Re: [Bf-committers] I still can't build release while debug passes without problems.

2011-06-27 Thread Damir Prebeg
Well, cmake is quite messed. On linux I get CMake Error at
source/creator/cmake_install.cmake:72 (FILE):  file INSTALL cannot
find //python3.2.
Call Stack (most recent call first): cmake_install.cmake:40 (INCLUDE).

On 26 June 2011 19:51, Vox Lapin voxelbu...@gmail.com wrote:
  cmake msvc9 ex with openexr builds for me now, thanks!

 On Sun, Jun 26, 2011 at 1:20 PM, Campbell Barton ideasma...@gmail.comwrote:

 Try r37831. this should at least fix the original problem.

 r37809 was only working for me because I had some lines commented that
 ended up being important.

 On Sun, Jun 26, 2011 at 2:20 PM, Vox Lapin voxelbu...@gmail.com wrote:
  I've been having this issue since roughly the 16th; been working around
 it
  with scons. Just updated to trunk, still fails in the same fashion.
 Another
  clue: if I unflag WITH_IMAGE_OPENEXR, msvc9ex throws this:
  http://www.pasteall.org/22709
  I have to clear the build directory (then rebuild w/cmake, then rebuild
  w/msvc9ex) to make it forget about OpenEXR.
 
  On Sun, Jun 26, 2011 at 7:26 AM, Damir Prebeg blend.fact...@gmail.com
 wrote:
 
  Nope, it's not fixed for me, i get the same error on both x86 and x64.
 
  On 26 June 2011 10:21, Campbell Barton ideasma...@gmail.com wrote:
   r37809 fixed the error you reported for 32 bit.
   is your test from after this revision.
  
   On Sun, Jun 26, 2011 at 7:52 AM, Damir Prebeg 
 blend.fact...@gmail.com
  wrote:
   Here's my build log for release with linker /VERBOSE:LIB option:
   http://www.pasteall.org/22692
  
   As you can see for some reason, linker in release build searches for
  debug libs.
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[Bf-committers] Cocoa (OSX) help for blenderplayer in OSX

2011-06-27 Thread Dalai Felinto
Hello there,

since awhile ago blenderplayer (blender game engine standalone) has not
working in OSX [1]. It builds and link fine. The problem is when
blenderplayer is launched - it never gets to the main graphic loop (the
screen is white and unresponsive) [2].

I can help with tests and even debugging. But I have absolute no knowledge
in OSX/Cocoa specifically. Damien Plisson(Blender OSX maintainer) used to
help with BGE OSX issues as well but I haven't seen him in the tracker
lately. Damien if you are reading this, please come back ;)

Needless to say this is a big turn down for the game engine enthusiasts/user
base.
Thanks,
Dalai

[1] - I may be delusional here, but I remember it working fine in 2.5x
before the Python upgrade to 3.1 (back then I was deploying for OSX 10.5 but
using the darwin-8.x.i386). Some users claim it never worked in 2.5 though.
[2] -
http://projects.blender.org/tracker/index.php?func=detailaid=26850group_id=9atid=306
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Re: [Bf-committers] I still can't build release while debug passes without problems.

2011-06-27 Thread Campbell Barton
talked to Damir on IRC and removing the python cache entries and
rebuilding works, though I'd like to solve properly its difficult if I
cant redo the problem.

On Mon, Jun 27, 2011 at 6:39 AM, Damir Prebeg blend.fact...@gmail.com wrote:
 Well, cmake is quite messed. On linux I get CMake Error at
 source/creator/cmake_install.cmake:72 (FILE):  file INSTALL cannot
 find //python3.2.
 Call Stack (most recent call first): cmake_install.cmake:40 (INCLUDE).

 On 26 June 2011 19:51, Vox Lapin voxelbu...@gmail.com wrote:
  cmake msvc9 ex with openexr builds for me now, thanks!

 On Sun, Jun 26, 2011 at 1:20 PM, Campbell Barton ideasma...@gmail.comwrote:

 Try r37831. this should at least fix the original problem.

 r37809 was only working for me because I had some lines commented that
 ended up being important.

 On Sun, Jun 26, 2011 at 2:20 PM, Vox Lapin voxelbu...@gmail.com wrote:
  I've been having this issue since roughly the 16th; been working around
 it
  with scons. Just updated to trunk, still fails in the same fashion.
 Another
  clue: if I unflag WITH_IMAGE_OPENEXR, msvc9ex throws this:
  http://www.pasteall.org/22709
  I have to clear the build directory (then rebuild w/cmake, then rebuild
  w/msvc9ex) to make it forget about OpenEXR.
 
