[Bf-committers] Official Automated Builds

2011-03-14 Thread Daniel Barbeau

Hello guys,
I see you have mentioned BuildBot as an option for continuous integration. I 
work for a computer science research lab andwe have set up a buildbot to 
control the quality of our code. I wrote a wiki page about 
this:http://openalea.gforge.inria.fr/dokuwiki/doku.php?id=documentation:tools:continuous_integration
It describes (vaguely - because there's undisclosable stuff too) or gives 
pointers to how we did this:- buildbot server and slave configuration- 
virtualboxes and ssh access to them- auto-start of vboxes and of buildbot slaves
Hope this helps! If you want details, I can dig in my memories and try to 
help!Daniel 
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Re: [Bf-committers] Roadmap for 2.5x - 2.6x - beyond

2011-03-14 Thread Jonathan Smith
This is great.

+1 for Brecht's 8-week release cycle.

My only concern is whether some users might get confused about the release
versions. I think that instead of having 2.58 as the last release, we should
skip to 2.60, and make it the base release for the 2.6x series. This would
make sense (I assume) to the majority of Blender users who understand (Again
this is just taken from what I've observed, correct me if this is not the
case) 2.5x to be a development series. Everyone is waiting for 2.6 and it
will be a great marketing opportunity for Blender to be able to say Come
get Blender 2.6!,  much like how other software releases, for example: Maya
2011, Lightwave 10, ZBrush 4, 3D-Coat 3.5, thus we have: Blender 2.6.

I think this will also make more sense to developers, in that we have 2.60
as the base and we start working up and adding stuff from there, instead of
working from 2.58 up to 2.60 and having a bunch of new features in 2.60.

Just my two cents,
Jonathan
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Re: [Bf-committers] Official Automated Builds

2011-03-14 Thread Nathan Letwory
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 14.3.2011 12:04, Nathan Letwory wrote:
 On 14.3.2011 4:22, Brecht Van Lommel wrote:
 Mainly my motivation is getting good reference builds for bug
 reporting, and finding and solving build and installation issues for
 releases sooner so we can do more efficient releases. So the intention
 for these builds would be to be identical to release builds.
 
 I can hook my release building box to the system, should be no problem.
 I have had good experiences with buildbot.

Oh, and one thing I forgot to mention. As a requirement for whatever we
choose: it must be usable with SCons.

/Nathan

- -- 
Nathan Letwory
Letwory Interactive | Studio Lumikuu
http://www.letworyinteractive.com | http://www.lumikuu.com
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Re: [Bf-committers] Roadmap for 2.5x - 2.6x - beyond

2011-03-14 Thread Carsten Wartmann
Am 13.03.2011 15:52, schrieb Brecht Van Lommel:
 Hi,
[...]
 There's this dynamic which I think we should try to break: unstable
 features push back release dates, then after a while, core developers
 in other areas get impatient and add another unstable feature, which
 agains pushes things back further, while branches get even bigger and
 harder to merge.

I am not a developer, but this was my feeling the last years, thanks for 
pointing this out so clearly.

Also for the rest I would fully agree on (especially the part with the 
If a feature is not stable or not documented by week 7, it gets moved
to the next release).

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] Blender developer IRC meeting, March 13 2011

2011-03-14 Thread Nathan Letwory
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 13.3.2011 18:45, Ton Roosendaal wrote:
 Hi all,
 
 1) Blender 2.5 project
 
 - All signs still positive for 2.57 out of beta release within 2-3  
 weeks.

If we can get the builds released on 30th it'd be great. I'm travelling
to Netherlands on 31st of March, and will be back on 6th of April.
Probably stop by on 5th at the office. I have the means to do the builds
during the time I'm in the Netherlands, but I'd like to have it handled
before that if possible.

 - Meeting confirms we'll need RC builds, preferably a week before  
 official release.
 
 - Ton suggests to already make 'official' test builds this week.  
 Having regular builds for testing and as reference for bug reporters  
 is good anyway.

Just announce to builders what revision should be built, and I'll have
you the Windows builds.

 
 - We had some free Visual Studio 2008 licenses in the past. Do more  
 people now need it? Thomas Dinges and Janne Karhu already confirmed  
 they'd love to have one. Ton will try to get a handful free licenses  
 extra.

If you can get VS 2010 pro licenses, then I'd like to get one too, so I
can ensure official builds work properly with it too - maybe even move
to the newer version.



