committer are two separate things. But I understand that for some people becoming a committer is a goal. For me personally I have more satisfaction in sharing my knowledge and ideas with the community and see it eventually implemented in the trunk. Everyone should make this up for themselves though. Blender itself is a very interesting project, I don't see blender developers leave because they can become committers easier somewhere else. Also the number of committers also does not effect the quality of the code-base. Mostly quality is determined by communication and experience. Jeroen. On 12/22/2010 04:00 PM, ra...@info.upr.edu.cu wrote: Hi :) I can´t speak for all wish-to-be-a-committer, just for myself as one of them :) but I think the main motivation of being a developer is to get your work recognised and widely used and the summun of that is to be commited in official releases. If too restrictive commit rules make that path too hard to go then Blender will not have the dev future granted, because always there will be out there another less restrictive project willing to make life easier for those that want to share their knowledge with the world. And by no means more people committing will automatically turn into unmaintained/less quality code, I think is the opossit, though is true that a review board will always be needed as soon as a project has more than one person. I understand also that being a committer is a status that speak about the quality/knowledge a person have gather in a project over time so is also something that should not be as easily get as suscribing into a web site. For those reasons I think the current rules are fine, and the trend of being more permisive from the past is also a good thing since it will guarantee the circulation of developers in Blender, this is the most important thing to make the project always young. Hi Michael, If people submit patches and we accept several (3 or more?), and they are motivated to hang around and provide more code, and the maintainers of modules are fine, then they can get svn access. When we moved to new projects site I even cleaned up the list, which is currently relatively limited even. http://projects.blender.org/projects/bf-blender/ Now we're on that topic, I like to give access to Mario Kishalmi (lmg) now too, he submitted great small patches for bug fixes and small usability improvements. After approving several it's time to have him do commits himself. He'll be working with me, and I'll keep an eye on what he does. :) -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 22 Dec, 2010, at 7:36, Michael Fox wrote: Recently i have noticed a rathur alarming trend in that its getting extreamly easy to become a commitor, especially in bf-extensions. I was once a position you had to earn and work hard for, now you show up with a patch or 2, and you become a commiter. The result of this is causing me concern as i think the standard of code is going fall quite drastically and blender is splintered enough as it is, failing to follow the paradigms and rules that were developed. is anyone else noticing this or am i just being paranoid again ___ 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
Re: [Bf-committers] number of commiters
Hi Jeroen :) Good points and I don´t see how my points are against yours, both are two sides of the same coin :) Hi, A wise men told me, with great power comes great responsibility. I find myself to be a very experienced developer, but still I like that my patches are reviewed by other people. With the feedback I get, I can get my blender-patches of better quality then before. Oh yes, and I don´t think a committer should make overhauls/big changes without get review/aproval of others, feedback is the only way to stay on track and being a committer dosn´t mean being a god and act on free will. A developer can get recognition in multiple ways, and in my opinion recognition and being a committer are two separate things. But I understand that for some people becoming a committer is a goal. Oh, said in that way , makes me feel that having that goal is some selfish/bad desire, while I think that is the maximun aspiration of a people from the ground/unknown side of the world could get, because taking that responsability means that you get professional enough and you are much more compelled to work hard and improve yourself than relying in other´s advices. Blender itself is a very interesting project, I don't see blender developers leave because they can become committers easier somewhere else. Also the number of committers also does not effect the quality of the code-base. Mostly quality is determined by communication and experience. Jeroen. The numbers matters ... more heads think better than one, and while is true that some research has shown that group decisions are less effective than the decision of the best of the group and better than the decision of the average person of the group, the importance of new ideas/people can´t be diminished in open source projects, if more people reach the status of committers (eraned the rigth way , I´m not saying the easy way) then it will mean maturity of the project, profesionalism of the dev base and necessarily more quality codebase over time. I agree with you, no issues on that. :) early Merry Christmas Raul On 12/22/2010 04:00 PM, ra...