  On Sun, Jun 26, 2011 at 7:26 AM, Damir Prebeg blend.fact...@gmail.com
 wrote:
 
  Nope, it's not fixed for me, i get the same error on both x86 and x64.
 
  On 26 June 2011 10:21, Campbell Barton ideasma...@gmail.com wrote:
   r37809 fixed the error you reported for 32 bit.
   is your test from after this revision.
  
   On Sun, Jun 26, 2011 at 7:52 AM, Damir Prebeg 
 blend.fact...@gmail.com
  wrote:
   Here's my build log for release with linker /VERBOSE:LIB option:
   http://www.pasteall.org/22692
  
   As you can see for some reason, linker in release build searches for
  debug libs.
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Re: [Bf-committers] I still can't build release while debug passes without problems.

2011-06-27 Thread Damir Prebeg
Thanks Campbell, this Linux issue is solved. Still have to check how
Win x64 breathes...

On 27 June 2011 11:38, Campbell Barton ideasma...@gmail.com wrote:
 talked to Damir on IRC and removing the python cache entries and
 rebuilding works, though I'd like to solve properly its difficult if I
 cant redo the problem.

 On Mon, Jun 27, 2011 at 6:39 AM, Damir Prebeg blend.fact...@gmail.com wrote:
 Well, cmake is quite messed. On linux I get CMake Error at
 source/creator/cmake_install.cmake:72 (FILE):  file INSTALL cannot
 find //python3.2.
 Call Stack (most recent call first): cmake_install.cmake:40 (INCLUDE).

 On 26 June 2011 19:51, Vox Lapin voxelbu...@gmail.com wrote:
  cmake msvc9 ex with openexr builds for me now, thanks!

 On Sun, Jun 26, 2011 at 1:20 PM, Campbell Barton 
 ideasma...@gmail.comwrote:

 Try r37831. this should at least fix the original problem.

 r37809 was only working for me because I had some lines commented that
 ended up being important.

 On Sun, Jun 26, 2011 at 2:20 PM, Vox Lapin voxelbu...@gmail.com wrote:
  I've been having this issue since roughly the 16th; been working around
 it
  with scons. Just updated to trunk, still fails in the same fashion.
 Another
  clue: if I unflag WITH_IMAGE_OPENEXR, msvc9ex throws this:
  http://www.pasteall.org/22709
  I have to clear the build directory (then rebuild w/cmake, then rebuild
  w/msvc9ex) to make it forget about OpenEXR.
 
  On Sun, Jun 26, 2011 at 7:26 AM, Damir Prebeg blend.fact...@gmail.com
 wrote:
 
  Nope, it's not fixed for me, i get the same error on both x86 and x64.
 
  On 26 June 2011 10:21, Campbell Barton ideasma...@gmail.com wrote:
   r37809 fixed the error you reported for 32 bit.
   is your test from after this revision.
  
   On Sun, Jun 26, 2011 at 7:52 AM, Damir Prebeg 
 blend.fact...@gmail.com
  wrote:
   Here's my build log for release with linker /VERBOSE:LIB option:
   http://www.pasteall.org/22692
  
   As you can see for some reason, linker in release build searches for
  debug libs.
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Re: [Bf-committers] Blender developers irc meeting, June 26, 2011

2011-06-27 Thread Sergey I. Sharybin
  Hi,

I've just run `svn merge ^/trunk/blender` in salad branch and everything 
was smooth. Now salad should be synced with trunk.

Sergey I. Sharybin wrote:
 Ton Roosendaal wrote:
 3) Google Summer of Code

 - Salad merging with current trunk gives problems. Who helps?
 I could do it tomorrow evening.

 -- 
 With best regards, Sergey I. Sharybin


-- 
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[Bf-committers] quick news

2011-06-27 Thread raulf
Hi

I'm running to Havana now, I will give a one week course Introducing
Blender Development in the University of Informatic Sciences, I hope it
will attract more cuban newcommers :)

Cheers
Raul


- Participe en Universidad 2012, del 13 al 17 de febrero de 2012. Habana. Cuba. 
http://www.congresouniversidad.cu

- Consulte la Enciclopedia Colaborativa Cubana. http://www.ecured.cu
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[Bf-committers] offtopic - need contacts at major universites

2011-06-27 Thread Tom M
Hi all,

my apologies for the offtopic.  I have made a major medical break
through and it is big enough that if i contact someone out of the blue
it will sound like I'm a crackpot.