- -- 
Nathan Letwory
Blender Foundation | Letwory Interactive
http://www.blender.org | http://www.letworyinteractive.com
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Re: [Bf-committers] Official Automated Builds

2011-03-14 Thread Carsten Wartmann
Am 13.03.2011 20:19, schrieb Brecht Van Lommel:
 Hi all,

 In the meeting Ton proposed to do official automated builds, that are
 built and uploaded every day or every few hours. These should
 effectively be the same as release builds, and could even be used as
 official releases.

This is also a very valuable thing for documenters and authors. No more 
self compiling for various platforms, never knowing if it works REALLY 
like in a offcial release.

Thanks for this proposal,
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] Updated Camera patch

2011-03-14 Thread François T .
I probably can find a matchmove I did with syntheyes which used a D90 (not
fullframe backplate) or do another one if this can help ?
I don't know what all this patch can do, me I'm interest of a match Lens
value according to the filmgate anyway.


F.

2011/3/14 Troy Sobotka troy.sobo...@gmail.com

 @Mats Holmberg / @Francois T et al:

 Is there a way we can establish a set of tests to definitively test this
 patch?

 Obviously matching a scene to real world units against a test
 photograph is a possible option here, but I'm wondering if there is
 something else we can do?

 Sincerely,
 TJS
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www.linkedin.com/in/francoistarlier
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Re: [Bf-committers] Roadmap for 2.5x - 2.6x - beyond

2011-03-14 Thread Thomas Dinges
Big -1 for this,
seriously let's not change the naming again!
Ton and others decided on naming it 2.57 and 2.58 (Ton sent a mail with
this in January to the ML). Let's stick to that!

This is the n'th discussion about it on this list, and it starts to get
annoying. ;-)

Thomas

Am 14.03.2011 11:02, schrieb Jonathan Smith:

 I think this will also make more sense to developers, in that we have 2.60
 as the base and we start working up and adding stuff from there,
instead of
 working from 2.58 up to 2.60 and having a bunch of new features in 2.60.

 Just my two cents,
 Jonathan
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Re: [Bf-committers] Roadmap for 2.5x - 2.6x - beyond

2011-03-14 Thread Gustav Göransson
I'm not a coder, but I guess one issue is to determine weather a
branch is stable or not, and to know if it have been properly tested.
Why don't do this in a more systematic, 'official' way than before:

When a branch is getting near completion:
1. Set up a dedicated bug tracker for the branch, provide builds and
do an official 'Call for testing' announcement at Blender.org
2. Give it some time, and when the tracker is consider stable enough
do the merge

In this way you'll get a lot more user involvement and help to
identify bugs before a merge to trunk I guess...

On Mon, Mar 14, 2011 at 13:47, Thomas Dinges blen...@dingto.org wrote:
 Big -1 for this,
 seriously let's not change the naming again!
 Ton and others decided on naming it 2.57 and 2.58 (Ton sent a mail with
 this in January to the ML). Let's stick to that!

 This is the n'th discussion about it on this list, and it starts to get
 annoying. ;-)

 Thomas

 Am 14.03.2011 11:02, schrieb Jonathan Smith:

 I think this will also make more sense to developers, in that we have 2.60
 as the base and we start working up and adding stuff from there,
 instead of
 working from 2.58 up to 2.60 and having a bunch of new features in 2.60.

 Just my two cents,
 Jonathan
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[Bf-committers] OS X update to XCode 4 breaks compiling

2011-03-14 Thread Ton Roosendaal
Hi OSX devs,

Apple's new development update XCode 4 now is available (only when you  
pay FIVE dollars!).
Someone in irc mentioned blender doesn't compile (at all) for it.  
Further, this XCode revision drops compiling for older OSX versions  
(10.4 and 10.5) and the install removes all libs/headers for it.

Here's a report:
http://www.blender.org/forum/viewtopic.php?t=19500

-Ton-


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

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Re: [Bf-committers] Official Automated Builds

2011-03-14 Thread Brecht Van Lommel
Hi,

So, I tried out Buildbot anyway, seems to work quite well running it locally:
http://users.telenet.be/blendix/buildbot.png

Next I'll try to install it on the Blender servers. Probably we'll end
up with some volunteers running buildbot slaves on their own systems,
and for other platforms we can later try to get remote virtual
machines running somewhere.

Brecht.
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Re: [Bf-committers] Official Automated Builds

2011-03-14 Thread Jeroen Bakker
Hi Brecht,

this is really a good idea, I am experienced in using and maintaining 
different virtualizationproducts in big companies (Virtual box, iESX, 
KVM, Xen). If you need any advice/help, you can always contact me.

