Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35470] trunk/blender:

2011-03-11 Thread ervin weber
Sorry, I missed to include Log Message.
I paste it here:

Transparency patch: makes sure that materials are not rendered
transparent if the use_transparency check is disabled. Adds a new
transparency option 'MASK' for enabling the old behaviour.

* rationale
   The use_transparency check in the transparency panel header may lead
   the User to expect that, by unchecking it, every transparency effect
   will be disabled.
   That’s confusing, since alpha, fresnel and blend parameters are
   still used to perform background masking.

* usage
   With transparency check ON: the material will render as before.
   The new option MASK is analogous for an old material with
   transparency check off.

   With transparency check OFF:
   Every transparency effect in the material will be disabled.
   The material will render solid.
   - disable alpha, fresnel transp, specular transparency
   - disable texture mapped to alpha and transparent facetexture
   - disable transparent object color
   - will not project transparent shadows
   - shadow-only materials will have alpha=1.0
   - if reflected or refracted will appear solid


On 11/03/2011 8.59, Ervin Weber wrote:
 Revision: 35470

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=35470
 Author:   lusque
 Date: 2011-03-11 07:59:43 + (Fri, 11 Mar 2011)
 Log Message:
 ---


 Modified Paths:
 --
  trunk/blender/release/scripts/ui/properties_material.py
  trunk/blender/source/blender/blenkernel/BKE_blender.h
  trunk/blender/source/blender/blenloader/intern/readfile.c
  trunk/blender/source/blender/makesrna/intern/rna_material.c
  trunk/blender/source/blender/render/intern/source/convertblender.c
  trunk/blender/source/blender/render/intern/source/rayshade.c
  trunk/blender/source/blender/render/intern/source/shadeoutput.c

 Modified: trunk/blender/release/scripts/ui/properties_material.py
 ===
 --- trunk/blender/release/scripts/ui/properties_material.py   2011-03-11 
 05:23:56 UTC (rev 35469)
 +++ trunk/blender/release/scripts/ui/properties_material.py   2011-03-11 
 07:59:43 UTC (rev 35470)
 @@ -373,11 +373,12 @@
   row.prop(mat, transparency_method, expand=True)

   split = layout.split()
 +split.active = base_mat.use_transparency

   col = split.column()
   col.prop(mat, alpha)
   row = col.row()
 -row.active = base_mat.use_transparency and (not mat.use_shadeless)
 +row.active = (base_mat.transparency_method != 'MASK') and (not 
 mat.use_shadeless)
   row.prop(mat, specular_alpha, text=Specular)

   col = split.column()

 Modified: trunk/blender/source/blender/blenkernel/BKE_blender.h
 ===
 --- trunk/blender/source/blender/blenkernel/BKE_blender.h 2011-03-11 
 05:23:56 UTC (rev 35469)
 +++ trunk/blender/source/blender/blenkernel/BKE_blender.h 2011-03-11 
 07:59:43 UTC (rev 35470)
 @@ -44,7 +44,7 @@
* and keep comment above the defines.
* Use STRINGIFY() rather then defining with quotes */
   #define BLENDER_VERSION 256
 -#define BLENDER_SUBVERSION   2
 +#define BLENDER_SUBVERSION   3

   #define BLENDER_MINVERSION  250
   #define BLENDER_MINSUBVERSION   0

 Modified: trunk/blender/source/blender/blenloader/intern/readfile.c
 ===
 --- trunk/blender/source/blender/blenloader/intern/readfile.c 2011-03-11 
 05:23:56 UTC (rev 35469)
 +++ trunk/blender/source/blender/blenloader/intern/readfile.c 2011-03-11 
 07:59:43 UTC (rev 35470)
 @@ -11488,6 +11488,29 @@
   }
   }

 + if (main-versionfile  256 || (main-versionfile == 256  
 main-subversionfile3)){
 +
 + Material *mat;
 + int tex_nr, transp_tex;
 + 
 + for(mat = main-mat.first; mat; mat = mat-id.next){
 + if(!(mat-mode  MA_TRANSP)  !(mat-material_type  
 MA_TYPE_VOLUME)){
 + 
 + transp_tex= 0;
 + 
 + for(tex_nr=0; tex_nrMAX_MTEX; tex_nr++){
 + if(!mat-mtex[tex_nr]) continue;
 + if(mat-mtex[tex_nr]-mapto  
 MAP_ALPHA) transp_tex= 1;
 + }
 + 
 + if(mat-alpha  1.0f || mat-fresnel_tra  0.0f 
 || transp_tex){
 + mat-mode |= MA_TRANSP;
 + mat-mode= ~(MA_ZTRANSP|MA_RAYTRANSP);
 + }
 + }
 + }
 + }
 +
   /* put compatibility code here until next subversion bump */

   {

 Modified: 

Re: [Bf-committers] Mapping and Soft Limits suggestions

2011-03-11 Thread Tobias Oelgarte
My comments to your sections, as i see it:

+ (Change) - Size parameter name to Tiling:
Could be usefull, since size is inverted anyway. Meaning the texture is 
scaled by 0.5 if size is 2.

