Re: [Bf-committers] number of commiters

2010-12-22 Thread Ton Roosendaal
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

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Re: [Bf-committers] Windows Explorer thumbnails for 2.5

2010-12-22 Thread Caleb
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.
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Re: [Bf-committers] Windows Explorer thumbnails for 2.5

2010-12-22 Thread Caleb
It's working great now, no issues so far.
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[Bf-committers] Scrolling through the header

2010-12-22 Thread Jonathan Smith
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.
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Re: [Bf-committers] Windows Explorer thumbnails for 2.5

2010-12-22 Thread Tom Edwards
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.
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Re: [Bf-committers] number of commiters

2010-12-22 Thread Dalai Felinto
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
 
 
 
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  http://lists.blender.org/mailman/listinfo/bf-committers

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Re: [Bf-committers] number of commiters

2010-12-22 Thread raulf
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



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Re: [Bf-committers] number of commiters

2010-12-22 Thread Jeroen Bakker
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


 ___
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 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers


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Re: [Bf-committers] number of commiters

2010-12-22 Thread raulf
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

2010-12-22 Thread UnderSampled -

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.
  ___
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  http://lists.blender.org/mailman/listinfo/bf-committers
 
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Re: [Bf-committers] Windows Explorer thumbnails for 2.5

2010-12-22 Thread Knapp
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/
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Re: [Bf-committers] Windows Explorer thumbnails for 2.5

2010-12-22 Thread Tom Edwards
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.
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Re: [Bf-committers] Windows Explorer thumbnails for 2.5

2010-12-22 Thread Knapp
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/
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Re: [Bf-committers] Windows Explorer thumbnails for 2.5

2010-12-22 Thread Satoshi Yamasaki
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!
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Re: [Bf-committers] Windows Explorer thumbnails for 2.5

2010-12-22 Thread Campbell Barton
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.
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Re: [Bf-committers] Windows Explorer thumbnails for 2.5

2010-12-22 Thread Campbell Barton
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
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[Bf-committers] Just found this little mind blowing bit on CUDA

2010-12-22 Thread Knapp
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/
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Re: [Bf-committers] Windows Explorer thumbnails for 2.5

2010-12-22 Thread Tom Edwards
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.

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