Jeroen Bakker

On 13-3-2011 20:19, Brecht Van Lommel wrote:
 Hi all,

 In the meeting Ton proposed to do official automated builds, that are
 built and uploaded every day or every few hours. These should
 effectively be the same as release builds, and could even be used as
 official releases.

 To start, some questions for platform maintainers:
 * Do you have time to set up or help someone else set up such a system
 for your platform?
 * Is now a good time to do it, with 2.57 is in 2-3 weeks, or should we
 do it after?
 * Are there any pitfalls we should be thinking of?
 * Do you prefer to run such a system on your own computer or on a server?

 We can set up a server with virtual machines, for example with
 virtualbox it should be possible for someone to create the machine
 locally, upload it, and further maintenance can then be done using a
 remote login. Alternatively builds could run locally on system from
 developers or other volunteers.

 The advantage of having them on a remote server is that it would be
 easier for multiple developers to fix builds and make releases, but
 for a single platform maintainer it may be more convenient to just run
 such a thing locally.

 We could also start to use a Tinderbox system. Hudson/Jenkins was
 brought up, Buildbot also seems nice to me. It seems to be quite a bit
 of work to configure and maintain such a system, so for now I'd like
 to focus on simply getting automated builds.

 Thanks,
 Brecht.
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Re: [Bf-committers] Official Automated Builds

2011-03-14 Thread Daniel Tavares
Hi,

I also have experience with Buildbot. I'll be happy to help if anyone
needs an extra hand.

Daniel

On Mar 14, 2011, at 3:04, Nathan Letwory nat...@letworyinteractive.com wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 On 14.3.2011 4:22, Brecht Van Lommel wrote:
 Hi,

 First let me say, doing the whole continuous integration web service
 thing is not what I signed up for. It's valuable, but someone else
 will have to volunteer for that.

 Mainly my motivation is getting good reference builds for bug
 reporting, and finding and solving build and installation issues for
 releases sooner so we can do more efficient releases. So the intention
 for these builds would be to be identical to release builds.

 I can hook my release building box to the system, should be no problem.
 I have had good experiences with buildbot.


 - --
 Nathan Letwory
 Letwory Interactive | Studio Lumikuu
 http://www.letworyinteractive.com | http://www.lumikuu.com
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Re: [Bf-committers] Official Automated Builds

2011-03-14 Thread pete larabell
I have buildbot installed on my FreeBSD 8.2 i386 system. What exactly
do I do from here???

On Mon, Mar 14, 2011 at 3:57 PM, Daniel Tavares
danielmtava...@gmail.com wrote:
 Hi,

 I also have experience with Buildbot. I'll be happy to help if anyone
 needs an extra hand.

 Daniel

 On Mar 14, 2011, at 3:04, Nathan Letwory nat...@letworyinteractive.com 
 wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 On 14.3.2011 4:22, Brecht Van Lommel wrote:
 Hi,

 First let me say, doing the whole continuous integration web service
 thing is not what I signed up for. It's valuable, but someone else
 will have to volunteer for that.

 Mainly my motivation is getting good reference builds for bug
 reporting, and finding and solving build and installation issues for
 releases sooner so we can do more efficient releases. So the intention
 for these builds would be to be identical to release builds.

 I can hook my release building box to the system, should be no problem.
 I have had good experiences with buildbot.


 - --
 Nathan Letwory
 Letwory Interactive | Studio Lumikuu
 http://www.letworyinteractive.com | http://www.lumikuu.com
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 Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

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Re: [Bf-committers] Roadmap for 2.5x - 2.6x - beyond

2011-03-14 Thread raulf
 We've been in some kind of freeze long enough now. Let's have fun
 for a while, and then try to fix it all up again :)

 -Ton-

Those words are music for my ears :)
Congratulations!!!

Cheers



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Re: [Bf-committers] Roadmap for 2.5x - 2.6x - beyond

2011-03-14 Thread Jonathan Smith
Sorry.

I had not realized that this was already set until today. I had figured we
would be releasing 2.59 and then 2.60 and then working on new stuff, not
finishing with 2.58. If I had known that I would have started protesting
earlier. If we want to end with 2.58, then that's fine with me, I was just
hoping we could make it more clear to the users that they aren't using beta
software anymore, since the last 10 or so releases have all been Alpha and
Beta releases.

Anyway, If this is the direction that has been decided, go for it.