+ (Add) - Rotation controls on the Mapping parameters:
Don't think that this would be necessary. You can always map to an 
object/empty. This allows easy control over the rotation scaling and 
translation.

+ (Add) - Parameters for Sampling/Blur in Procedural maps:
Don't see the need for them. If you have problems with moire effects, 
you could always adjust the antialiasing settings for the renderer or 
add focus blur with composite nodes. Then you have sharp lines in the 
front and no moire in the back.

+ (Add) - Soft Limit to some parameters:
Could be useful but don't know about blenders internal limitations in 
this cases. But so far i had never an issue with this settings. It are 
usually much lower for good results.

Am 11.03.2011 04:35, schrieb ertuqueque:
 (I just suscribed to the mailing list so moderators don't need to review my
 previous message).

 Hi, to keep it short, I've condensed several mapping and soft limits
 suggestions and changes in the document below...

 http://www.tuqueque.org/documents/Suggestions.pdf

 I use Blender a lot for production work and this simple changes I propose,
 would be incredibly helpful not only for me but all Blender users I think

 I'd like to have some feedback from devs.
 Greets.
 Robin tuqueque Marín.
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Re: [Bf-committers] Mapping and Soft Limits suggestions

2011-03-11 Thread Matt Ebb
On Fri, Mar 11, 2011 at 8:18 PM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:

 + (Add) - Parameters for Sampling/Blur in Procedural maps:
 Don't see the need for them. If you have problems with moire effects,
 you could always adjust the antialiasing settings for the renderer or
 add focus blur with composite nodes. Then you have sharp lines in the
 front and no moire in the back.


Those are pretty nasty workarounds and shouldn't be necessary. And
depending on what you're using such textures for, (eg. spec/bump maps)
even with blurring it can still cause temporal aliasing - flickering.

The main problem is that none of blender's textures (other than image
maps) are properly filtered/antialiased. For some like clouds, blend,
maybe others, it should be possible to do 'analytically' or via fading
off higher frequencies etc, for other more complicated ones perhaps
oversampling the texture itself could be an option (as opposed to
oversampling the entire shading in the render). Regardless, this is a
problematic long-standing issue in Blender, that it would be great to
see an enthusiastic coder work on - perhaps a good project for someone
new looking to get involved.

Matt
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Re: [Bf-committers] armatures, ipos and actions

2011-03-11 Thread raphael
Hi all,

Mike and Joshua, thanks for your answers.

Mike Belanger a écrit :
 Yes the NLA is designed (and very good) at sharing actions.
 raphael,
 
 Here's a file demonstrating the NLA solving your problem.  Note that I'm not 
 a huge fan of keying on object level, but it is possible.
 
 http://www.pasteall.org/blend/5543
 
 On 2011-03-10, at 7:38 PM, Joshua Leung wrote:
 
 Hi,

 For a moment there I was confused by the terminology you were using.
 If I understand correctly, you want to have several rigs sharing the
 same action (pose-bone level animation), but still be able to position
 the rig objects in different places (object-level animation).

 There isn't any bug here. By design, a single animation data (1 action
 + a collection of drivers + a collection of nla-tracks (containing
 strips referencing actions)) block lives on each ID-block (i.e.
 Object/Lamp/Material/etc.) Now, PoseBones are data hanging off an
 Object, just like the Object's transform properties
 (loc/rot/scale/etc.) Hence, they are affected by the same animation
 data block.

 For what you want to accomplish, what you really want to do is to use
 the NLA system. One strip gets the object-level, another gets the
 pose-bone level.  See
 http://aligorith.blogspot.com/2010/10/clarifying-animation-workflow-in.html
 with regards to NLA usage.

 Hope that helps,
 Joshua

 On Fri, Mar 11, 2011 at 3:13 AM, raphael dw...@free.fr wrote:
 Hi everyone,

 i was about to make a bug report but i prefer posting here first.
 (didn't have any answer in supports forum)

 In blender 2.49, you can have one ipo linked to armature's Object,
 one action linked to it's data. So, differents armatures can have
 their own position (+rotate and scale), and sharing the same action.

 In 2.5, ipos and bones animations are both included in actions,
 and differents armatures can't share actions and have
 different movements on the same time.

