Re: [Bf-committers] cycles fails to compile with jemalloc

2011-11-16 Thread M.G. Kishalmi
gave it a shot,
 WITH_MEM_JEMALLOCON
using the deb pkg:
 libjemalloc-dev amd64 2.2.1-1 [154 kB]

compiled without any problem.
 *shrugs*

$ ldd bin/blender | grep jem
libjemalloc.so.1 = /usr/lib/libjemalloc.so.1 (0x7f81521fa000)

lmg

On Tue, Nov 15, 2011 at 8:37 PM, trouble daemon troubledae...@gmail.comwrote:

 Hey Brecht,

 Loving cycles btw :)

 I just was noticing the other day that I hadn't yet tried out jemalloc
 in the cmake settings. So I grabbed the latest git copy and installed
 it. The problem was that blender seemed to fail to compile.

 I don't have the compile error handy, but I recall it stopping on
 something cycles related, and went away when I disabled jemalloc.

 Anyways, just thought you might want a heads up in case you intended
 to support this malloc replacement, or at least allow cycles to work
 in concert with it.


 Cheers,

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

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


Re: [Bf-committers] Blender tangent space calculation

2011-11-13 Thread M.G. Kishalmi
Eugene,

the link Morten pointed you
tohttp://wiki.blender.org/index.php/Dev:Shading/Tangent_Space_Normal_Mapsexplains
that
 the tangent space you created your normal maps in (in blender)
 is generated by the implementation in
mikktspace.hhttps://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.hand
mikktspace.chttps://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.c
.

you might want to use those in your app (check the licence inside).

cheers,
 lmg


On Sun, Nov 13, 2011 at 10:51 PM, Eugene Minov minov@gmail.com wrote:

 Wow!! Thanks a lot, for pointing me to the google ;)

 But I afraid that maybe I've not correctly describe my problem. If so,
 sorry for that, because my english is still kinda weak.
 My problem not in generating a normal maps (a textures) in blender. Not at
 all.

 My problem is that I cannot fully correct render my already generated
 normal maps in my app. Because, how I mentioned in the last mail, the usual
 methods for this purpose (by UV coords) is not gives me desired results.

 So I wanted to ask for help with information about methods blender uses for
 generating tangents.

 And yes, I had searched in google but unfortunately have't found something
 helpful yet.
 If someone can point me to that kind of info, I will be very grateful!

 On Mon, Nov 14, 2011 at 12:08 AM, Morten Mikkelsen mikkels...@gmail.com
 wrote:

  There you go buddy -- http://lmgtfy.com/?q=blender+tangent+space
 
 
 
  On Sun, Nov 13, 2011 at 8:46 AM, Eugene Minov minov@gmail.com
 wrote:
 
   Hi.
   I am sorry if I subscribe into a wrong place, I am new and I've not
   actually planned to change or to debug the blender sources yet.
   But I trying to write app that'll be render models with normal mapping
   exported from blender, and I have a question about how exactly is
 blender
   calculates a tangent vectors when Unwrap operation in the editing mode
   performs?
  
   Calculating tangents in my app in usual manner (using UV coords and
 verts
   positions) gives me different tangents for each face of the same vertex
   indexed from, and thus crumpled normal map looking.
   Then by looking into blender sources (searching  by 'tangent' keyword)
  I've
   found a couple of functions with tangents calculations, like:
  float axis[3] = {0.0f, 0.0f, 1.0f};
  cross_v3_v3v3(tangent, normal, up);
  normalize_v3(tangent);
  
   After I tried same method in my program I've gotten almost perfect
  looking
   model, depending on what initial axis I've used.
   To choose, which axis to use (0, 0, 1), (0, 1, 0) or (1, 0, 0) for each
   normal, I calculate max dot product of tangent calculated by each axis
  with
   tangent calculated from UV coords.
   But still it seems that in some rare vertices tangent is calculates
  wrong,
   maybe because of wrong initial axis.
  
   So, can anyone please give me any information about tangents
 calculation
   formula that blender uses while generates UV coords or some advice
 about
   choosing initial axis.
   Thanks for help.
  
   Eugene
   ___
   Bf-committers mailing list
   Bf-committers@blender.org
   http://lists.blender.org/mailman/listinfo/bf-committers
  
  ___
  Bf-committers mailing list
  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers
 
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

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


Re: [Bf-committers] Keymap storage management

2011-07-23 Thread M.G. Kishalmi
+1 for (configurable) double keys
-1 for hide/unhide
-1 for front/back views

cheers,
 lmg


On Sat, Jul 23, 2011 at 5:42 PM, Jonathan Williamson 
jonat...@montagestudio.org wrote:

 I have to agree with Daniel. I constantly hide parts of a mesh bit by bit.

 --
 Jonathan Williamson

 Instructor - http://www.blendercookie.com (http://www.blendercookie.com/)
 Personal Trainer - http://www.mavenseed.com (http://www.mavenseed.com/)
 Portfolio - http://www.jw3d.com (http://www.jw3d.com/)

 On Saturday, July 23, 2011 at 10:40 AM, Daniel Salazar - 3Developer.com
 wrote:

  NOT, we want to hide, hide, hide, unhide.. hence the two hotkeys
 
  Daniel Salazar
  3Developer.com (http://3Developer.com)
 
   also, would it be possible to get rid of the H, alt+H and just have h
   hides, h unhides, h hides again, h unhides again?
  ___
  Bf-committers mailing list
  Bf-committers@blender.org (mailto:Bf-committers@blender.org)
  http://lists.blender.org/mailman/listinfo/bf-committers

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

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


Re: [Bf-committers] Keymap storage management

2011-07-23 Thread M.G. Kishalmi
you'd prolly use the outliner to do this.. in most cases.
since you'll most likely have a hard time even selecting the hidden object
:)

cheers,
 lmg


On Sat, Jul 23, 2011 at 3:21 PM, Francesco Zoffoli maker...@gmail.comwrote:

 What if i have something already hidden, and i want to add something else?
 I'd have to unhide everything and than hide again.