If you could provide an introduction for me to someone in the
medical/biology department at a major university you have an
association with it would be greatly appreciated, please email me
offlist so I don't spam any more than this.

Thanks,

Tom M.
LetterRip
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Re: [Bf-committers] Cocoa (OSX) help for blenderplayer in OSX

2011-06-27 Thread Brecht Van Lommel
Hi Dalai,

I've fixed these issues now. Note that only scons creates the
blenderplayer app bundle still, this was never implemented for cmake.
The player may have been working with the GHOST Carbon backend, but
the Cocoa one looks like it never worked since it was added.

Brecht.

On Mon, Jun 27, 2011 at 11:31 AM, Dalai Felinto dfeli...@gmail.com wrote:
 Hello there,

 since awhile ago blenderplayer (blender game engine standalone) has not
 working in OSX [1]. It builds and link fine. The problem is when
 blenderplayer is launched - it never gets to the main graphic loop (the
 screen is white and unresponsive) [2].

 I can help with tests and even debugging. But I have absolute no knowledge
 in OSX/Cocoa specifically. Damien Plisson(Blender OSX maintainer) used to
 help with BGE OSX issues as well but I haven't seen him in the tracker
 lately. Damien if you are reading this, please come back ;)

 Needless to say this is a big turn down for the game engine enthusiasts/user
 base.
 Thanks,
 Dalai

 [1] - I may be delusional here, but I remember it working fine in 2.5x
 before the Python upgrade to 3.1 (back then I was deploying for OSX 10.5 but
 using the darwin-8.x.i386). Some users claim it never worked in 2.5 though.
 [2] -
 http://projects.blender.org/tracker/index.php?func=detailaid=26850group_id=9atid=306
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[Bf-committers] issue to build blender-2.58 on cmake with -DPLAYER=ON

2011-06-27 Thread Jochen Schmitt
Hallo,

I'm trying to migrate my blender package to the cmake build system.

Unfortunately, I have got the following error messages after the
migration to the cmake build system:

../lib/libge_logic_loopbacknetwork.so ../../lib/libextern_bullet.so 
../../lib/libbf_intern_guardedalloc.so ../../lib/libbf_intern_memutil.so 
../../lib/libbf_python_ext.so ../../lib/libbf_blenlib.so 
../../lib/libbf_imbuf_cineon.so ../../lib/libbf_imbuf_openexr.so 
../../lib/libbf_imbuf_dds.so ../../lib/libbf_dna.so 
../../lib/libge_videotex.so ../../lib/libbf_blenfont.so 
../../lib/libbf_intern_audaspace.so ../../lib/libblenkernel_blc.so 
../../lib/libextern_binreloc.so ../../lib/libextern_minilzo.so 
../../lib/libbf_intern_ghost.so ../../lib/libbf_blenkernel.so 
../../lib/libbf_intern_mikktspace.so ../../lib/libextern_lzma.so 
../../lib/libbf_intern_decimate.so ../../lib/libbf_intern_bsp.so 
../../lib/libbf_intern_bop.so ../../lib/libbf_intern_moto.so -lGL -lGLU 
-ljpeg -lpng -lz -lz -lutil -lc -lm -lpthread -lstdc++ -lX11 -lXi -ldl 
-Xlinker -export-dynamic -lpython3.2mu -lGLEW -lGLU -ljpeg -lpng -lz -lz 
-lfreetype -lopenal -lsamplerate -lSDL -lpthread -ltiff -lHalf -lIex 
-lIlmImf -lIlmThread -lImath -lopenjpeg -lutil -lc -lm -lpthread 
-lstdc++ -lX11 -lXi -ldl -lpython3.2mu -lGLEW -lfreetype -lopenal 
-lsamplerate -lSDL -lpthread -ltiff -lHalf -lIex -lIlmImf -lIlmThread 
-lImath -lopenjpeg 
-Wl,-rpath,/home/s4504kr/rpmbuild/BUILD/blender-2.58/cmake-make/lib
../../lib/libge_blen_routines.so: undefined reference to 
`wm_window_process_events_nosleep'
../../lib/libge_blen_routines.so: undefined reference to `wm_event_free'
../../lib/libge_blen_routines.so: undefined reference to 
`wm_window_swap_buffers'
../../lib/libge_blen_routines.so: undefined reference to `WM_cursor_set'
../../lib/libge_blen_routines.so: undefined reference to `WM_cursor_warp'
collect2: ld returned 1 exit status
make[2]: *** [bin/blenderplayer] Error 1
make[2]: Leaving directory 
`/home/s4504kr/rpmbuild/BUILD/blender-2.58/cmake-make'
make[1]: *** [source/blenderplayer/CMakeFiles/blenderplayer.dir/all] Error 2
make[1]: Leaving directory 
`/home/s4504kr/rpmbuild/BUILD/blender-2.58/cmake-make'
make: *** [all] Error 2
Fehler: Fehler-Status beim Beenden von /var/tmp/rpm-tmp.a7QYo6 (%build)