@info.upr.edu.cu wrote: Hi :) I can´t speak for all wish-to-be-a-committer, just for myself as one of them :) but I think the main motivation of being a developer is to get your work recognised and widely used and the summun of that is to be commited in official releases. If too restrictive commit rules make that path too hard to go then Blender will not have the dev future granted, because always there will be out there another less restrictive project willing to make life easier for those that want to share their knowledge with the world. And by no means more people committing will automatically turn into unmaintained/less quality code, I think is the opossit, though is true that a review board will always be needed as soon as a project has more than one person. I understand also that being a committer is a status that speak about the quality/knowledge a person have gather in a project over time so is also something that should not be as easily get as suscribing into a web site. For those reasons I think the current rules are fine, and the trend of being more permisive from the past is also a good thing since it will guarantee the circulation of developers in Blender, this is the most important thing to make the project always young. Hi Michael, If people submit patches and we accept several (3 or more?), and they are motivated to hang around and provide more code, and the maintainers of modules are fine, then they can get svn access. When we moved to new projects site I even cleaned up the list, which is currently relatively limited even. http://projects.blender.org/projects/bf-blender/ Now we're on that topic, I like to give access to Mario Kishalmi (lmg) now too, he submitted great small patches for bug fixes and small usability improvements. After approving several it's time to have him do commits himself. He'll be working with me, and I'll keep an eye on what he does. :) -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 22 Dec, 2010, at 7:36, Michael Fox wrote: Recently i have noticed a rathur alarming trend in that its getting extreamly easy to become a commitor, especially in bf-extensions. I was once a position you had to earn and work hard for, now you show up with a patch or 2, and you become a commiter. The result of this is causing me concern as i think the standard of code is going fall quite drastically and blender is splintered enough as it is, failing to follow the paradigms and rules that were developed. is anyone else noticing this or am i just being paranoid again ___ Bf-committers mailing
Re: [Bf-committers] Windows Explorer thumbnails for 2.5
So, any chance this could be added to the windows installer? Date: Wed, 22 Dec 2010 14:04:09 + From: cont...@steamreview.org To: bf-committers@blender.org Subject: Re: [Bf-committers] Windows Explorer thumbnails for 2.5 Great! There was one last bug that I just fixed, which caused drop shadows to be added to the thumbs (bad because they have transparency). Register it again to apply the fix. I didn't spot these problems because I registered it on my system by hand, if anyone was wondering. On 22/12/2010 1:04, Caleb wrote: It's working great now, no issues so far. ___ 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] Windows Explorer thumbnails for 2.5
On Wed, Dec 22, 2010 at 10:04 PM, UnderSampled - undersamp...@live.com wrote: So, any chance this could be added to the windows installer? Date: Wed, 22 Dec 2010 14:04:09 + From: cont...@steamreview.org To: bf-committers@blender.org Subject: Re: [Bf-committers] Windows Explorer thumbnails for 2.5 Great! There was one last bug that I just fixed, which caused drop shadows to be added to the thumbs (bad because they have transparency). Register it again to apply the fix. I didn't spot these problems because I registered it on my system by hand, if anyone was wondering. On 22/12/2010 1:04, Caleb wrote: It's working great now, no issues so far. I am not sure if I am getting a bug or if I have not understood how this works. I am running Kubuntu 10.10 current SVN Blender 2.5 64 bit I have found in preferences where it says thumbnails and have turned that on. I have rendered and saved a blend using the default cube but even when reloading my blend using Blender I get no thumbnails and I don't see any with Dolphin ether. Help? Or bug? Thanks -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Windows Explorer thumbnails for 2.5