 Instead for toggling the view it can be useful!
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

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


Re: [Bf-committers] Tool Shelf Toggling On/Off Tab Mockup

2011-06-13 Thread M.G. Kishalmi
I like how Brecht solved this in the cycles branch:
 he removed the (+) icons all together.

there are keys for props [N] and tools [T]
 and menu entries (in view) for all 3.
maybe we can simply add a key for tool-props? suggestion: [ALT]+[N]

or maybe.. don't allow the tool-props to be hidden at all?
 just find a way to have it sit there at the top/bottom of the tools nicely.

cheers,
 mario


On Mon, Jun 13, 2011 at 6:19 AM, Jonathan Smith j.jay...@gmail.com wrote:
 You are probably right, using a lot of space doesn't seem to be the best
 answer.. back to drawing board.

 On Sun, Jun 12, 2011 at 11:31 PM, Jim Williams sphere1...@gmail.com wrote:

 I'd agree.  Find ways to use less real estate, not more.

 On Sun, Jun 12, 2011 at 9:04 AM, Aurel W. aure...@gmail.com wrote:
  Hi,
 
  I think that this would be rather unpractical, it takes way to much
  visual space for what it represents. If i want to collapse those
  panels, i want them gone, not taking a lot of space on the screen like
  those huge buttons.
 
  Blenders gui already got way too unefficient in 2.5, especially when
  it comes to, space needed for certain gui elements and panels.
 
  aurel
 
  On 12 June 2011 13:28, Jonathan Smith j.jay...@gmail.com wrote:
  I have written up a mockup/proposal on a different way to do the closing
 and
  opening of the Tool Shelf and Properties Shelf UI, other than using the
  little plus icons, on my talk page.
 
  http://wiki.blender.org/index.php?title=User_talk:JayDez
 
  I am, unfortunately, not a good enough coder to actually implement this,
 so
  I'm just putting it out there as an idea, either for another coder to
  implement, or just to promote discussion about the way this works, since
 I
  don't think that it is done very well in the current version of Blender.
 
  Any comments on or critiques of the mock up would be welcome.
 
  Cheers,
  Jonathan
  ___
  Bf-committers mailing list
  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers
 
  ___
  Bf-committers mailing list
  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers
 



 --
 No essence.  No permanence.  No perfection.  Only action.
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

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

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


Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [37394] branches/merwin-spacenav: SpaceNav works on Linux

2011-06-11 Thread M.G. Kishalmi
hey Mike,

good to see you're makin' progress! :)

in order to get your branch compiled on linux with cmake, I had to tweak it
a bit.
* install the 'libspnav-dev' package
* added the NDOFManagerX11 files to ghosts CMakeLists.txt
* added CMAKE_EXE_LINKER_FLAGS_RELEASE -lspnav

ideally you'd add some cmake flag like WITH_SPACENAV that also does a
library check and add the proper compile and linking flags,
didn't know how to, so I went the bruteforce way. maybe some cmake guru can
help here?

running was straight forward after:
* run 'spacenavd' (had to run it sudo or it wouldn't create the .sock)


keep it up!

hth,
 mario


Index: intern/ghost/CMakeLists.txt
===
--- intern/ghost/CMakeLists.txt(revision 37401)
+++ intern/ghost/CMakeLists.txt(working copy)
@@ -168,11 +168,13 @@
 intern/GHOST_SystemX11.cpp
 intern/GHOST_SystemPathsX11.cpp
 intern/GHOST_WindowX11.cpp
+intern/GHOST_NDOFManagerX11.cpp

 intern/GHOST_DisplayManagerX11.h
 intern/GHOST_SystemX11.h
 intern/GHOST_SystemPathsX11.h
 intern/GHOST_WindowX11.h
+intern/GHOST_NDOFManagerX11.h
 )


On Sat, Jun 11, 2011 at 2:25 AM, Mike Erwin significant@gmail.comwrote:

 Revision: 37394

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=37394
 Author:   merwin
 Date: 2011-06-11 00:25:48 + (Sat, 11 Jun 2011)
 Log Message:
 ---
 SpaceNav works on Linux

 Modified Paths:
 --
branches/merwin-spacenav/intern/ghost/GHOST_Types.h
branches/merwin-spacenav/intern/ghost/intern/GHOST_EventManager.cpp
branches/merwin-spacenav/intern/ghost/intern/GHOST_NDOFManager.cpp
branches/merwin-spacenav/intern/ghost/intern/GHOST_NDOFManager.h
branches/merwin-spacenav/intern/ghost/intern/GHOST_NDOFManagerX11.h
branches/merwin-spacenav/intern/ghost/intern/GHOST_SystemWin32.cpp
branches/merwin-spacenav/intern/ghost/intern/GHOST_SystemX11.cpp
branches/merwin-spacenav/intern/ghost/intern/GHOST_SystemX11.h

  branches/merwin-spacenav/source/blender/editors/space_view3d/view3d_edit.c

  
 branches/merwin-spacenav/source/blender/windowmanager/intern/wm_event_system.c
branches/merwin-spacenav/source/blender/windowmanager/intern/wm_window.c