The whole build log and the SPEC file are uploaded to:

http://www.herr-schmitt.de/pub/blender-cmake

I hope anyone have a hint to solve this issue.

Best Regards:

Jochen Schmitt


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Re: [Bf-committers] I still can't build release while debug passes without problems.

2011-06-27 Thread Damir Prebeg
Yes, it's alive :o) Thanks Campbell!!!

On 27 June 2011 12:12, Damir Prebeg blend.fact...@gmail.com wrote:
 Thanks Campbell, this Linux issue is solved. Still have to check how
 Win x64 breathes...

 On 27 June 2011 11:38, Campbell Barton ideasma...@gmail.com wrote:
 talked to Damir on IRC and removing the python cache entries and
 rebuilding works, though I'd like to solve properly its difficult if I
 cant redo the problem.

 On Mon, Jun 27, 2011 at 6:39 AM, Damir Prebeg blend.fact...@gmail.com 
 wrote:
 Well, cmake is quite messed. On linux I get CMake Error at
 source/creator/cmake_install.cmake:72 (FILE):  file INSTALL cannot
 find //python3.2.
 Call Stack (most recent call first): cmake_install.cmake:40 (INCLUDE).

 On 26 June 2011 19:51, Vox Lapin voxelbu...@gmail.com wrote:
  cmake msvc9 ex with openexr builds for me now, thanks!

 On Sun, Jun 26, 2011 at 1:20 PM, Campbell Barton 
 ideasma...@gmail.comwrote:

 Try r37831. this should at least fix the original problem.

 r37809 was only working for me because I had some lines commented that
 ended up being important.

 On Sun, Jun 26, 2011 at 2:20 PM, Vox Lapin voxelbu...@gmail.com wrote:
  I've been having this issue since roughly the 16th; been working around
 it
  with scons. Just updated to trunk, still fails in the same fashion.
 Another
  clue: if I unflag WITH_IMAGE_OPENEXR, msvc9ex throws this:
  http://www.pasteall.org/22709
  I have to clear the build directory (then rebuild w/cmake, then rebuild
  w/msvc9ex) to make it forget about OpenEXR.
 
  On Sun, Jun 26, 2011 at 7:26 AM, Damir Prebeg blend.fact...@gmail.com
 wrote:
 
  Nope, it's not fixed for me, i get the same error on both x86 and x64.
 
  On 26 June 2011 10:21, Campbell Barton ideasma...@gmail.com wrote:
   r37809 fixed the error you reported for 32 bit.
   is your test from after this revision.
  
   On Sun, Jun 26, 2011 at 7:52 AM, Damir Prebeg 
 blend.fact...@gmail.com
  wrote:
   Here's my build log for release with linker /VERBOSE:LIB option:
   http://www.pasteall.org/22692
  
   As you can see for some reason, linker in release build searches for
  debug libs.
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Re: [Bf-committers] Node property panel enhancement

2011-06-27 Thread pete larabell
+1 on this.

I actually prefer to see everything on each node itself, but see the
importance of having lots of virtual space on the panel, esp. if we
can draw top-to-bottom like in the proposed picture.

Having been programing node-related things for the past 3 or 4 months,
I can say I fully support this idea, and feel the extra code required
would not be THAT big of a deal. You wouldn't HAVE TO add the extra
code at all, and for times when it REALLY makes sense, it'd be great
to have.

Cheers!
Pete

On Mon, Jun 27, 2011 at 1:02 PM, j.bak...@atmind.nl j.bak...@atmind.nl wrote:
 Hi!

 I have a proposal I want to validate as there are multiple options and I
 want to check what we want. This is one of the many proposals I have, the
 other will be validated in a later stage.