On 22/12/2010 11:00, Knapp wrote: On Wed, Dec 22, 2010 at 10:04 PM, UnderSampled -undersamp...@live.com wrote: So, any chance this could be added to the windows installer? Date: Wed, 22 Dec 2010 14:04:09 + From: cont...@steamreview.org To: bf-committers@blender.org Subject: Re: [Bf-committers] Windows Explorer thumbnails for 2.5 Great! There was one last bug that I just fixed, which caused drop shadows to be added to the thumbs (bad because they have transparency). Register it again to apply the fix. I didn't spot these problems because I registered it on my system by hand, if anyone was wondering. On 22/12/2010 1:04, Caleb wrote: It's working great now, no issues so far. I am not sure if I am getting a bug or if I have not understood how this works. I am running Kubuntu 10.10 current SVN Blender 2.5 64 bit I have found in preferences where it says thumbnails and have turned that on. I have rendered and saved a blend using the default cube but even when reloading my blend using Blender I get no thumbnails and I don't see any with Dolphin ether. Help? Or bug? Thanks Kubuntu is KDE, Ubuntu is GNOME. It seems their thumb handlers aren't compatible. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Windows Explorer thumbnails for 2.5
On Thu, Dec 23, 2010 at 12:22 AM, Tom Edwards cont...@steamreview.org wrote: On 22/12/2010 11:00, Knapp wrote: On Wed, Dec 22, 2010 at 10:04 PM, UnderSampled -undersamp...@live.com wrote: So, any chance this could be added to the windows installer? Date: Wed, 22 Dec 2010 14:04:09 + From: cont...@steamreview.org To: bf-committers@blender.org Subject: Re: [Bf-committers] Windows Explorer thumbnails for 2.5 Great! There was one last bug that I just fixed, which caused drop shadows to be added to the thumbs (bad because they have transparency). Register it again to apply the fix. I didn't spot these problems because I registered it on my system by hand, if anyone was wondering. On 22/12/2010 1:04, Caleb wrote: It's working great now, no issues so far. I am not sure if I am getting a bug or if I have not understood how this works. I am running Kubuntu 10.10 current SVN Blender 2.5 64 bit I have found in preferences where it says thumbnails and have turned that on. I have rendered and saved a blend using the default cube but even when reloading my blend using Blender I get no thumbnails and I don't see any with Dolphin ether. Help? Or bug? Thanks Kubuntu is KDE, Ubuntu is GNOME. It seems their thumb handlers aren't compatible. So file a bug? -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Windows Explorer thumbnails for 2.5
Hi, It works well at Vista 32bit too. Thank you for sharing! (2010/12/22 5:53), Tom Edwards wrote: Hello everyone, here's a small project I just completed: http://steamreview.org/external/blender/BlendThumb.zip It's a thumbnail handler for Windows 7 and Vista that extracts the .blend thumbnails generated by Blender 2.5 for display in Explorer. It's feature complete (including compressed blend support), but there are two niggles left before it's final: - I haven't actually tested it on Vista. Feedback appreciated! - I'm unclear on licensing. I'd like it to be GPL but there are two problems: firstly I'm using the Windows API, and secondly the code is based on a sample thumb handler provided in the Windows SDK. I've replaced all of the meat, but a lot of the supporting COM guff is the same as in the sample because it's so simple that I can't see any other way of doing what it does. Does anyone have experience of what happens in situations like this? Thanks! ___ 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] Windows Explorer thumbnails for 2.5
On Wed, Dec 22, 2010 at 11:55 PM, Knapp magick.c...@gmail.com wrote: On Thu, Dec 23, 2010 at 12:22 AM, Tom Edwards cont...@steamreview.org wrote: On 22/12/2010 11:00, Knapp wrote: On Wed, Dec 22, 2010 at 10:04 PM, UnderSampled -undersamp...@live.com wrote: So, any chance this could be added to the windows installer? Date: Wed, 22 Dec 2010 14:04:09 + From: cont...@steamreview.org To: bf-committers@blender.org Subject: Re: [Bf-committers] Windows Explorer thumbnails for 2.5 Great! There was one last bug that I just fixed, which caused drop shadows to be added to the thumbs (bad because they have transparency). Register it again to apply the fix. I didn't spot these problems because I registered it on my system by hand, if anyone was wondering. On 22/12/2010 1:04, Caleb wrote: It's working great now, no issues so far. I am not sure if I am getting a bug or if I have not understood how this works. I am running Kubuntu 10.10 current SVN Blender 2.5 64 bit I have found in preferences where it says thumbnails and have turned that on. I have rendered and saved a blend using the default cube but even when reloading my blend using Blender I get no thumbnails and I don't see any with Dolphin ether. Help? Or bug? Thanks Kubuntu is KDE, Ubuntu is GNOME. It seems their thumb handlers aren't compatible. So file a bug? No, ./release/bin/blender-thumbnailer.py is just a script which extracts thumbnails from blend files. For gnome to use this to generate thumbs you have to run... gconftool --type boolean --set /desktop/gnome/thumbnailers/applicat...