 Added Paths:
 ---
branches/merwin-spacenav/intern/ghost/intern/GHOST_NDOFManagerX11.cpp

 Modified: branches/merwin-spacenav/intern/ghost/GHOST_Types.h
 ===
 --- branches/merwin-spacenav/intern/ghost/GHOST_Types.h 2011-06-11 00:22:35
 UTC (rev 37393)
 +++ branches/merwin-spacenav/intern/ghost/GHOST_Types.h 2011-06-11 00:25:48
 UTC (rev 37394)
 @@ -47,11 +47,6 @@
  typedefint GHOST_TInt32;
  typedefunsigned intGHOST_TUns32;

 -#ifdef WIN32
 -#define WM_BLND_NDOF_AXIS  WM_USER + 1
 -#define WM_BLND_NDOF_BTN   WM_USER + 2
 -#endif
 -
  #if defined(WIN32)  !defined(FREE_WINDOWS)
  typedef __int64GHOST_TInt64;
  typedef unsigned __int64   GHOST_TUns64;

 Modified:
 branches/merwin-spacenav/intern/ghost/intern/GHOST_EventManager.cpp
 ===
 --- branches/merwin-spacenav/intern/ghost/intern/GHOST_EventManager.cpp
 2011-06-11 00:22:35 UTC (rev 37393)
 +++ branches/merwin-spacenav/intern/ghost/intern/GHOST_EventManager.cpp
 2011-06-11 00:25:48 UTC (rev 37394)
 @@ -42,8 +42,8 @@
  #include GHOST_EventManager.h
  #include algorithm
  #include GHOST_Debug.h
 +#include stdio.h // [mce] temp debug

 -
  GHOST_EventManager::GHOST_EventManager()
  {
  }
 @@ -111,6 +111,7 @@
  bool GHOST_EventManager::dispatchEvent(GHOST_IEvent* event)
  {
bool handled;
 +   printf(dispatching %d\n, event-getType());
if (event) {
handled = true;
TConsumerVector::iterator iter;

 Modified:
 branches/merwin-spacenav/intern/ghost/intern/GHOST_NDOFManager.cpp
 ===
 --- branches/merwin-spacenav/intern/ghost/intern/GHOST_NDOFManager.cpp
  2011-06-11 00:22:35 UTC (rev 37393)
 +++ branches/merwin-spacenav/intern/ghost/intern/GHOST_NDOFManager.cpp
  2011-06-11 00:25:48 UTC (rev 37394)
 @@ -16,7 +16,7 @@
  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  *
  * Contributor(s):
 - *Mike Erwin
 + *   Mike Erwin
  *
  * * END GPL LICENSE BLOCK *
  */
 @@ -54,12 +54,33 @@
m_atRest = false;
}

 -void GHOST_NDOFManager::updateButtons(unsigned short buttons, GHOST_TUns64
 time)
 +void GHOST_NDOFManager::updateButton(int button_number, bool press,
 GHOST_TUns64 time)
{
GHOST_IWindow* window =
 m_system.getWindowManager()-getActiveWindow();

 -   unsigned short diff = m_buttons ^ buttons;
 +   GHOST_EventNDOFButton* event = new 

Re: [Bf-committers] Camera Guides

2011-05-05 Thread M.G. Kishalmi
just for kicks and practice, I had my own quick and dirty go at this
 - http://kishalmi.servus.at/3D/guides/
wasn't sure if for activated title safe zone, the guides (and ratios)
go within that.. *shrugs*

Lars' and Daniels patch sure looks nicer with the alignment option of
the golden triangle guides,
but maybe this could be ommited by simply providing all lines in one
symmetrical set?

cheers,
 mario


On Thu, May 5, 2011 at 11:44 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 eh so what is the solution? i'd pretty much like to have this (other
 than my patched build)

 Daniel Salazar
 3Developer.com



 On Thu, May 5, 2011 at 3:40 PM, Michael Fox mfoxd...@gmail.com wrote:
 ok i will stop now, thank you all

 On 06/05/11 07:33, Campbell Barton wrote:
 On Thu, 2011-05-05 at 20:03 +1000, Michael Fox wrote:
 In the past few days i have been working on adding guides to the camera
 object, to be used for perspective and eye line tracking  as well as
 composition guides (rule of thirds, etc etc) ,  now granted there is
 patches available to do this but they are all hardcoded and don't allow
 for much in the way of adjustment or precision, and certainly not
 elegant or integrated well.

 However there has been concerns over this feature is really necessary,
 like people should use BG images or Grease pencil, really slapdash stuff
 and that custom guides are not needed nor should be developed, so I
 would like to ask, do I continue on this project, or call it a day and
 let the patch pass around the community because I do not want to keep
 going if it is deemed of little or no interest or need.

 the Patch
 http://mfoxdogg.com/development/cam_guides.txt

 Pros.
       -uses SDNA/RNA
       -fully accessible via python
       -update real-time
       -both ends of each guide are independent and can be put anywhere in
 the area of the camera
       -has a transparency value
       -position values are percentages of the camera area so no need to
 redraw guides if resolution or camera scale change
       - due to accessibility of python, a preset system could be
 developed for this
       - guides are saved in the file
 Cons
       -only exist in camera view
       -only a dashed line and no colour support at this time

 The patch has a few issues
       - need a way to clear memory made where the guide is made
       -due to this files saved with guides will crash
       -the remove guide button does not work, for some reason
       -only very basic UI has been developed
       -no documentation at this time

 Now please don't view this as me sulking and being a primadonna its just
 i have very little time these days and havn't developed anything for a
 while, there is not design docs for the object colour rules system yet
 so i took on this challenge, which has been in the back of my mind for a
 long time.