 Is it a bug, the result of the new design or something that can be
 changed in users prefs ?

 some test files here
 http://dwarf.free.fr/blender2.5/armatures_249-01.blend
 http://dwarf.free.fr/blender2.5/armatures_250-01.blend

 regards
 raphael
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Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread Dalai Felinto
Hello there,
the code is read, up and running here.

I sent it to the tracker because it will make easy for review (I'm
going to ask to Benoit to take a look at the BGE changes, but it would
be nice if someone could take a quick look at the Blender part as well
- Brecht do you think you could take a look at it?). [1]

If someone wants to test it I made builds for the three main
plataforms [2], [3], [4].
I didn't address backward compatibility, so I still would like to hear
what is the best solution. I don't think an automatic conversion is a
good idea (it would affect rendering, and split materials will likely
get messy). So still looking for help into find the best alternative
here.

Are there bugs? Likely (it's a big patch after all). But I've been
chasing them over the week and believe it's all manageable. If you can
help testing, please report them in the patch entry.

And the one million dollar question is: Can this be incorporated
before Blender 2.57 release? if there is no agreement by Sunday I
will see if I wake up early to discuss that in the meeting.

[1] - Tracker -
http://projects.blender.org/tracker/index.php?func=detailaid=26461group_id=9atid=127
[2] - Windows build -
http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1754
[3] - Linux build -
http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1751
[4[ - OSX build -
http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1753

Thanks,

Dalai
--
www.dalaifelinto.com
@dfelinto
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Re: [Bf-committers] Blender native compile for headless servers???

2011-03-11 Thread Steve Obbayi
 Hi Steve,
 
 On Wed, Mar 9, 2011 at 6:29 AM, Steve Obbayi st...@sobbayi.com
 wrote:
  Hi Brecht, I am planning to implement this so a quick question.
  Are their any major huddles you came across that are worth
 mentioning other than
  what you have stated here?
 
 Not that I remember, and probably the issues you run into will be
 different, given that I didn't use opengl/ghost stubs.
 
 Brecht.


Hi Brecht,

I start working on this come Monday. I will share any unusual occurrences
along the way.

Steve


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Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread michael williamson
Downloading now!

How do the changes affect GL view and the texture painting workflow?

I have tons of scripts and addons dealing with UV and texture face 
workarounds, so am curious how this works.



On 11/03/11 12:16, Dalai Felinto wrote:
 Hello there,
 the code is read, up and running here.

 I sent it to the tracker because it will make easy for review (I'm
 going to ask to Benoit to take a look at the BGE changes, but it would
 be nice if someone could take a quick look at the Blender part as well
 - Brecht do you think you could take a look at it?). [1]

 If someone wants to test it I made builds for the three main
 plataforms [2], [3], [4].
 I didn't address backward compatibility, so I still would like to hear
 what is the best solution. I don't think an automatic conversion is a
 good idea (it would affect rendering, and split materials will likely
 get messy). So still looking for help into find the best alternative
 here.

 Are there bugs? Likely (it's a big patch after all). But I've been
 chasing them over the week and believe it's all manageable. If you can
 help testing, please report them in the patch entry.

 And the one million dollar question is: Can this be incorporated
 before Blender 2.57 release? if there is no agreement by Sunday I
 will see if I wake up early to discuss that in the meeting.

 [1] - Tracker -
 http://projects.blender.org/tracker/index.php?func=detailaid=26461group_id=9atid=127
 [2] - Windows build -
 http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1754
 [3] - Linux build -
 http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1751
 [4[ - OSX build -
 http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1753

 Thanks,

 Dalai
 --
 www.dalaifelinto.com
 @dfelinto
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Re: [Bf-committers] Blender linux console errors

2011-03-11 Thread Richard Shaw
On Thu, Mar 10, 2011 at 10:48 PM, Campbell Barton ideasma...@gmail.com wrote:
 I once spent some time trying to track down the allocations valgrind
 complains about and it seems they are either...
 * allocations by 3rd party libs - openal/python/x11 for eg, variables
 that are allocated once and kept
 * blenders own global C++ variables as mentioned before.
 * a handful of variables that are not freed on exit correctly like the
 event, happens with ReportList's sometimes.

 Each case could be fixed but it means adding extra init/free calls to
 the game engine for eg, or working out why the last event isn't freed,
 so its just a fair amount of time spent on tracking down something
 which isn't really causing anyone to run our of memory.

 To make valgrind play nice with python you need to build python
 '--without-pymalloc',
 for tracking down bugs which are unrelated to python just build
 without python is easiest.
 valgrind is really handy but I don't bother with its on exit memory
 leak messages, mostly our guarded-malloc gives more useful info.

 Theres a wiki page for more details
 http://wiki.blender.org/index.php/Dev:Doc/Debugging/Valgrind

I recompiled with GUARDEDALLOC turned off and there is no more console
output including the GHOST error.