Jonathan

On Mon, Mar 14, 2011 at 9:47 PM, Thomas Dinges blen...@dingto.org wrote:

 Big -1 for this,
 seriously let's not change the naming again!
 Ton and others decided on naming it 2.57 and 2.58 (Ton sent a mail with
 this in January to the ML). Let's stick to that!

 This is the n'th discussion about it on this list, and it starts to get
 annoying. ;-)

 Thomas

 Am 14.03.2011 11:02, schrieb Jonathan Smith:

  I think this will also make more sense to developers, in that we have
 2.60
  as the base and we start working up and adding stuff from there,
 instead of
  working from 2.58 up to 2.60 and having a bunch of new features in 2.60.
 
  Just my two cents,
  Jonathan
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Re: [Bf-committers] Updated Camera patch

2011-03-14 Thread Ejner Fergo
Hi,

I loaded up my last camera projection scene, taken with an EOS 50D
(APS-C sensor). Before, I found the correct hfov using the BLenses
script in Blender 2.4x, which I then matched geometry against in 2.5x.
But this would give me a focal length based on the default Blender
sensor size (32x18), and even if the perspective was right*, the focal
length value made no sense, and the workflow was obviously not ideal.

* Originally I made the mistake to match against an image that was not
lens corrected, so even with location data (measuring the environments
length/distances) the geometry shapes and scales became warped...
Using a http://lensfun.berlios.de capable app (rawstudio, ufraw,
darktable, ...) fixed this.

With this updated patch I could select my cameras sensor size and
enter the correct focal length used (18mm) and the match was perfect.
Mathematically it makes sense, but the great part is that we can use
available information (via exif) and not need to convert anything.

As for testing, because of the mathematically nature things should
just work, but please go ahead and test with your own material!

Stuff I haven't tested myself yet, here listed as the modified sources:

source/gameengine/VideoTexture/ImageRender.cpp
source/gameengine/Ketsji/KX_KetsjiEngine.cpp
source/gameengine/Ketsji/KX_Camera.cpp
source/gameengine/Ketsji/KX_Camera.h
source/gameengine/Rasterizer/RAS_FramingManager.cpp
source/gameengine/Rasterizer/RAS_FramingManager.h
source/gameengine/Rasterizer/RAS_CameraData.h

source/blender/render/intern/source/envmap.c
source/blender/editors/sculpt_paint/paint_image.c
source/blender/blenlib/intern/uvproject.c - Though I haven't tested
it just yet, I'm fairly sure it will work. I just *really* dislike the
way we have to subdivide geometry so much, for the projection to
stick properly..!

Also please test addons that may depend on the camera, as well as
importers/exporters (will look at FBX in a bit, but I can't test
Collada presently). I wrote an addon that exports a camera in .chan
format so I could import it into a Nuke camera, and that works
successfully. It still needs some work (import .chan in Blender and
maybe import/export geometry) but I will upload it if/when this camera
patch becomes default.

If you have experience with panorama, please test that as well. Depth
of Field should work, but in my attempt to include
Distance_Affects_FOV I think the way Blender uses DoF is a little...
fishy?

If you can think of any other way to test this basic camera, please comment!

Thanks!

On Mon, Mar 14, 2011 at 12:51 PM, François T. francoistarl...@gmail.com wrote:
 I probably can find a matchmove I did with syntheyes which used a D90 (not
 fullframe backplate) or do another one if this can help ?
 I don't know what all this patch can do, me I'm interest of a match Lens
 value according to the filmgate anyway.


 F.

 2011/3/14 Troy Sobotka troy.sobo...@gmail.com

 @Mats Holmberg / @Francois T et al:

 Is there a way we can establish a set of tests to definitively test this
 patch?

 Obviously matching a scene to real world units against a test
 photograph is a possible option here, but I'm wondering if there is
 something else we can do?

 Sincerely,
 TJS
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 www.linkedin.com/in/francoistarlier
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[Bf-committers] New wiki page for building on FreeBSD

2011-03-14 Thread pete larabell
Hi All,

I've written a wiki page for building blender 2.5x on FreeBSD.

I just wrote an update to it after verifying that python32 is now
correct in the ports tree.

The instructions should work on FreeBSD 8.2-RELEASE i386/amd64.

Cheers!
Peter
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Re: [Bf-committers] Roadmap for 2.5x - 2.6x - beyond

2011-03-14 Thread Campbell Barton
+1 to brecht's proposal, big +1 to shorter fixed release cycles.
-1 for discussions on details of point releases, just go with Ton on
this one and focus on real issues :)

On Sun, Mar 13, 2011 at 3:08 PM, Ton Roosendaal t...@blender.org wrote:
 Hi Brecht,

 I strongly believe we should switch to short, fixed release cycles,
 and be much more strict in only accepting functionality in trunk that
 is reviewed and can be stabilized in a short time.


 Fully agree! :)

 -Ton-

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

 On 13 Mar, 2011, at 15:52, Brecht Van Lommel wrote:

 Hi,

 I think we should make major modifications to the release cycle, to
 avoid problems that we've been having with 2.5 and also releases
 before that. In my opinion a migration schedule for new features as we
 have done before does not work, because it's unpredictable when
 developers will be available to work on things, and worse, developers
 are blocked a long time waiting.

 There's this dynamic which I think we should try to break: unstable
 features push back release dates, then after a while, core developers
 in other areas get impatient and add another unstable feature, which
 agains pushes things back further, while branches get even bigger and
 harder to merge.

 I strongly believe we should switch to short, fixed release cycles,
 and be much more strict in only accepting functionality in trunk that
 is reviewed and can be stabilized in a short time. So, this is what I
 propose we do:


 RELEASE SCHEDULE

 Releases are unpredictable, it's not clear when they will happen or
 when new features can get in. I propose we use a fixed release
 schedule, to make it more predictable, ensure regular releases, and to
 encourage good development practices.

 For example, we could have a 8 week schedule (or even shorter!):
 weeks 1-3: new features can be merged
 weeks 4-6: stablizing and enhancing
 weeks 7-8: critical bugfixes only

 If a feature is not stable or not documented by week 7, it gets moved
 to the next release (and preferably we find this out earlier). If you
 expect a feature is too big to stabilize in the given time, split it
 up.

 BRANCHES

 There is the issue of how to do such a release schedule in terms of
 branches. Most power users are simply using trunk and not releases, so
 having separate branches for development and stable releases is not a
 viable option in my opinion. I propose to center everything around
 trunk, and let developers use short lived branches while trunk is
 locked if they want to.

 If we keep the release cycle sufficiently short, developers know they
 can merge things soon. I think we should try to avoid branches that
 live too long. Features don't get good testing, it's demotivating for
 developers, and merging them destabilizes trunk too much. Just split
 up things if it doesn't fit the release schedule.

 Existing major branches should be merged in pieces if they risk
 destabilizing things too much.  If code can't be stabilized in a few
 weeks, it simply should not go in trunk, in my experience it is always
 possible to split things up.


 Brecht.
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-- 
- Campbell
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Re: [Bf-committers] New wiki page for building on FreeBSD

2011-03-14 Thread pete larabell
Hi again :)

Sorry for omitting the URL from the last message, the wiki page is HERE:

http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/FreeBSD


On Mon, Mar 14, 2011 at 5:31 PM, pete larabell xgl.asyl...@gmail.com wrote:
 Hi All,

 I've written a wiki page for building blender 2.5x on FreeBSD.

 I just wrote an update to it after verifying that python32 is now
 correct in the ports tree.

 The instructions should work on FreeBSD 8.2-RELEASE i386/amd64.

 Cheers!
 Peter

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Re: [Bf-committers] Official Automated Builds

2011-03-14 Thread Brecht Van Lommel
Hi,

Thanks everyone who's offering help.

On the buildbot side, there's two things that may need some attention:

* We need build steps to upload builds to the server, keeping the last
n builds and removing others.
* Adding accounts and build steps must be done by editing the
configuration file on the server, which means everything has to go
through me or someone else with access. Not sure if there's a good way
around it though.

On the build system side, we need:

* Steps for how to build fully correct releases, which options to use.
* Automatic packaging, it seems some work needs to be done here, e.g.
make package for cmake is not working for me.

For people who want to contribute build slaves:

* Wait until we have buildbot running on the server, then I'll give
instructions on how to set things up.

Thanks,
Brecht.
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Re: [Bf-committers] Official Automated Builds

2011-03-14 Thread Nathan Letwory
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 15.3.2011 2:04, Brecht Van Lommel wrote:
 * Adding accounts and build steps must be done by editing the
 configuration file on the server, which means everything has to go
 through me or someone else with access. Not sure if there's a good way
 around it though.

I can probably be of some assistance in cases where access is needed.

 
 On the build system side, we need:
 
 * Steps for how to build fully correct releases, which options to use.
 * Automatic packaging, it seems some work needs to be done here, e.g.
 make package for cmake is not working for me.

As said, I'll be hooking up my release build box for scons/msvc builds.

/Nathan


- -- 
Nathan Letwory
Blender Foundation | Letwory Interactive
http://www.blender.org | http://www.letworyinteractive.com
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Re: [Bf-committers] Code donation: Dual contouring re-meshing

2011-03-14 Thread Nicholas Bishop
Hi again, some quick status updates on this:

I've started checking out the code, looks like integration as a
modifier shouldn't be too hard.

As a first step, since the code was written for 32-bit compilation
with MSVC, I've been updating it to compile with g++ too, as well as
some memory fixes for 64-bit.

Current status, I've got it working as a standalone program. Quick
test with the Standford bunny, imported resulting .ply model into
Blender:
http://www.pasteall.org/pic/show.php?id=9959
[on right is original with holes and uneven topology, then middle is
rebuilt with a depth-7 octree, and on the left rebuilt with a depth-5
octree.]
The output looks good to me, and pretty quick to calculate :)

Right now I'm continuing to update the code externally from Blender,
making it a bit more cross-platform and reformatting the precalculated
text tables into human-readable (i.e. not datatoc'd) C files. Once
this is done I'll pull it into Blender intern/, put together a C
wrapper, and try it out as a modifier.

-Nicholas

On Sat, Mar 12, 2011 at 1:25 AM, Nicholas Bishop
nicholasbis...@gmail.com wrote:
 Just FYI, I've started looking at this stuff. Nothing to report yet though :)

 Anyone else looking at it?

 -Nicholas

 On Mon, Mar 7, 2011 at 9:19 AM, Sergey Kurdakov sergey.fo...@gmail.com 
 wrote:
 Hi All,

 though I'm not qualified to keep with the donated code, few thoughts,maybe
 they could be of some use

 it looks like
 the approach  will be great to be combined with

 http://www.blendernation.com/2010/11/26/microsoft-kinect-in-blender-realtime-point-cloud-demonstration/

 http://www.blendernation.com/2010/11/26/microsoft-kinect-in-blender-realtime-point-cloud-demonstration/kinect
 like devices get more penetration ( ms will issue sdk and also asus will
 have their device )
 combination of point cloud ( which with more kinects will be very common for
 designers ) with blender
 could be a very good point.

 as for constructive solid geometry there is some code to be used
 http://www.opencsg.org (a link
 was mentioned on list few years back btw )

 and finally  maybe it can be used for fast and accurate booleans
 something like described here:
 http://www2.mae.cuhk.edu.hk/~cwang/pubs/TVCGMeshBoolean.pdf


 Regards
 Sergey
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Re: [Bf-committers] New wiki page for building on FreeBSD

2011-03-14 Thread pete larabell
Thanks for the suggestions! I'll make the changes. :)

On Mon, Mar 14, 2011 at 7:18 PM, Campbell Barton ideasma...@gmail.com wrote:
 On Mon, Mar 14, 2011 at 11:25 PM, pete larabell xgl.asyl...@gmail.com wrote:
 Hi again :)

 Sorry for omitting the URL from the last message, the wiki page is HERE:

 http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/FreeBSD


 On Mon, Mar 14, 2011 at 5:31 PM, pete larabell xgl.asyl...@gmail.com wrote:
 Hi All,

 I've written a wiki page for building blender 2.5x on FreeBSD.

 I just wrote an update to it after verifying that python32 is now
 correct in the ports tree.

 The instructions should work on FreeBSD 8.2-RELEASE i386/amd64.

 Cheers!
 Peter

 Good to see FreeBSD build docs :)

 Some things I noticed while reading...
 - you had to document applying the glew update, just committed glew
 1.5.8 patch, r35550 so this isn't needed.
 - the build dir is different to the linux docs, its arbitrary but may
 as well settle on one, how about ~/blender-svn/blender for svn,
 ~/blender-svn/build for the out of source build?
 - explanations about threaded make -jN are being duplicated about,
 we should have a small wiki page for this which can be inlined, not
 urgent.
 - On rebuilding calling cmake or ccmake shouldn't be needed since
 explicitly listing source + headers in CMakeLists.txt, cmake will
 automatically run if needed, if for some reason BSD needs cmake to
 configure each time,  ccmake ../blender can be replaced with cmake
 ../blender so the user doesnt have to
 configure via the UI.

 --
 - Campbell
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