 Thank you for your time
       Michael B. Fox
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
 It seems to me that this is spending energy on a feature which is mainly
 useful in corner cases, while grease pencil isn't perfect, I think with
 some minor tweaks it can work very well.

 Suggest to do this instead:
 * Add generic overlay presets like golden rule, center, diagonal lines?
 There could be 3-6 of these that can work like existing tile safe.

 * Rather then adding new code, use grease pencil for this feature, the
 only change needed is show a cameras grease pencil while in the camera
 view - irrespective of selection.

 * Modify the SVG importer to optionally load paths into grease pencil or
 import SVG and convert curves to grease pencil internally.

 --- (end implementation details)

 For users this can be made as simple as a button in camera panel:
 Load SVG to Camera Grease Pencil.

 This avoids adding DNA, rna api, editing tools etc.
 If people really like to make some detailed camera overlay that cant be
 drawn by hand in grease pencil they can use inkscape and import it.



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

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

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

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


Re: [Bf-committers] Blender 2.57 and Ubuntu 11.04

2011-04-28 Thread M.G. Kishalmi
I like the PPA idea.

installing (and later updating to) bleeding edge blender would be as easy as:
 `sudo add-apt-repository apt:blender/whatever`

package/update-managers will take care of the rest.
 (on a daily basis, if setup to do so)

 maybe the buildbot could upload to a blender-nightly ppa?

cheers, lmg


On Thu, Apr 28, 2011 at 10:27 PM, pete larabell xgl.asyl...@gmail.com wrote:
 yup

 On Thu, Apr 28, 2011 at 3:21 PM, Knapp magick.c...@gmail.com wrote:
 On Thu, Apr 28, 2011 at 8:59 PM, pete larabell xgl.asyl...@gmail.comwrote:

 I spoke with the ubuntu people, it is going to be in 11.10 in October.
 It had to do with ubuntu using debian packages and the packages were
 build for the OS when blender 2.56 was still obviously beta and they
 don't put beta as a release

 2.57 release will be in 11.10


 11.10 = 2011.October (just to be clear about that number). Ubuntu is always
 year and then 4 or 10 month that goes with their release cycle.

 --
 Douglas E Knapp

 Creative Commons Film Group, Helping people make open source movies
 with open source software!
 http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

 Massage in Gelsenkirchen-Buer:
 http://douglas.bespin.org/tcm/ztab1.htm
 Please link to me and trade links with me!

 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

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

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


Re: [Bf-committers] compiling flags

2011-04-17 Thread M.G. Kishalmi
for scons flags, check blender/build_files/scons/config/your OS-config.py
 copy and paste changed ones to blender/user-config.py

for cmake you just run ccmake or cmake-gui and turn on advanced mode.

hth,
 lmg


On Sat, Apr 16, 2011 at 3:27 AM, Yousef Hurfoush ba...@msn.com wrote:

 hi all where i can find a guide or reference on compiling flags like:
 WITH_BF_etc...
 CFLAGS, CCFLAGS, CXXFLAGS

 any tips may help :)

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

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


Re: [Bf-committers] Numeric fields should accept coma and convert it todot

2011-04-17 Thread M.G. Kishalmi
meanwhile on a german keyboard...

until this problem is resolved, which could take a while,
users of german keyboards (and other variants that have a comma for
numpad delete)
could change their layouts so KPDL is a decimal point.

in linux/gnome this is fairly simple:
 - http://kishalmi.servus.at/tmp/Screenshot_KPDL_gnome.jpg

alternatively, you could add
  include kpdl(dot)
to your /usr/share/X11/xkb/symbols/de


for XP (and prolly other win*s) there's a little M$ tool,
 called Keyboard Layout Creator:
 - http://kishalmi.servus.at/tmp/Screenshot_KPDL_XP.jpg

not sure if this is the most simple and elegant solution tho,
just quickly tested this on a VM.
You could prolly get away with just changing your region settings.

hth,
 lmg



On Sun, Apr 17, 2011 at 10:52 AM, Damir Prebeg blend.fact...@gmail.com wrote:
 Thanks Campbell for pointing me, I'll check those functions to see
 what's there because I'm highly interested in this problem.
 While it really sounds great that blender can sum 1' with 30.48 cm, I
 think that that creates more problems (as this one with coma) that
 it's used buy ordinary users. For instance, I don't use either metric
 or imperial units, I use only blender units.
 Well, IMHO a whole unit system is a bit confusing and can lead to a
 lot of problems. For instance, I have attended to one Blender workshop
 where people had to collaborate and create models witch will be
 externally linked in one final Blend file. We should use metric system
 in cm, but a lot of people have used different scale so in the end we
 had all sorts of problems with model scaling in final scene. That
 wouldn't be the case if only BU was used.

 On 17 April 2011 08:00, Campbell Barton ideasma...@gmail.com wrote:
 recommend to look at interface.c and bpy_interface.c -
 BPY_button_exec(), in principle what you suggest could work however
 all parsing is done by python its not so simple to make decisions
 based on input unless we write our own.