 The proposal is located on
 http://ocl.atmind.nl/doku.php?id=design:proposal:nodes_property_panel_enhanc
 ement

 When finished I will move it over to the blender wiki.

 == Proposal: Nodes property windows enhancement ==

 = Current situation =

 in the current situation inside the node editor there is a properties panel
 (press 'n'-key). This pabel displays some information about the node,
 backdrop and grease pencil. The UI of the property panel is typically
 vertical oriented. Nodes in the other hand are not oriented in a direction.
 Both area's are draw via the same draw function.

 With some nodes this will create not user-friendly UI. Try the
 color-balance for instance). The 3 color circles are drawn next to each
 other, it would be better to draw them below each other.

 When creating more complex nodes you don't want to display all handles in
 the node-panel and in the properties panel. For instance finetuning handles
 you only want to appear in the property panel to reduce place in the node
 itself.

 = Proposal =

 My proposal is to separate the draw functions of the property panel and the
 node panel.
 When no special draw function is created for the property panel, the draw
 function of the node will be used as 'fallback'

 = Impact =

  BKE_node.h 

 add a new uifunc (called uifuncbut) to the bNodeType struct. The definition
 is the same as the uifunc.

  node_buttons.c 

 if the uifuncbut is set, call it. currently calls the uifunc method

  drawnode.c 

 static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut
 function where needed. When at the end of the method uifuncbut is still
 empty, set uifuncbut to the uifunc.



 
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Re: [Bf-committers] Node property panel enhancement

2011-06-27 Thread Troy Sobotka
On Mon, Jun 27, 2011 at 11:12 AM, pete larabell xgl.asyl...@gmail.com wrote:
 +1 on this.

I'll second this.

I find that both Nuke's panel approach and Blender's
within-the-node-itself approach have some advantages in certain
contexts.

Having, if I understand you correctly, a fluid layout for the node UI
elements would be a huge asset.

On a side note, with regards to viewers (and apologies for hijacking
this thread potentially):

1) Will multiple viewers be available for look test LUTs?

2) Have you thought about how display characterization is going to fit
into this pipeline? As I understand it OCIO will handle the transform
to a known space, but that space must still be reconciled against the
display's characterization.

With respect,
TJS
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Re: [Bf-committers] Cocoa (OSX) help for blenderplayer in OSX

2011-06-27 Thread Dalai Felinto
Hi Brecht,

Things seem to be working smoothly now (including video/audio in
blender/blenderplayer).
I'm building with cmake so in the end I have to manually bundle
blenderplayer indeed. But that's a separate discussion.

Thanks a lot :)
Dalai

2011/6/27 Brecht Van Lommel brechtvanlom...@pandora.be

 Hi Dalai,

 I've fixed these issues now. Note that only scons creates the
 blenderplayer app bundle still, this was never implemented for cmake.
 The player may have been working with the GHOST Carbon backend, but
 the Cocoa one looks like it never worked since it was added.

 Brecht.

 On Mon, Jun 27, 2011 at 11:31 AM, Dalai Felinto dfeli...@gmail.com
 wrote:
  Hello there,
 
  since awhile ago blenderplayer (blender game engine standalone) has not
  working in OSX [1]. It builds and link fine. The problem is when
  blenderplayer is launched - it never gets to the main graphic loop (the
  screen is white and unresponsive) [2].
 
  I can help with tests and even debugging. But I have absolute no
 knowledge
  in OSX/Cocoa specifically. Damien Plisson(Blender OSX maintainer) used to
  help with BGE OSX issues as well but I haven't seen him in the tracker
  lately. Damien if you are reading this, please come back ;)
 
  Needless to say this is a big turn down for the game engine
 enthusiasts/user
  base.
  Thanks,
  Dalai
 
  [1] - I may be delusional here, but I remember it working fine in 2.5x
  before the Python upgrade to 3.1 (back then I was deploying for OSX 10.5
 but
  using the darwin-8.x.i386). Some users claim it never worked in 2.5
 though.
  [2] -
 
 http://projects.blender.org/tracker/index.php?func=detailaid=26850group_id=9atid=306
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[Bf-committers] Drag and drop parenting patch

2011-06-27 Thread Perry Parks
Hello everyone.  I wanted to make you all aware of a patch I've submitted to
the tracker which enables drag and drop parenting in the outliner.  I would
appreciate feedback on usability or related ideas.

Patch is here:
http://projects.blender.org/tracker/?func=detailaid=27790group_id=9atid=127

Thanks!
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