Thanks,
Richard
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Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread Carsten Wartmann
Am 11.03.2011 13:16, schrieb Dalai Felinto:
 Hello there,
 the code is read, up and running here.
...
 Are there bugs? Likely (it's a big patch after all). But I've been
 chasing them over the week and believe it's all manageable. If you can
 help testing, please report them in the patch entry.

How is it working together with GLSL? I feel that probably a even bigger 
change is on the way which would unify this also. For now it is working 
well but as soon as I switch to GLSL my Alphas are not there anymore for 
example.

Where is the Collision flag from the Face Textures is handled? I think 
it can be usefull to have Collision by Face.

I think you would also remove Texture Face as option from the Shading in 
the Property Shelf?

Beside this and my doubts about the time when to incorporate this (see 
below) I think your work is very valuable and simplifies things.

 And the one million dollar question is: Can this be incorporated
 before Blender 2.57 release? if there is no agreement by Sunday I
 will see if I wake up early to discuss that in the meeting.

I am still a bit sceptic and feel that it would be fit better in a 2.6 
Version, especially as there are bigger changes in the materials 
proposed for these versions. So my opinion: Wait. And then do a system 
which serves all cases well: Add material options with all features you 
can use in rendering, then when you start the Gameengine the materials 
will be shown as good as the actual graphic card can handle. All automatic.

Beside this I would also like to have a lazy mode with more than one 
texture on a object in GLSL mode.

Carsten

-- 
Carsten Wartmann: Autor - Dozent - 3D - Grafik
Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35457] trunk/blender/intern/ghost/intern: Fix [#26446] Quick extrude (Ctrl+LMB) works only one time

2011-03-11 Thread Ralf Hölzemer
Hi Nathan,

this commit broke building with WinSDK/Nmake/JOM on Win7.

Here's the error message:

[ 80%] Building CXX object
intern/ghost/CMakeFiles/bf_intern_ghost.dir/intern/GHOST_SystemWin32.cpp.obj
GHOST_SystemWin32.cpp
W:\ralf\Stuff\b\blender\intern\ghost\intern\GHOST_SystemWin32.cpp(473)
: error C2220: warning treated as error - no 'object' file generated
W:\ralf\Stuff\b\blender\intern\ghost\intern\GHOST_SystemWin32.cpp(473)
: warning C4805: '!=' : unsafe mix of type 'bool' and type 'int' in
operation
W:\ralf\Stuff\b\blender\intern\ghost\intern\GHOST_SystemWin32.cpp(479)
: warning C4805: '!=' : unsafe mix of type 'bool' and type 'int' in
operation
W:\ralf\Stuff\b\blender\intern\ghost\intern\GHOST_SystemWin32.cpp(485)
: warning C4805: '!=' : unsafe mix of type 'bool' and type 'int' in
operation
W:\ralf\Stuff\b\blender\intern\ghost\intern\GHOST_SystemWin32.cpp(491)
: warning C4805: '!=' : unsafe mix of type 'bool' and type 'int' in
operation
W:\ralf\Stuff\b\blender\intern\ghost\intern\GHOST_SystemWin32.cpp(497)
: warning C4805: '!=' : unsafe mix of type 'bool' and type 'int' in
operation
W:\ralf\Stuff\b\blender\intern\ghost\intern\GHOST_SystemWin32.cpp(503)
: warning C4805: '!=' : unsafe mix of type 'bool' and type 'int' in
operation
NMAKE : fatal error U1077: 'C:\PROGRA~2\Microsoft Visual Studio
9.0\VC\bin\amd64\cl.exe' : return code '0x2'

The patch at http://www.pasteall.org/19830/diff fixed the issue for me.

2011/3/10 Nathan Letwory nat...@letworyinteractive.com:
 Revision: 35457
          
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=35457
 Author:   jesterking
 Date:     2011-03-10 18:56:19 + (Thu, 10 Mar 2011)
 Log Message:
 ---
 Fix [#26446] Quick extrude (Ctrl+LMB) works only one time
 Reported by Michael R

 This was one thing I didn't test when accepting patch [#26364]. It is 
 important to not
 send repeats of modifier keys.

 Modified Paths:
 --
    trunk/blender/intern/ghost/intern/GHOST_SystemWin32.cpp
    trunk/blender/intern/ghost/intern/GHOST_SystemWin32.h

 Modified: trunk/blender/intern/ghost/intern/GHOST_SystemWin32.cpp
 ===
 --- trunk/blender/intern/ghost/intern/GHOST_SystemWin32.cpp     2011-03-10 
 18:17:20 UTC (rev 35456)
 +++ trunk/blender/intern/ghost/intern/GHOST_SystemWin32.cpp     2011-03-10 
 18:56:19 UTC (rev 35457)
 @@ -454,8 +454,71 @@

                if (ri.header.dwType == RIM_TYPEKEYBOARD)
                {
 +                       GHOST_SystemWin32 *system = (GHOST_SystemWin32 
 *)getSystem();
 +
 +                       GHOST_ModifierKeys modifiers;
 +                       system-retrieveModifierKeys(modifiers);
 +
                        *keyDown = !(ri.data.keyboard.Flags  RI_KEY_BREAK);
                        key = this-convertKey(window, ri.data.keyboard.VKey, 
 ri.data.keyboard.MakeCode, (ri.data.keyboard.Flags(RI_KEY_E1|RI_KEY_E0)));
 +
 +                       // extra handling of modifier keys: don't send 
 repeats out from GHOST
 +                       if(key = GHOST_kKeyLeftShift  key = 
 GHOST_kKeyRightAlt)
 +                       {
 +                               bool changed = false;
 +                               GHOST_TModifierKeyMask modifier;
 +                               switch(key) {
 +                                       case GHOST_kKeyLeftShift:
 +                                               {
 +                                                       changed = 
 (modifiers.get(GHOST_kModifierKeyLeftShift) != *keyDown);
 +                                                       modifier = 
 GHOST_kModifierKeyLeftShift;
 +                                               }
 +                                               break;
 +                                       case GHOST_kKeyRightShift:
 +                                               {
 +                                                       changed = 
 (modifiers.get(GHOST_kModifierKeyRightShift) != *keyDown);
 +                                                       modifier = 
 GHOST_kModifierKeyRightShift;
 +                                               }
 +                                               break;
 +                                       case GHOST_kKeyLeftControl:
 +                                               {
 +                                                       changed = 
 (modifiers.get(GHOST_kModifierKeyLeftControl) != *keyDown);
 +                                                       modifier = 
 GHOST_kModifierKeyLeftControl;
 +                                               }
 +                                               break;
 +                                       case GHOST_kKeyRightControl:
 +                                               {
 +                                                       changed = 
 (modifiers.get(GHOST_kModifierKeyRightControl) != *keyDown);
 +                                                  

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread Carsten Wartmann
Am 11.03.2011 13:16, schrieb Dalai Felinto:
 I didn't address backward compatibility, so I still would like to hear
 what is the best solution. I don't think an automatic conversion is a
 good idea (it would affect rendering, and split materials will likely
 get messy). So still looking for help into find the best alternative
 here.

Just as addition: It breaks all my game engine tutorials for my book, 
both in look (no alpha, no Add) and in functionality, I think because of 
the missing collision by face.

Carsten
-- 
Carsten Wartmann: Autor - Dozent - 3D - Grafik
Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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[Bf-committers] Code Review

2011-03-11 Thread Brecht Van Lommel
Hi all,

I'd like to do an experiment, using a code review tool for blender
development, to review changes before they go into trunk. My hope is
to improve the quality of commits, with more eyes looking at the code
we can prevent bugs, and I find having your code reviewed also
generally keeps you on your toes.


My intention is not to require the use of this tool, or have it used
for every little bugfix, it's just an experiment at this point. Some
guidelines:

* Only submit code for review if you are a developer with commit
rights, or if you found a developer to get your code committed. If the
experiment is a success, we can open it up more, but for now I'd like
to keep it focused on things that we know are likely to go in.
* Anyone can participate in the code review however.
* This is not a place to do big interface design discussions or
feature requests, stay focused on what is being worked on.
* If you reviewed the entire patch, and think the code is good to go
in, reply LGTM (looks good to me).


To follow code reviews, subscribe to the new bf-codereview mailing
list. All messages will be logged there, but comments should be added
in the code review tool.

http://lists.blender.org/mailman/listinfo/bf-codereview

To create a code review, create an issue at http://codereview.appspot.com:
* Fill in subject and description.
* Base URL should be Blender Trunk (the first one!), Base left empty.
* Add bf-coderev...@blender.org to Reviewers.
* Attach a diff against current trunk.

To comment on a code review, don't reply on the list, but do it in the
code review tool. You can click on specific lines of code and add
comments inline.


Thanks,
Brecht.
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[Bf-committers] Updated Camera patch

2011-03-11 Thread Ejner Fergo
Hola all,

I have updated Matt Ebb's patch for adjustable camera sensor sizes.
There's also a few changes of my own, so now it is possible to get/set
the vertical FOV (mostly important for import/export).

Link:
http://projects.blender.org/tracker/?func=detailatid=127aid=24427group_id=9

With this patch I believe the Blender Camera is finally where it
should have been, having the bare essentials.

Besides more advanced features which requires changes to the rendering
engine and elsewhere (aperture, shutter, lens distortion, tracking,
etc), the only missing feature now is Distance_Affects_FOV. I tried to
include this but hit my head on a wall. I don't know how to get the
correct distance, and what to do about Scale Units?

In any case I hope you will consider including this updated camera.

Thanks and have a nice weekend!

/Ejnersan
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Re: [Bf-committers] Code Review

2011-03-11 Thread raulf
Ops! I can't access to any google hosted project/site...

Forbidden

Your client does not have permission to get URL / from this server.
You are accessing this page from a forbidden country.

So can I stick to my old way of send my patches? many times I don't have
the possibility to choose :(

Cheers
Raul

---
 Hi all,

 I'd like to do an experiment, using a code review tool for blender
 development, to review changes before they go into trunk. My hope is
 to improve the quality of commits, with more eyes looking at the code
 we can prevent bugs, and I find having your code reviewed also
 generally keeps you on your toes.


 My intention is not to require the use of this tool, or have it used
 for every little bugfix, it's just an experiment at this point. Some
 guidelines:

 * Only submit code for review if you are a developer with commit
 rights, or if you found a developer to get your code committed. If the
 experiment is a success, we can open it up more, but for now I'd like
 to keep it focused on things that we know are likely to go in.
 * Anyone can participate in the code review however.
 * This is not a place to do big interface design discussions or
 feature requests, stay focused on what is being worked on.
 * If you reviewed the entire patch, and think the code is good to go
 in, reply LGTM (looks good to me).


 To follow code reviews, subscribe to the new bf-codereview mailing
 list. All messages will be logged there, but comments should be added
 in the code review tool.

 http://lists.blender.org/mailman/listinfo/bf-codereview

 To create a code review, create an issue at http://codereview.appspot.com:
 * Fill in subject and description.
 * Base URL should be Blender Trunk (the first one!), Base left empty.
 * Add bf-coderev...@blender.org to Reviewers.
 * Attach a diff against current trunk.

 To comment on a code review, don't reply on the list, but do it in the
 code review tool. You can click on specific lines of code and add
 comments inline.


 Thanks,
 Brecht.
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Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread Dalai Felinto
@Michael Williamson:
How do the changes affect GL view and the texture painting workflow?
It shouldn't affect the texture painting workflow. I haven't test it
but the part of the UV struct I'm touching is barely used in Blender
itself )other

@Carsten Wartmann:
How is it working together with GLSL? [Alpha]
GLSL handles alpha differently (in 2.49 and trunk). AFAIK for a
billboard in Multitexture and Facetexture we set the alpha to 0.0,
while in GLSL the alpha has to be 1.0. I find this awful (UI-wise) but
this is how Blender has been working since ever (?). I would love to
make TextureFace and Multitexture to follow GLSL, it should be easy, a
matter of doing a doversion and value=1.0 - value. But since this
change has nothing to do with the patch it was left out.

Where is the Collision flag from the Face Textures is handled? I
think it can be usefull to have Collision by Face.
There is a new checkbox by the Physics panel. Turn it off and
collision goes away.
There is a part in the bullet code that is still checking for
TF_COLLISION (old TexFace flag for collision). I haven't touched it
yet, but it shouldn't matter.

I think you would also remove Texture Face as option from the Shading
in the Property Shelf?
I'm for GLSL to support Texture Face eventually. Multitexture supports
it (it always did). So if we remove it from the Options panel we will
loose the functionality of not having to set a specific texture per
mesh. It's useful if you have different objects sharing the same
material but using different textures.

Beside this and my doubts about the time when to incorporate this I
think your work is very valuable and simplifies things.
It's always good to hear that. Please test with the collision and
alpha suggestions above and see it it helps solving part of the
problems.

Thanks,
Dalai

2011/3/11 Carsten Wartmann c...@blenderbuch.de:
 Am 11.03.2011 13:16, schrieb Dalai Felinto:
 I didn't address backward compatibility, so I still would like to hear
 what is the best solution. I don't think an automatic conversion is a
 good idea (it would affect rendering, and split materials will likely
 get messy). So still looking for help into find the best alternative
 here.

 Just as addition: It breaks all my game engine tutorials for my book,
 both in look (no alpha, no Add) and in functionality, I think because of
 the missing collision by face.

 Carsten
 --
 Carsten Wartmann: Autor - Dozent - 3D - Grafik
 Homepage:         http://blenderbuch.de/
 Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] Code Review

2011-03-11 Thread Dalai Felinto
This is really nice Brecht.
The system seems quite innovative. An online svn system, fantastic :)

I just sent a patch that was originally sent for blender tracker.
Let's see how it works.
I had to add it twice because my patch wasn't against the latest
latest trunk (it seems that the system can't merge if there is any
version mismatch in the files you changed).

http://codereview.appspot.com/4289041/

Best regards,
Dalai

2011/3/11  ra...@info.upr.edu.cu:
 Ops! I can't access to any google hosted project/site...

 Forbidden

 Your client does not have permission to get URL / from this server.
 You are accessing this page from a forbidden country.

 So can I stick to my old way of send my patches? many times I don't have
 the possibility to choose :(

 Cheers
 Raul

 ---
 Hi all,

 I'd like to do an experiment, using a code review tool for blender
 development, to review changes before they go into trunk. My hope is
 to improve the quality of commits, with more eyes looking at the code
 we can prevent bugs, and I find having your code reviewed also
 generally keeps you on your toes.


 My intention is not to require the use of this tool, or have it used
 for every little bugfix, it's just an experiment at this point. Some
 guidelines:

 * Only submit code for review if you are a developer with commit
 rights, or if you found a developer to get your code committed. If the
 experiment is a success, we can open it up more, but for now I'd like
 to keep it focused on things that we know are likely to go in.
 * Anyone can participate in the code review however.
 * This is not a place to do big interface design discussions or
 feature requests, stay focused on what is being worked on.
 * If you reviewed the entire patch, and think the code is good to go
 in, reply LGTM (looks good to me).


 To follow code reviews, subscribe to the new bf-codereview mailing
 list. All messages will be logged there, but comments should be added
 in the code review tool.

 http://lists.blender.org/mailman/listinfo/bf-codereview

 To create a code review, create an issue at http://codereview.appspot.com:
 * Fill in subject and description.
 * Base URL should be Blender Trunk (the first one!), Base left empty.
 * Add bf-coderev...@blender.org to Reviewers.
 * Attach a diff against current trunk.

 To comment on a code review, don't reply on the list, but do it in the
 code review tool. You can click on specific lines of code and add
 comments inline.


 Thanks,
 Brecht.
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Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread Erwin Coumans
think it can be usefull to have Collision by Face.
There is a new checkbox by the Physics panel. Turn it off and
collision goes away.

It is not clear: is there still an option to turn on/off collision per
face?
That is a very useful feature we shouldn't drop I think.

Thanks,
Erwin




On 11 March 2011 10:16, Dalai Felinto dfeli...@gmail.com wrote:

 @Michael Williamson:
 How do the changes affect GL view and the texture painting workflow?
 It shouldn't affect the texture painting workflow. I haven't test it
 but the part of the UV struct I'm touching is barely used in Blender
 itself )other

 @Carsten Wartmann:
 How is it working together with GLSL? [Alpha]
 GLSL handles alpha differently (in 2.49 and trunk). AFAIK for a
 billboard in Multitexture and Facetexture we set the alpha to 0.0,
 while in GLSL the alpha has to be 1.0. I find this awful (UI-wise) but
 this is how Blender has been working since ever (?). I would love to
 make TextureFace and Multitexture to follow GLSL, it should be easy, a
 matter of doing a doversion and value=1.0 - value. But since this
 change has nothing to do with the patch it was left out.

 Where is the Collision flag from the Face Textures is handled? I
 think it can be usefull to have Collision by Face.
 There is a new checkbox by the Physics panel. Turn it off and
 collision goes away.
 There is a part in the bullet code that is still checking for
 TF_COLLISION (old TexFace flag for collision). I haven't touched it
 yet, but it shouldn't matter.

 I think you would also remove Texture Face as option from the Shading
 in the Property Shelf?
 I'm for GLSL to support Texture Face eventually. Multitexture supports
 it (it always did). So if we remove it from the Options panel we will
 loose the functionality of not having to set a specific texture per
 mesh. It's useful if you have different objects sharing the same
 material but using different textures.

 Beside this and my doubts about the time when to incorporate this I
 think your work is very valuable and simplifies things.
 It's always good to hear that. Please test with the collision and
 alpha suggestions above and see it it helps solving part of the
 problems.

 Thanks,
 Dalai

 2011/3/11 Carsten Wartmann c...@blenderbuch.de:
  Am 11.03.2011 13:16, schrieb Dalai Felinto:
  I didn't address backward compatibility, so I still would like to hear
  what is the best solution. I don't think an automatic conversion is a
  good idea (it would affect rendering, and split materials will likely
  get messy). So still looking for help into find the best alternative
  here.
 
  Just as addition: It breaks all my game engine tutorials for my book,
  both in look (no alpha, no Add) and in functionality, I think because of
  the missing collision by face.
 
  Carsten
  --
  Carsten Wartmann: Autor - Dozent - 3D - Grafik
  Homepage: http://blenderbuch.de/
  Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread Dalai Felinto
Hi Erwin,
as with the rest of functionalities you can't per face but per
material. In the tracker there is an image with the UI highlights:
http://www.pasteall.org/pic/show.php?id=9863

It's in the header of the Physics tab in the material panel (and
it's on by default).

Thanks,
Dalai

2011/3/11 Erwin Coumans erwin.coum...@gmail.com:
think it can be usefull to have Collision by Face.
There is a new checkbox by the Physics panel. Turn it off and
collision goes away.

 It is not clear: is there still an option to turn on/off collision per
 face?
 That is a very useful feature we shouldn't drop I think.

 Thanks,
 Erwin




 On 11 March 2011 10:16, Dalai Felinto dfeli...@gmail.com wrote:

 @Michael Williamson:
 How do the changes affect GL view and the texture painting workflow?
 It shouldn't affect the texture painting workflow. I haven't test it
 but the part of the UV struct I'm touching is barely used in Blender
 itself )other

 @Carsten Wartmann:
 How is it working together with GLSL? [Alpha]
 GLSL handles alpha differently (in 2.49 and trunk). AFAIK for a
 billboard in Multitexture and Facetexture we set the alpha to 0.0,
 while in GLSL the alpha has to be 1.0. I find this awful (UI-wise) but
 this is how Blender has been working since ever (?). I would love to
 make TextureFace and Multitexture to follow GLSL, it should be easy, a
 matter of doing a doversion and value=1.0 - value. But since this
 change has nothing to do with the patch it was left out.

 Where is the Collision flag from the Face Textures is handled? I
 think it can be usefull to have Collision by Face.
 There is a new checkbox by the Physics panel. Turn it off and
 collision goes away.
 There is a part in the bullet code that is still checking for
 TF_COLLISION (old TexFace flag for collision). I haven't touched it
 yet, but it shouldn't matter.

 I think you would also remove Texture Face as option from the Shading
 in the Property Shelf?
 I'm for GLSL to support Texture Face eventually. Multitexture supports
 it (it always did). So if we remove it from the Options panel we will
 loose the functionality of not having to set a specific texture per
 mesh. It's useful if you have different objects sharing the same
 material but using different textures.

 Beside this and my doubts about the time when to incorporate this I
 think your work is very valuable and simplifies things.
 It's always good to hear that. Please test with the collision and
 alpha suggestions above and see it it helps solving part of the
 problems.

 Thanks,
 Dalai

 2011/3/11 Carsten Wartmann c...@blenderbuch.de:
  Am 11.03.2011 13:16, schrieb Dalai Felinto:
  I didn't address backward compatibility, so I still would like to hear
  what is the best solution. I don't think an automatic conversion is a
  good idea (it would affect rendering, and split materials will likely
  get messy). So still looking for help into find the best alternative
  here.
 
  Just as addition: It breaks all my game engine tutorials for my book,
  both in look (no alpha, no Add) and in functionality, I think because of
  the missing collision by face.
 
  Carsten
  --
  Carsten Wartmann: Autor - Dozent - 3D - Grafik
  Homepage:         http://blenderbuch.de/
  Das Blender-Buch: http://blenderbuch.de/redirect.html
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Re: [Bf-committers] Code Review

2011-03-11 Thread Tom M
On Fri, Mar 11, 2011 at 8:55 AM,  ra...@info.upr.edu.cu wrote:
 Ops! I can't access to any google hosted project/site...

Unfortunately that probably has to do on the US embargo on Cuba.

 So can I stick to my old way of send my patches? many times I don't have
 the possibility to choose :(

Obviously you will have to, although others can likely upload the
patch for you if you like.

LetterRip
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Re: [Bf-committers] Code Review

2011-03-11 Thread Brecht Van Lommel
Hi Raul,

On Fri, Mar 11, 2011 at 8:59 PM, Tom M letter...@gmail.com wrote:
 So can I stick to my old way of send my patches? many times I don't have
 the possibility to choose :(

 Obviously you will have to, although others can likely upload the
 patch for you if you like.

It's not the intention to make this the required way to submit patches
just yet, it's only an experiment. So you should be fine sending
patches as usual.

I'll try to find out if this is a bug or if we can solve it somehow,
in any case this tool should not get in the way of submitting patches.

Brecht.
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[Bf-committers] how add a new modifier in the dropdownbox?

2011-03-11 Thread iozk hz
i want add my own modifier if is possible adding from the source code or in
the python API adding textboxes and labels how do it?
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35479] trunk/blender: Fix [#25659] crash when unwrapping specific mesh

2011-03-11 Thread Campbell Barton
should this change be made for mingw too?
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Re: [Bf-committers] Updated Camera patch

2011-03-11 Thread Troy Sobotka
On Fri, Mar 11, 2011 at 8:19 AM, Ejner Fergo ejner...@gmail.com wrote:
 In any case I hope you will consider including this updated camera.

Huge +1 here.
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