 In brief it works like this:
 * user inputs some number/py-code/units
 * for unit buttons blender does python compatible replacements (yes,
 units systems cheats by relying on python :-) ).
 * python evaluates this string - if its a tuple ist sum'd, otherwise a
 number is expected.

 The conflict with units is input from multiple units system is
 possible, so you can type in 10cm even if Imperial units are selected.
 Or 10' when Metric is used.

 On Sat, Apr 16, 2011 at 10:24 PM, Damir Prebeg blend.fact...@gmail.com 
 wrote:
 Well, I know that Python interprets 1, 2 as (1, 2) but as I can see
 numeric field actually calculates sum of numbers separated by coma
 witch Python doesn't do by it self. Since parser does that, wouldn't
 be possible to create parser that will distinguish simple 1, 2 from
 sum(1, 2) or from [1, 2]?
 And to be honest, I don't understand what's the problem with units. If
 someone uses imperial, metric or blender unit system, then he will use
 only one system at the time. Parser should be aware active unit system
 and should not mix 1'000,00 and 1,0.

 On 16 April 2011 16:12, Campbell Barton ideasma...@gmail.com wrote:
 Also units, where: 2' 4
 ... is valid input for: 2 ft 4 inches

 Supporting 1'000,00  units  python evaluation would be tricky and
 error prone enough to make it not workable IMHO.

 On Sat, Apr 16, 2011 at 11:28 AM, Martin Poirier the...@yahoo.com wrote:
 The issue is that it doesn't accept just numbers, it accepts anything 
 that evaluates to an expression, so you can type stuff lie: 1/3, 
 16/9*480, sum(15, 12.5, 48.6), ...

 Strictly parsing with a locale is not possible.

 Martin

 --- On Sat, 4/16/11, Remo Pini remo.p...@avexys.com wrote:

 From: Remo Pini remo.p...@avexys.com
 Subject: Re: [Bf-committers] Numeric fields should accept coma and 
 convert it todot
 To: bf-blender developers bf-committers@blender.org
 Received: Saturday, April 16, 2011, 3:54 AM
 I actually think that Blender should
 try to adhere to whatever locale
 settings the user has chosen if at all possible. This goes
 for date,
 time and number formats.

 I've seen numbers setup like 1000.00 / 1'000.00 / 1,000.00
 / 1'000,00 -
 simply accepting . and , will not solve this issues,
 the parser
 needs to be locale aware instead of just replacing
 things...

 Cheers

 Remo

  -Original Message-
  From: bf-committers-boun...@blender.org
 [mailto:bf-committers-
  boun...@blender.org]
 On Behalf Of Damir Prebeg
  Sent: Freitag, 15. April 2011 11:08
  To: bf-blender developers
  Subject: [Bf-committers] Numeric fields should accept
 coma and convert
 it
  todot
 
  I use numeric keys a lot, but on my locale settings
 num key DEL is
  coma not dot. Because of that I often make mistakes
 with numeric
  inputs. I think that all numeric fields should accept
 and convert coma
  to dot.
  ___
  Bf-committers mailing list
  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers
 

Re: [Bf-committers] CMake build fails at bpy_rna_anim.c

2011-03-01 Thread M.G. Kishalmi
fixed it quickly, until cambo can check.

On Wed, Mar 2, 2011 at 7:20 AM, IRIE Shinsuke irieshins...@yahoo.co.jp wrote:
 Hi,

 I attempted to build Blender with CMake on Ubuntu 10.10 but got errors as 
 follows:

 [ 55%] Building C object 
 source/blender/python/intern/CMakeFiles/bf_python.dir/bpy_rna_anim.c.o
 /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c: In 
 function 'pyrna_struct_anim_args_parse':
 /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:57: 
 error: implicit declaration of function 'RNA_struct_is_ID'
 /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:69: 
 error: implicit declaration of function 'RNA_path_resolve_full'
 /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:82: 
 error: implicit declaration of function 'RNA_struct_find_property'
 /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:82: 
 warning: assignment makes pointer from integer without a cast
 /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:91: 
 error: implicit declaration of function 'RNA_property_animateable'
 /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:96: 
 error: implicit declaration of function 'RNA_property_array_check'
 /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:106:
  error: implicit declaration of function 'RNA_property_array_length'
 /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:117:
  error: implicit declaration of function 'RNA_path_from_ID_to_property'
 /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:117:
  warning: assignment makes pointer from integer without a cast
 /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c: In 
 function 'pyrna_struct_driver_add':
 /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288:
  error: implicit declaration of function 'RNA_pointer_create'
 /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288:
  error: 'RNA_FCurve' undeclared (first use in this function)
 /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288:
  error: (Each undeclared identifier is reported only once
 /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288:
  error: for each function it appears in.)
 make[2]: *** 
 [source/blender/python/intern/CMakeFiles/bf_python.dir/bpy_rna_anim.c.o] 
 Error 1
 make[1]: *** [source/blender/python/intern/CMakeFiles/bf_python.dir/all] 
 Error 2
 make: *** [all] Error 2


 These errors happen since r35295.

 r35297
 Ubuntu 10.10 amd64

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

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


Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35108] trunk/blender: added image-editor operators:

2011-02-23 Thread M.G. Kishalmi
 Some comments on the code:

 The image buffer should be marked as modified: ibuf-userflags |=
 IB_BITMAPDIRTY;

done.


 +       RNA_def_boolean(ot-srna, inv_r, 0, Red, Invert Red Channel);
 +       RNA_def_boolean(ot-srna, inv_g, 0, Green, Invert Green 
 Channel);
 +       RNA_def_boolean(ot-srna, inv_b, 0, Blue, Invert Blue Channel);
 +       RNA_def_boolean(ot-srna, inv_a, 0, Alpha, Invert Alpha 
 Channel);

 No need to use abbreviations here, change inv_ to invert_.

done.


 -       /* properties */
 -       RNA_def_enum(ot-srna, method, unpack_method_items, PF_USE_LOCAL, 
 Method, How to unpack.);
 -       RNA_def_string(ot-srna, id, , 21, Image Name, Image 
 datablock name to unpack.); /* XXX, weark!, will fail with library, name 
 collisions */
  }

 Was this intentional, those properties still seem to be used in the
 unpack operator?


not at all intentional. thanks for spotting this one!


r35115

cheers,
 lmg

--
all efforts are waste
   without copy and paste.
tho make sure not fsck
   up copy and cut!
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-22 Thread M.G. Kishalmi
further I plan to add

[invert image colors]
[invert red channel]
[invert green channel]
[invert blue channel]
[invert alpha channel] ???

operators to the image editor.
they can be used to adjust old bakes or imported normalmaps
and might even prove useful under other circumstances.

cheers,
 mario


On Tue, Feb 22, 2011 at 11:17 PM, Morten Mikkelsen mikkels...@gmail.com wrote:

 Before changing everything again, can we go back to the revision that
 introduced the change in the first place and maybe understand why it was
 done? There was probably a reason, even if it wasn't a good one,
 understanding why might be useful.


 We already know exactly what is going on. We know exactly how and why the
 channels have to be set. I promise you. It will conform to the standard that
 is most common.
 The old spaces didn't support a real binormal (meaning +/- sign was not
 maintained). It was rather broken as it was. It was almost luck whether you
 got one thing or another.
 This is also why it was essentially useless for exporting any normal map out
 of blender.
 A new system has already been put in place which replaces the generated
 tangent spaces. These support mirroring and
 a sign +/-1 to create a bitangent with the correct orientation. This is not
 something mindlessly thrown in at the last minute.









 Martin

 --- On Tue, 2/22/11, Sean Olson seanol...@gmail.com wrote:

  From: Sean Olson seanol...@gmail.com
  Subject: Re: [Bf-committers] normal maps, red/green channel inverted
  To: bf-blender developers bf-committers@blender.org
  Received: Tuesday, February 22, 2011, 4:35 PM
  I also could not agree
  more.   Some standardization here would get
  rid of
  plenty of headaches.  To be clear, the step that I
  would like to avoid is
  under:
  GIMPing the image on this page:
  http://www.foro3d.com/f217/blender-normal-mapping-76567.html
 
  (It's basically just instructing to invert the green
  channel)
 
  http://www.foro3d.com/f217/blender-normal-mapping-76567.htmlI
  believe it
  worked this way in 2.49 and currently works this way also
  though I have not
  tested very recently.
 
  If I recall the results of the last mailing list
  conversation on this
  subject, the consensus was that there is no 'standard' on
  ways to do normal
  mapping so Blender's is as good as anybody else's, and is
  not technically
  'wrong'.  The problem is that most of the other apps
  have standardized in
  'the other method'.  I tried tracking the email thread
  down, but after about
  an hour of digging have given up.
 
  -Sean
 
 
  On Tue, Feb 22, 2011 at 12:26 PM, Morten Mikkelsen mikkels...@gmail.com
 wrote:
 
   
Make it standard please, nmaps are something
  that you usually share
between softwares. no point in forcing
  headaches to users
   
Daniel Salazar
   
  
   May your first born be a son and may your harvest be
  plentiful!! :)
   I could not agree more. That's exactly why this patch
  needs to go in asap.
   Normal maps are indeed typically exported between
  tools.
  
  
  
  
  
  
  
  
  
  
  
  
  
   
   
2011/2/22 Knapp magick.c...@gmail.com:
 Just provide an external tool or add-on to
  fix the files. Perhaps pop
   up
a
 warning: this file has a broken bump-map,
  run XXX to fix it.

 On Tue, Feb 22, 2011 at 7:45 PM, Thomas
  Dinges blen...@dingto.de
wrote:

 I wouldn't do a hackish button either,
  if it works correct as in 2.49
 it's fine and all we need.

 Am 22.02.2011 19:33, schrieb Ton
  Roosendaal:
  Hi all,
 
  The situation is worse apparently;
  up to Blender 2.49 the normal
   maps
  were fine, but the newbump patch
  in 2.51 made red channel become
  badly inverted.
 
  Having it work like in 2.49 is of
  course correct. Brings up the
  question if we should provide a
  hackish button to support bad normal
  maps created in the alpha/beta
  period.
 
  Morton's  Mario's
  proposal is to not do this. I agree, it only
   makes
  UI uglier... :)
 
  -Ton-
 
 
   
  
  Ton Roosendaal  Blender
  Foundation   t...@blender.org
www.blender.org
  Blender
  Institute   Entrepotdok 57A  1018AD
  Amsterdam   The
Netherlands
 
  On 20 Feb, 2011, at 14:45, Dalai
  Felinto wrote:
 
  Instead of old Blender Normal
  maps couldn't it be invert color
  channels [tooltip: old Blender
  Normal Maps - invert red/green
  channels? Or Blender was
  really the only software out there using
  those inverted?
 
  I remember this being discussed
  a while ago (1year or +) but don't
  remember what was the outcome
  of it.
 
  --
  Dalai
 
  2011/2/20 Ton Roosendaalt...@blender.org:
  Hi,
 
  I think Carsten's proposal
  is the nicest way, even when a bit
ugly.
  We can add a version patch
  in .blend files that sets 

Re: [Bf-committers] mkktspace broke compilation for gcc 4.2.4 - patch

2011-02-16 Thread M.G. Kishalmi
applied patch - r34894, thanks!

2011/2/16 Ρυακιωτάκης Αντώνης kal...@gmail.com:
 The modifications in mkktspace broke compilation on gcc 4.2.x
 This is a patch proposed by sparky_ on irc.
 Special thanks to cobe571 for being persistent on the matter.

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


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


Re: [Bf-committers] Material Panel Proposal

2011-02-07 Thread M.G. Kishalmi
+1 for Alternative 2

I like being able to hide (fold) controls hardly ever being changed.

cheers,
 mario


On Mon, Feb 7, 2011 at 7:55 PM, Thomas Dinges blen...@dingto.de wrote:
 Hi,
 I like mockup number 1 (with the material_type selector in the header)

 Best regards,
 Thomas (DingTo

 Am 07.02.2011 19:16, schrieb ervin weber:
 Hi,
 thanks for your reply.

 Your suggestions are good, I also think that it's better to just
 deactivate some controls.
 The material type radiobutton has been kept out of the pipeline panel
 because users might find it more convenient.
 Even if I find that it would be more logical to incorporate it into the
 panel.

 I updated the mock-up after a small user survey on the kino3d forum.

 Seems that the header icons doesn't appeal to everyone. The fact that
 the panels disappear, when a material node is not selected, seems to be
 enough of a hint.

 I also swapped the node-material field with the material type
 radiobutton. The point is that the choice changes drastically the
 node-tree, and as such it's better positioned directly under the
 material selector.

 Here is the new mock-up: http://www.pasteall.org/pic/8922

 However, I'd love to hear what the UI mafia thinks about it, or so I
 was advised in IRC ;)



 On 04/02/2011 20.51, Xavier Thomas wrote:
 Hi,

 As you said it is not perfect but I agree it is a good idea.
 My thinking is:
 - Do not change the panel organisation acording to what option is selected,
 just shade/deactivate some controls
 - I would inlude the material type (Surface/Wire/Volume/Halo) inside the
 render pipeline panel, leaving just the id selector above the preview.

 good work

 xavier

 2011/2/4 ervin weberervin.we...@gmail.com

 Hi all,

 I want to show you a proposal for the Material Panels regarding
 handling of nodematerials. Even if it's not the perfect solution, I
 think it's a step in the right direction.

 A patch, an image and a py script to test directly in Blender are
 provided here:


 http://projects.blender.org/tracker/index.php?func=detailaid=25939group_id=9atid=127

 What the patch does:

 * Adds a new panel: Render Pipeline Options bringing together the
     material properties that belong to the pipeline level. Those are the
     properties not mixable in material nodes.

 * If use_nodes is enabled, it adds a new field under the material
     selector showing the selected material node, or a label telling you
     that none is selected.

 * If no node material is selected, it hides the panels containing the
     node material's properties

 * If use_node is enabled and a node material is selected, it adds a
     NODETREE icon in every header of panels containing node material's
     properties. The panels containing the base-material options remain
     unchanged

 Discussing in IRC I got positive feedback except for the last point.
 Icons in headers are a bit ugly, but the need remains for showing the
 user what properties are of basematerial and what of node material.
 So I welcome better ideas :)

 I look forward for your comments, thanks.
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

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

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

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

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


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

2011-02-03 Thread M.G. Kishalmi
+1

especially since painting bumpmaps became popular just recently ;)
 mostly - but not exclusively - beginners are uncertain how to even
set up texture painting
I believe removing the dependence on texfaces would aid here.

@Dalai: very nice proposal, can only second that.

cheers,
 mario

On Fri, Feb 4, 2011 at 6:49 AM, Mike Pan mike.c@gmail.com wrote:
 +1 from me as well.  Should make things a lot simpler for beginners.

 Mike Pan

 On Thu, Feb 3, 2011 at 8:59 PM, Dalai Felinto dfeli...@gmail.com wrote:

 Hi Carsten,
 - ObColor: I think I used it many times for changing the Mesh color with

 As far as I know you can't change the Mesh color, but only the object color
 with this. The difference is that it can be unique per objects sharing the
 same mesh and material.

 ObColor works and will keep working. The question I was bringing is the
 option ObColor in the TexFace. I would assume this option allows part of
 the
 mesh to use ObColor and part to ignore. However, as I said in the proposal,
 I couldn't make it work (user-wise). I either have the entire mesh with
 ObColor or without.

 - Maybe it is a bit more work to need materials for all faces which need
 a different Face Mode, since now it is easy, just select one or more
 faces, set Face Mode and then Copy Mode.

 The workflow with materials is similar. Add multiple materials for the
 obejct (in the material slot) select the material you want, select the
 faces
 you want and click assign. The option to Select the faces of a specific
 material is even better than with TexFace because you can actually see the
 faces that share the same properties (i.e. material).

 So I think it have to be possible
 to show all the textures in GLSL when following is meet:
 - Object has a Material,
 - Face Textures in Options-Panel is ON
 Agree with that here. Actually I consider this more to be a bug than a
 design. Brecht would know better. Have you consider adding this to the
 tracker? Personally I would love if GLSL could work without materials using
 TexFace, but maybe that's me being lazy to add dumb materials.

 Thanks,
 Dalai

 2011/2/3 Carsten Wartmann c...@blenderbuch.de

  Am 03.02.2011 21:56, schrieb Dalai Felinto:
   Dear developers and users,
  
Tex Face is part of Blender original design 15 years ago. The
   functionality it brought to the Blender Game Engine is still useful
   nowadays. However its design hasn't changed and it lacks integration
 with
   other parts of Blender. This proposal is centered on moving the working
   functionalities as sub-options for the Material and remove deprecated
  ones.
   http://wiki.blender.org/index.php/User:Dfelinto/TexFace
 
  Hi,
 
  for the most I can overlook now (its late here) I am fine with it.
 
  There are two points where I have some worries (maybe because I need to
  think a bit more):
 
  - ObColor: I think I used it mayn times for changing the Mesh color with
  the ObCol Ipo, even making things transparent worked this way. However,
  having the Texture Face Mode become more and more obsolete it is maybe
  not of much use nowadays? I think in Multitexture (not sure here) and
  GLSL it is possible to animate the color directly without ObCol.
 
  - Maybe it is a bit more work to need materials for all faces which need
  a different Face Mode, since now it is easy, just select one or more
  faces, set Face Mode and then Copy Mode.
 
  There is also another thing I always hated for GLSL Materials: It is
  much more complicated to have a Mesh with multiple textures than with
  Texture Face. In UV Image Editor you map several textures to several
  faces, in Multitexture or Texture Face they are shown in the BGE. In
  GLSL you need to assign several Materials to the several faces to get
  the same result as in the other modes. So I think it have to be possible
  to show all the textures in GLSL when following is meet:
 
  - Object has a Material,
  - Face Textures in Options-Panel is ON
 
  That would be a great help.
 
  Cheers,
  Carsten
 
 
  --
  Carsten Wartmann: Autor - Dozent - 3D - Grafik
  Homepage:         http://blenderbuch.de/
  Das Blender-Buch: http://blenderbuch.de/redirect.html
  ___
  Bf-committers mailing list
  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers
 
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

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

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


[Bf-committers] blender bumpmapping

2011-01-02 Thread M.G. Kishalmi
hi list,

first, a short disclaimer:
 while only being 'Pinky' in this grand scheme of bump domination,
  really 'The Brain' is M. S. Mikkelsen (sparky), doing all the math!
   I just happen to know blender, tiny parts of its code and how to
compile it =)

so we started to work on an improvement of the bumpmapping code aka 'newbump'
 and it turned out it has quite a bunch of flaws.
'oldbump' did a better job in some places, but wasn't all too
physically correct.


best you check this comparison of blender bumpmap variants:
 - http://kishalmi.servus.at/3D/bumpcode/

to avoid confusion, we named our code 'sparkybump',
 but it's probably going to replace 'newbump' in the long run.

note1: oldbump looks much softer with a factor of -5.0
 - too soft, if you ask me. I mean -5.0 !?...
   should result in one hell of a bump, given the image used -
but sparkybump produces similar results with factors around -0.2
 except its fade out is linear, rather than quadratic.

note2: the row at the very bottom is using 5 taps for calculations,
 giving slightly better results at the cost of speed.
  it's disabled in the patch, but left for reference + testing.
   for further insight into this - read sparkys paper.


you'll be glad to hear, that this also fixes some normal-related bugs:

 [#24591] Artefacts/strange normal mapping when anti-aliasing is on
 [#24735] Error at the Normal function.
 [#24962] Normals are not calculated correctly if anti-aliasing is off
 [#25103] Weird artefacts in Normal


it still needs more testing, finetuning and cleaning up,
 but it basically works and for those of you that want to give it a spin,
  here's a WiP patch:
 - http://www.pasteall.org/17942/diff


that's it. now let the feedback roll in! =)

cheers,
 mario
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


Re: [Bf-committers] 3D Connexion ndof support in blender 2.5

2011-01-02 Thread M.G. Kishalmi
GSoC log of Mike Erwin (Matts student)
 - http://www.invisible-cow.com/blender/soc/index.html

soc-2010-merwin branch
 - https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-merwin/

cheers,
 mario


On Sun, Jan 2, 2011 at 8:41 PM, Rafael Ortis rsor...@gmail.com wrote:
 I have read about it in some forum but I didn't find it on Blender GSoC pages.
 Where can i find Matts work?


 2011/1/1 Tom M letter...@gmail.com:
 Didn't matts student work on 3dconnexxion as part of GSoC?

 Not sure what stage that part of his project achieved but it might be
 worth looking at.

 LetterRip

 On Sat, Jan 1, 2011 at 8:26 AM, Rafael Ortis rsor...@gmail.com wrote:
 Yes this is interesting!

 I have installed this drivers but in my initial tests the
 rotations/translations was a little bit uncontrollable. But I will
 test with this driver them again.

 att
 Rafael Ortis

 2011/1/1 Stephen Swaney sswa...@centurytel.net:
 Also worth noting is the open source SpaceNav project.

 They have a drop-in replacement for the 3dconnexion driver
 that also supports a non-proprietary protocol.  Looks
 interesting.

 http://spacenav.sourceforge.net/

 --
 Stephen Swaney
 sswa...@centurytel.net

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

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

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

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

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