@x-blender/enable true gconftool --type string --set /desktop/gnome/thumbnailers/applicat...@x-blender/command blender-thumbnailer.py %i %o So for KDE's Dolphin I expect there is an equivalent command, just need to research how their thumbnails are generated and stored. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Windows Explorer thumbnails for 2.5
On Tue, Dec 21, 2010 at 8:53 PM, Tom Edwards cont...@steamreview.org wrote: Hello everyone, here's a small project I just completed: http://steamreview.org/external/blender/BlendThumb.zip It's a thumbnail handler for Windows 7 and Vista that extracts the .blend thumbnails generated by Blender 2.5 for display in Explorer. It's feature complete (including compressed blend support), but there are two niggles left before it's final: - I haven't actually tested it on Vista. Feedback appreciated! - I'm unclear on licensing. I'd like it to be GPL but there are two problems: firstly I'm using the Windows API, and secondly the code is based on a sample thumb handler provided in the Windows SDK. I've replaced all of the meat, but a lot of the supporting COM guff is the same as in the sample because it's so simple that I can't see any other way of doing what it does. Does anyone have experience of what happens in situations like this? Thanks! Re: GPL, Lots of opensource apps use the Windows API, there shouldn't be any problems releasing this as GPL unless you copied someone elses non-GPL code it should not be a problem. IANAL: If the sample code doesn't have a license I would consider it to be reference/documentation, after all MS cant expect to own part of every app that uses their thumbnail example reference as a basis. So I think its safe to release as GPL2 eventually commit to blender/trunk. -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Just found this little mind blowing bit on CUDA
http://ianozsvald.com/2010/07/14/22937-faster-python-math-using-pycuda/ Hope someone here finds this helpful! -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Windows Explorer thumbnails for 2.5
Thanks for that. The files' copyright notice is: // THIS CODE AND INFORMATION IS PROVIDED AS IS WITHOUT WARRANTY OF // ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO // THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. // // Copyright (c) Microsoft Corporation. All rights reserved But the SDK license says this: You may modify, copy, and distribute the source and object code form of code marked as “sample.” Which I think clears us. With that and Satoshi's Vista testing both sorted, I've uploaded a GPLed 1.0 release. One technical caveat: I stop reading/decompressing the file after 70KB. At the moment that encompasses the thumbnail, but things might change in the future! On 23/12/2010 12:40, Campbell Barton wrote: On Tue, Dec 21, 2010 at 8:53 PM, Tom Edwardscont...@steamreview.org wrote: Hello everyone, here's a small project I just completed: http://steamreview.org/external/blender/BlendThumb.zip It's a thumbnail handler for Windows 7 and Vista that extracts the .blend thumbnails generated by Blender 2.5 for display in Explorer. It's feature complete (including compressed blend support), but there are two niggles left before it's final: - I haven't actually tested it on Vista. Feedback appreciated! - I'm unclear on licensing. I'd like it to be GPL but there are two problems: firstly I'm using the Windows API, and secondly the code is based on a sample thumb handler provided in the Windows SDK. I've replaced all of the meat, but a lot of the supporting COM guff is the same as in the sample because it's so simple that I can't see any other way of doing what it does. Does anyone have experience of what happens in situations like this? Thanks! Re: GPL, Lots of opensource apps use the Windows API, there shouldn't be any problems releasing this as GPL unless you copied someone elses non-GPL code it should not be a problem. IANAL: If the sample code doesn't have a license I would consider it to be reference/documentation, after all MS cant expect to own part of every app that uses their thumbnail example reference as a basis. So I think its safe to release as GPL2 eventually commit to blender/trunk. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers