Re: [Bf-committers] External effects for VSE and or compositor nodes

2017-03-15 Thread Piotr Arlukowicz
Hi Gaspar,
the code shown by diff does not look too scary, I understand nearly
everything I can see there. The only hard point for me is HOW to get to
know all the organization, all those constants, etc. How you did get to
know how VSE works? This is the most hard part for me, not the programming
itself at all, but the UNDERSTANDING. :)
Unfortunately, I did not found anything more than the git source, and
reverse-engineering and code-reading is not efficient way at all. Can you
shed some light how was your path to writing such a code? How you did all
necessary components and dependencies?

regards
pio


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2017-03-15 2:32 GMT+01:00 Gaspar Fernández <blake...@totaki.com>:

> Hi!
>
> Again posting about this topic. I know some of you don't find this
> interesting but I do. So I have made a tiny demo. The code is not so
> clean right now, but it works. And I may optimize it a little bit more.
>
> I know the effects in the video are so silly, and some of them can be
> done in a 3D view or the compositor, or working with Curves. it was just
> a demo to integrate MLT effects into Blender. With this I could embed
> some more Just an experiment: https://youtu.be/sJKkSDvwDbE with this I
> could link some more effects.
>
>
> Saludos
> 
>
> Gaspar Fernández
>
> *Web*: *http://totaki.com/poesiabinaria*
>
> *Teléfono*: (Móv) *+34 661 14 04 55*
>
> *Skype*: *gaspy2.0 *
>
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> <https://plus.google.com/u/0/+GasparFern%C3%A1ndez/posts>
>
>
>
>
> El 13/03/17 a las 05:00, Gaspar Fernández escribió:
> > Hi all!
> >
> > There are only a few effects in Blender for VSE or compositor. I've been
> > thinking about that for years. Even I found, in the past Blender used a
> > C api to allow external effect plugins
> > (https://wiki.blender.org/index.php/Doc:2.4/Manual/
> Sequencer/Effects/Plugins).
> > And don't know why this feature isn't supported now.
> >
> > Looking for a solution I tried to make my Blender build run image
> > filters via Python API but it's very slow (2 frames/sec for a very very
> > easy effect, inverting red and blue channels and alpha to 50%), also I
> > did not tested using a Python lib so Python will be just calling my C
> > lib which does the effect. But I think it may be better making them
> > directly in C or C++, I've tested doing the same simple effect in C and
> > it's realtime.
> >
> > I also thought about using a pluggable library for doing this (just
> > effects on images or videos), like MLT, where we can add a lot of
> > effects and image generators (another very very interesting feature for
> > me). It's really difficult to render a strip, apply one effect with
> > another program and import the new footage with effect, and sometimes
> > animating effect properties or doing little changes is awful repeating
> > the whole process again.
> >
> > What do you think about that?
> >
> > I've been playing with MLT source, if you think this is interesting I
> > think I could make a POC integrating one effect into VSE to see how it
> > behaves.
> >
> > Best regards,
> > 
> >
> > Gaspar Fernández
> >
> > Facebook de Gaspar Fernández <https://www.facebook.com/gaspy>
>  Twitter
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> > Fernández <https://www.linkedin.com/profile/view?id=49150267>
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> >
> >
> >
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Re: [Bf-committers] External effects for VSE and or compositor nodes

2017-03-13 Thread Piotr Arlukowicz
Hi Gaspar,
can you possibly share some knowledge how you did your patches or how were
you able to create even the simplest effect? I'm looking for an entry point
to VSE logic code but I'm still walking in the fog...

cheers
pio

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2017-03-13 5:00 GMT+01:00 Gaspar Fernández <blake...@totaki.com>:

> Hi all!
>
> There are only a few effects in Blender for VSE or compositor. I've been
> thinking about that for years. Even I found, in the past Blender used a
> C api to allow external effect plugins
> (https://wiki.blender.org/index.php/Doc:2.4/Manual/
> Sequencer/Effects/Plugins).
> And don't know why this feature isn't supported now.
>
> Looking for a solution I tried to make my Blender build run image
> filters via Python API but it's very slow (2 frames/sec for a very very
> easy effect, inverting red and blue channels and alpha to 50%), also I
> did not tested using a Python lib so Python will be just calling my C
> lib which does the effect. But I think it may be better making them
> directly in C or C++, I've tested doing the same simple effect in C and
> it's realtime.
>
> I also thought about using a pluggable library for doing this (just
> effects on images or videos), like MLT, where we can add a lot of
> effects and image generators (another very very interesting feature for
> me). It's really difficult to render a strip, apply one effect with
> another program and import the new footage with effect, and sometimes
> animating effect properties or doing little changes is awful repeating
> the whole process again.
>
> What do you think about that?
>
> I've been playing with MLT source, if you think this is interesting I
> think I could make a POC integrating one effect into VSE to see how it
> behaves.
>
> Best regards,
> 
>
> Gaspar Fernández
>
> Facebook de Gaspar Fernández <https://www.facebook.com/gaspy>   Twitter
> de Gaspar Fernández <https://twitter.com/gaspar_fm> LinkedIn de Gaspar
> Fernández <https://www.linkedin.com/profile/view?id=49150267>   Youtube
> de Gaspar Fernández <https://www.youtube.com/user/yutubero184/feed>
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> <https://plus.google.com/u/0/+GasparFern%C3%A1ndez/posts>
>
>
>
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[Bf-committers] Fwd: VSE devs

2017-03-11 Thread Piotr Arlukowicz
I second this. VSE is to valuable to letting it go. What can we do, where
to start?

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-- Forwarded message --
From: Gaspar Fernández <blake...@totaki.com>
Date: 2017-03-11 4:43 GMT+01:00
Subject: [Bf-committers] VSE devs
To: bf-committers@blender.org


Hi all,

Sorry for starting a new thread, I have just registered the list and I
did because of VSE.

I'm a VSE user with lots of ideas and I really would like to help
developing this great project, debugging or testing. How can we start
the most organized and less task repeating way?

Regards,


Gaspar Fernández

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Re: [Bf-committers] VSE devs?

2017-03-02 Thread Piotr Arlukowicz
Dear Coders, and lovely Ton,

I'm a long-term, dedicated VSE user. I often beg you in the past to fed
more love to VSE at developers meetings at the Bcons. I do my movie
productions only with VSE, and I can't imagine it will be eventually
removed as a development stopper in the future! But I remember what you
have said Ton: "if you take something out, you should give something better
instead". I appreciate this, these words are bringing hope for all of us,
and if VSE will get some attention, hopefully we can still have it and we
will have it better... I really would like to participate in development
etc, but unfortunately this is a really long way and quite a high jump to
make. Indeed, if I'm on to help, the VSE is way to go for me. I will need
some support though. I know of course git, c-programming, c++-programming
and I'm working on optical-flow algorithms in my scientific job at the
university, the only problem is limited time and finite resources to
support you even more. So, if somebody could help me to help you, that will
maybe work... I tried to code something in Blender with a great help of
Julian (and with some warm words of wisdom from Sergey) but this was not
enough to start become a daily coder. So VSE is a good option, maybe the
only option, because I do really need it and I'm working with it since
years. It's a model you seemingly share: if somebody need something so
dramatically, one could even become a developer to code or improve it :)
Where to start then? Please do not remove VSE yet! :) And let us all have
some fun with this adventure! :)

best regards
pio

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2017-03-02 18:58 GMT+01:00 Ton Roosendaal <t...@blender.org>:

> Hi Olly,
>
> The VSE is sort-of orphaned. Several people worked on it in the past
> years, but nobody took ownership of it. I guess you know our module team
> project system?
>
> https://wiki.blender.org/index.php/Dev:Doc/Process/Module_Owners
>
> In that sense your interest is very welcome! We have a bottleneck
> though... and that is that in order to add you to the VSE team, someone
> should review or check your patches.
>
> For the next 2.79 release we will only allow release-compatible patches.
> For really new features (or recodes) you should do this in the 2.8 branch.
>
> We currently have all our energy focused on the 2.8 project. So I hope you
> don't mind if detailed feedback takes a bit bit of time. I'll be reminding
> people of it a couple of times in the coming weeks. We also get a lot of
> students in the coming month, which takes time and energy from the core
> team as well.
>
> A good way to get involved is to reach out to the other developers in the
> irc.freenode.net irc channel. Also make sure you get a test binary out
> there and reach out to users of the Sequencer!
>
> Laters,
>
> -Ton-
>
> 
> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
> Chairman Blender Foundation, Director Blender Institute
> Entrepotdok 57A, 1018 AD, Amsterdam, the Netherlands
>
>
>
> > On 01 Mar 2017, at 10:38, blender, blender <blen...@funkster.org> wrote:
> >
> > Hallo good people of bf-committers!
> >
> >I thought it was about time to say hello on here, and to ask about
> > the status of VSE development. I totally understand that it's not (seen
> > as) the core of what Blender is about, but I find it very useful and
> > think it's worth spending some time on.
> >
> >I've got a few bug fixes waiting for review on developer.blender.org
> > and was wondering if I'm getting the process right? I haven't been
> > tagging reviewers myself 'cos I don't want to step on anyone's toes, but
> > I think these fixes would benefit all users with very low risk of
> > breaking anything in the more core bits of Blender.
> >
> > https://developer.blender.org/T50618
> > https://developer.blender.org/T49658
> > https://developer.blender.org/T49862
> > https://developer.blender.org/D2381
> >
> >
> >Also I wanted to ask about the future of VSE development... is there
> > a grand upgrade being worked on behind the scenes? I have some ideas for
> > new features rather than bugfixes, but again I understand if this is in
> > conflict with the dev team's plans.
> >
> > https://developer.blender.org/D2506
> > https://rightclickselect.com/p/sequencer/Ppbbbc/vse-
> playback-rate-control
> >
> >
> > Right, that's all for 

Re: [Bf-committers] Blender 101 / workflow project

2017-02-23 Thread Piotr Arlukowicz
hi! :)
Blender-101!!! WOW! is that one connected to @moniquedewanchand?
pio


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2017-02-23 19:17 GMT+01:00 Jacob Merrill <blueprintrand...@gmail.com>:

> Welcome Back Campbell!
>
> On Thu, Feb 23, 2017 at 10:15 AM, tristan panzer <
> republicthunderbo...@gmail.com> wrote:
>
> > Welcome back !
> >
> > Tristan.
> >
> > 2017-02-23 18:05 GMT+00:00 Ton Roosendaal <t...@blender.org>:
> >
> > > Hi,
> > >
> > > Big grin :) Welcome back!
> > >
> > > -Ton-
> > >
> > > 
> > > Ton Roosendaal  -  t...@blender.org   -   www.blender.org
> > > Chairman Blender Foundation, Director Blender Institute
> > > Entrepotdok 57A, 1018 AD, Amsterdam, the Netherlands
> > >
> > >
> > >
> > > > On 23 Feb 2017, at 14:59, Campbell Barton <ideasma...@gmail.com>
> > wrote:
> > > >
> > > > Hi, after a 7 months away I'm happy to announce I'll be working for
> > > > the Blender-Foundation again!
> > > > It's work from home, on a per-project basis.
> > > >
> > > > I'll be focusing on the Blender-101 and work-flow improvements
> starting
> > > March.
> > > > Also some time on code-review and fixing bugs in UI/workflow related
> > > > areas so as not to put too much pressure on existing maintainers.
> > > >
> > > > Noticed new developers getting involved and 2.8x progress is great to
> > > see :)
> > > >
> > > > Regards,
> > > > - Campbell
> > > > ___
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Re: [Bf-committers] New bf-blender member: Aaron Carlisle

2016-12-29 Thread Piotr Arlukowicz
Welcome! And good luck!

pio

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2016-12-28 18:07 GMT+01:00 Ton Roosendaal <t...@blender.org>:

> Hi,
>
> Aaron is the main contributor to the manual project. In that role he often
> finds issues with the UI scripts.
> He will be working on non-disputable fixes in the scripts.
>
> If in doubt, he'll consult with the owners of the module(s) before
> committing.
>
> Welcome Aaron!
>
> Thanks,
>
> -Ton-
>
> 
> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
> Chairman Blender Foundation, Director Blender Institute
> Entrepotdok 57A, 1018 AD, Amsterdam, the Netherlands
>
>
>
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Re: [Bf-committers] Feature suggestion

2016-11-11 Thread Piotr Arlukowicz
Thank you for this address, I didn't know it! :)

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2016-11-11 15:28 GMT+01:00 Mike Erwin <significant@gmail.com>:

> rightclickselect.com is the best place to make feature requests. You'll
> get
> good feedback from other users.
>
> Mike Erwin
> musician, naturalist, pixel pusher, hacker extraordinaire
>
> On Wed, Nov 9, 2016 at 1:33 PM, Henrique Balduino Gonzaga <
> henriqueb...@gmail.com> wrote:
>
> > Hi. i am not sure if this is the right place to request a new feature,
> but
> > the thing is that Blender could get a way to Snap intersecting "lines"
> just
> > like Sketchup does.
> >
> > I´ll attach 3 images to clarify
> >
> > This is so easy to do on Sketchup, and i can´t find an easy way to do it
> in
> > blender
> >
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Re: [Bf-committers] not able to build environment

2016-11-05 Thread Piotr Arlukowicz
Hey, Nishant,
just a quick note: if you want some help, be so nice and provice more
information, at least what computer you have, what windows, describe step
by step your actions and at least provide the XML error you've got. This
way you help us to help you.

And there is also a page for bugreports, which are RECOMMENDED way of
submittings bugs like this.

Bug can be reported here: https://developer.blender.org/

best regards
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2016-11-05 6:59 GMT+01:00 Nishant Varshney <nishant26varsh...@gmail.com>:

> i am not able to build the environment in my windows pc help please
>
> when i install tortoise and do svn check out it fails with an error of xml
>
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Re: [Bf-committers] Current state of Blender's user experience (Ton Roosendaal)

2016-04-26 Thread Piotr Arlukowicz
We all know that Ton is the unbelievable extraordinary and polite man, and
I think I sometimes should learn from him, how to talk with those
'strangers' who do not appreciate Open Source etc. Best example of this
super-nice reaction was sent few emails before.
But I'm going to say something about different thing:
Your comment Ichthyo is just nailing the situation I think. I share your
imagination in that matter and it perfectly match everything I observe. I
liked it so much, that I will forward it to my best students. I really love
the picture you've portrayed. So funny and nice!
Thank you, and as always, LONG LIVE BLENDER!!!

pio


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2016-04-26 20:03 GMT-04:00 Ichthyostega <p...@ichthyostega.de>:

>
> Hi,
>
> actually, this discussion and topic is much about people talking
> past each other and not getting the rsp. other side's point. Last week,
> we had a somewhat related discussion at LAC Berlin.
>
> The "other folks" in the "outside world" have been trained to perceive
> matters in a certain structure: There is a "product". This is made by
> some "official" entity, which has status and reputation. This producer
> creates a "production pipeline" to feed this product to "me" the
> "customer".
> I pay for it, thus the producer has an natural interest to "care" for my
> demands. The producer might even create "channels" where I can push my
> "feed back" towards the producer or buy additional services, like training.
>
> I have not the slightest inclination to judge or value this perception
> in any way, like being right or wrong or better or worse.
>
> However, OpenSource world is just not structured that way. It is more
> like a village: It is a friendly, slightly chaotic yet hospitably village,
> everyone is welcome, you may settle down there, chop some wood and build
> your
> own house, and then do your stuff while also participate and exchange and
> sometimes even cooperate with the other inhabitants.
> And when something doesn't work for us, we'll fix it.
>
> Needless to say, when the inhabitants of those two sister worlds meet,
> they glare at each other's "strange habits" with bewilderment.
>
>
> -- Ichthyo
>
>
>
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Re: [Bf-committers] Blender 2.8 and OpenGL version

2016-04-17 Thread Piotr Arlukowicz
It is not necessarily connected to openGL, but having an unique random ID
stored in each Blend file upon creation/first-save will be also beneficial
and very welcomed. It could be even a date since epoch - anything - which
could help distinguish files copied and changed from files created from
scratch.

pio

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​ Arlukowicz, BFCT​

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2016-04-17 12:10 GMT-04:00 Blendergit <blender...@gmail.com>:

> Hi Mike,
>
> Thanks for the answers
>
> If we remove things like a simple draw_line and need VBO and shaders, any
> simple add-on gets complex. Maybe a library with primitives (line, polygon,
> set color,...) could help a lot and create a standard API.
>
> And about matrix, are we going to use GLM?
>
> PS: Something really useful for Python (not related to OpenGL) is to have
> a IMMUTABLE object identifier.
>
> Add an identifier would be as simple as add 1 to any arbitrary number.
> It's not necessary keep a sequence...the problem is if you link files...you
> can get conflicts, so the best idea could be use something like GUIDs.
>
> In database design, the unique identifier must keep equal all the time,
> and in Blender you must get objects by name, and this name can change, so a
> lot of functions would be possible if we add a simple integer immutable
> value for each object.
>
> Maybe, now you have already this, but I have never seen this identifier.
>
> Antonio
>
> From: Mike Erwin
> Sent: Sunday, April 17, 2016 5:56 PM
> To: bf-blender developers
> Subject: Re: [Bf-committers] Blender 2.8 and OpenGL version
>
> Hi Antonio,
> Yes to 1) and 2) for sure. 3) I have not thought of deeply, but it seems to
> follow from 1 and 2. The underlying context will be GL 3.2 core.
>
> Because we'll be targeting OpenGL 3.2 core profile, lots of older but
> convenient functions / techniques will not be available. Matrix stack,
> batch rendering, etc. So we'll be replacing those as needed, coming up with
> some (hopefully) nice abstractions that fit exactly what we need. What
> would be helpful from a Python GL point of view?
>
> Mike Erwin
> musician, naturalist, pixel pusher, hacker extraordinaire
>
> On Sun, Apr 17, 2016 at 11:30 AM, Blendergit <blender...@gmail.com> wrote:
>
> > Hi,
> >
> > Only to be sure about Blender 2.8 and OpenGL version.
> >
> > 1) Blender 2.8 will be >= OpenGL 3.2.
> > 2) All Blender code using old OpenGL version must be migrated (if the
> > module is not removed or recoded).
> > 3) All add-ons using OpenGL must be updated to >= OpenGL 3.2.
> >
> > I need to be sure about that because I have several popular add-ons using
> > OpenGL and some ideas to improve grease pencil, so OpenGL 3.2provides a
> > wide new range of tools.
> >
> > Thanks,
> > Antonio Vazquez
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Re: [Bf-committers] Google Summer Of Code: UV - Tools

2016-03-21 Thread Piotr Arlukowicz
Another very important feature which is already present and is not so good
is the packing of islands. It changes the surface of islands in a very
unpredictable manner, making similar islands to be scaled very differently.
This makes packing islands nearly unusable.

And another one, which is very missed - is the ability of creating a groups
of island, which will then act as a single island. This would help manual
unwrapping and packing the map A LOT easier! Pinning here does not help
much and other tricks still don't make this work-flow fluent enough.

pio


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2016-03-21 14:00 GMT-04:00 Joe Eagar <joe...@gmail.com>:

> I had an embarrassing moment last year when trying to help a coworker
> find a feature in Blender's UV editor.  It. . .no longer existed.  We
> definitely need some work done here.  One thing that absolutely drove
> her insane was the inability to hide UV islands without altering the
> mesh selection state.  That was a big deal for her.
>
> It might be worth concentrating on improving the UI workflow and not
> spend too much time on new unwrapping features.
>
> Best,
> Joe
>
> On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch <p...@saphirestudio.at>
> wrote:
> > Hey again!
> >
> > I just submitted/shared my proposal via the GSOC form and would love to
> get some feedback from possible mentors, seasoned devs and Ton of course.
> As usual I'm also available via IRC.
> >
> > I'd especially be interested in what specific improvements to the Unwrap
> algorithm ("Improved automatic UV Layout") the mentors had in mind when
> writing the ideas page as well as general feedback regarding the proposal.
> >
> > Thanks in advance and best wishes,
> > Phil
> >
> >
> >
> > Am 13.03.2016 um 12:49 schrieb Phil Gosch:
> >> Hey everybody!
> >>
> >> My name is Phil Gosch, I'm from Graz University of Technology and I'm
> >> interested in the "UV Editing Tools" GSOC project.
> >> I'd be very happy to realize this project and wanted to get some
> >> help/tipps or hints beforehand, that's why I'm writing this mail.
> >>
> >> About me: I'm a long time Blender user and active member of the Blender
> >> community. Besides university I'm working as a 3D/Technical Artist
> >> freelancer, where I'm mostly doing illustrations, visualizations
> >> including custom tool development and gameart/gamedev. You can have a
> >> look at my portfolio at my homepage [0] or at my Blender Network profile
> >> [1].
> >>
> >> As someone who uses Blender as his main tool on a daily basis I know the
> >> UV Editor (and its shortcomings) and because of that fact I not only
> >> think I'm fitting for this project but I also have a great personal
> >> interest in improving these tools. I'm no complete stranger to Blender
> >> core coding, I already had some of my patches applied to trunk a few
> >> years ago. Of course the codebase is changing all the time, that's why
> >> I'm already getting familiar with the codebase again. I already compiled
> >> the newest Blender version and I'm spending my free time reading
> >> uvedit_*.c files. ;)
> >>
> >> I think the outline presented at the ideas page [2] makes sense, however
> >> while writing my proposal I found that I liked the idea of trying to
> >> convert some of the useful UV python scripts I'm using to C code (I'm
> >> sure people have lots of scripts they use which I don't even know
> >> about). So if you use a python addon for the UV tools and would like me
> >> to consider it for inclusion into my proposal, please let me know by
> >> answering to this mail. :)
> >>
> >> If any of the potential mentors (Bastien, Campbell, Howard) have some
> >> useful input I'd be very thankful! Also if anyone could have a look at
> >> my proposal before submitting that would be great! It's not finished
> >> yet, but you can poke me anytime on IRC/blendercoders, I'm always
> >> lurking there. My IRC nick is "saphires".
> >>
> >> Best wishes,
> >> Phil
> >>
> >> [0] http://www.saphirestudio.at/
> >> [1] https://www.blendernetwork.org/phil-gosch
> >> [2]
> http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas
> >>
> >> PS: 

Re: [Bf-committers] "A humble thank you"

2016-02-24 Thread Piotr Arlukowicz
Congratulations Ton, and THANK YOU AGAIN, this is very deserved and
unspeakable, HOW many good you already did to the world.

Here, in USA I'm showing Blender all days at the University, carrying
Blender Cap, giving workshops, talking and applying Blender to science and
misc problems, and I become somehow a self-made "Blender Evangelist".
People opens their eyes with awe, they are surprized and just speechless
when they see HOW NICE and GOOD Blender is, and if I tell them that this is
a program for free, for them, for making an awesomeness, they are crazy!
They barely trust me! Some of them have never heard about Open Source...
Imagine, how Blender is making them happy! They suddenly can see the hole
in their jail!
I'm pretty serious, and I would like to second this acknowledge, because I
KNOW that Blender is nice, I KNOW you are nice, and I want you to know,
that people are changing their life and the way they're thinking about the
world because of Bledner! So my real mission here, in USA is to bring
Blender to them (instead of doing science), and I did it already to several
people, who are astonished and amazed, and will use that program in their
research and scientific projects.

Thank you Ton, this changed my life too. I'm more open, more happy, more
generous person, just because of the good example YOU showed us all. Don't
be shy and admit, that you are changing the world! The WHOLE WORLD! :)

Good luck with everything you are doing!
pio


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2016-02-24 3:39 GMT-05:00 Ton Roosendaal <t...@blender.org>:

> Hi,
>
> I shouldn't forget to share a mail from the foundation inbox once in a
> while! :)
>
> "
> Just felt compelled to thank you all as an organization, and as
> individuals, for providing such an amazing free service. I'm a seriously
> poor artist, and having this program available for free has made a world of
> difference to me, so thank you from the bottom of my painted heart.
>
> Best regards,
> Ian C.
> "
>
> -Ton-
>
> 
> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>
>
>
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Re: [Bf-committers] Some Guidance

2016-02-18 Thread Piotr Arlukowicz
Hey, I looked for this for ages! Thank you! :)

pio
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2016-02-18 11:28 GMT-05:00 Kévin Dietrich <kevin.dietr...@mailoo.org>:

> Le 2016-02-18 16:54, Piotr Arlukowicz a écrit :
>
> Thanks John
> I've read this carefully and it's a good start. However, suddenly, when you
> see sources, you get lost. So somewhere there should be a tutorial
> explaining for what are those all directories, and what's the difference
> between blenkernel and intern, for example. And what they are for, in terms
> of Blender functionality.
>
>
>
> There is a page on the wiki to explain this a bit
> http://wiki.blender.org/index.php/Dev:Doc/Blender_Source/Files_Structure
>
> Maybe it could be linked to in the "New Developer Advice" page.
>
>
>
>
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Re: [Bf-committers] Some Guidance

2016-02-18 Thread Piotr Arlukowicz
Thanks John
I've read this carefully and it's a good start. However, suddenly, when you
see sources, you get lost. So somewhere there should be a tutorial
explaining for what are those all directories, and what's the difference
between blenkernel and intern, for example. And what they are for, in terms
of Blender functionality. Here I get just lost and without any guide it is
a simple "Use the Force, read the source" approach, we don't have a lot of
time for.

pio

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2016-02-18 10:51 GMT-05:00 John James <kiso...@gmail.com>:

> Probably look at a recent thread
>
> [Bf-committers] General advice for new developers (wiki page, feedback
> welcome)
>
> where Campbell mentioned
>
> http://wiki.blender.org/index.php/Dev:Doc/New_Developer_Advice
>
> 2016-02-18 17:36 GMT+02:00 Piotr Arlukowicz <pio...@polskikursblendera.pl
> >:
> > I second this. There is a really high entry point to start even with
> > something rather small. A typical 'workflow' document showing each step
> > would be great, and also, even more important - how the internal stucture
> > of Blender code is organized and what is for what...
> > Thank you devs for all your hard work! We'd like to help and we don't
> know
> > where and how.
> >
> > best regards
> > pio
> >
> > Piotr
> > Arlukowicz, BFCT
> >
> > *YT: /user/piotao?feature=guide*
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> > <https://www.blendernetwork.org/piotr-arlukowicz>*
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> >
> >
> >
> >
> > 2016-02-18 9:57 GMT-05:00 Bailey Pumfleet <pumfle...@hassenbrook.org.uk
> >:
> >
> >> Hello All,
> >>
> >> I really hate to sound like an idiot that does not know what he is
> doing,
> >> but I would appreciate, as I am new to the Blender development thing,
> some
> >> guidance of how to get started with becoming a fully fledged Blender
> >> developer.
> >> I have read the wiki and I'm afraid it doesn't really explain about the
> >> process of things.
> >> I am active on Phabricator and have signed up, which I assume is an
> >> important part.
> >>
> >> I would really appreciate guidance of how to contribute to Blender, and
> >> how, once I have coded a patch, to submit it.
> >>
> >> Thanks for any help you can give,
> >>
> >> -Bailey Pumfleet :)
> >>
> >> ___
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Re: [Bf-committers] Some Guidance

2016-02-18 Thread Piotr Arlukowicz
I second this. There is a really high entry point to start even with
something rather small. A typical 'workflow' document showing each step
would be great, and also, even more important - how the internal stucture
of Blender code is organized and what is for what...
Thank you devs for all your hard work! We'd like to help and we don't know
where and how.

best regards
pio

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2016-02-18 9:57 GMT-05:00 Bailey Pumfleet <pumfle...@hassenbrook.org.uk>:

> Hello All,
>
> I really hate to sound like an idiot that does not know what he is doing,
> but I would appreciate, as I am new to the Blender development thing, some
> guidance of how to get started with becoming a fully fledged Blender
> developer.
> I have read the wiki and I'm afraid it doesn't really explain about the
> process of things.
> I am active on Phabricator and have signed up, which I assume is an
> important part.
>
> I would really appreciate guidance of how to contribute to Blender, and
> how, once I have coded a patch, to submit it.
>
> Thanks for any help you can give,
>
> -Bailey Pumfleet :)
>
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Re: [Bf-committers] Bring multiple objects to edit mode

2016-02-18 Thread Piotr Arlukowicz
"Editing of multiple objects" It's not that simple and imho it's not
necessary. Of course we have a little bit more clicking, but who cares in
Blender. But think about shapekeys, UVmaps, vertex data, groups, materials,
and a lot of different stuff! Object separation and edit mode are very good
design decisions, which actually are keeping things SIMPLE. For the price
of few more clicks a lot of hassle is simply avoided!

In fact, you can even link object data and then voila - you can edit
multiple objects AT ONCE. That's the right way I think.

that's my five cents.


pio


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2016-02-18 0:27 GMT-05:00 Daniel Salazar - patazstudio.com <zan...@gmail.com
>:

> Editing of multiple objects would has obvious advantages. You don't
> want to join and split meshes with various data layers like vcols,
> vgroups, UVs. Not counting modifiers, parenting..
>
> Daniel Salazar
> patazstudio.com
>
>
> On Wed, Feb 17, 2016 at 9:24 PM, Chris Lee <infin8...@gmail.com> wrote:
> > It is actually something that is better in Blender, to only be editing
> one
> > object at a time, as it can cause errors in other programs where multiple
> > objects are selected. In Blender when an object is edited you can only
> use
> > other objects for snapping etc, but if you really want to edit more than
> > one object at the same time you can just join them together but pressing
> > Ctrl J. You can always separate them later by selecting the entire mesh
> (L)
> > and pressing P.
> >
> > Kind Regards,
> > Chris "*Chips*" Lee
> > Mobile: 0410155111
> >
> > Infin8eye <http://infin8eye.carbonmade.com/>
> > Knight of the DLF
> > IGDA Sydney founding member
> >
> > On 18 February 2016 at 07:38, Doeke Wartena <doeke.wart...@gmail.com>
> wrote:
> >
> >> hi dear developers,
> >>
> >> after have tried Blender in the past and not being positive about it, I
> >> started with Blender again about 2 months ago. And I love it! The
> progress
> >> blender has made is awesome! Congrats to all developers.
> >>
> >> There is a thing I wonder and really dislike about blender, why can't
> you
> >> select multiple objects and bring them to edit mode together?
> >>
> >> Is this due how the foundation for  Blender is programmed and is it to
> hard
> >> to change after all those years?
> >>
> >> I know there is a add-on MultiEdit but I think the way it operates is
> >> dirty, it's to much a workaround to the problem.
> >>
> >> best Doeke
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Re: [Bf-committers] Development fund grant for Lukas Toenne - 'everything nodes'

2016-02-15 Thread Piotr Arlukowicz
That's awesome!!! Lucas is so good and this was a natural choice, he is
native for blender code and nodes! :)
If we know where to put more discussion and some feature requests, I think
it may be nice to say there about the ability to load TEXT numeric data by
some 'load' node. Those data could be just numbers from one or two columns,
whatever. This will KICK Blender into an awesome tool for scientific
visualization then (but things will require adding even more nodes to deal
with those data).

Good Luck Lucas!!!
Long live Blender!
pio


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2016-02-15 16:14 GMT-05:00 Nahuel Belich <casillapfo...@yahoo.com.ar>:

> Awesome news, just have a question, shouldn't be the dependency graph
> finished first? or its going to be develop together with the node system?
>
> El Lunes, 15 de febrero, 2016 18:04:37, Diego Gangl <
> dnico...@gmail.com> escribió:
>
>
>  Best news ever! This will take Blender to a whole new level. Best of luck
> guys, looking forward to the discussion.
>
>
>
> 2016-02-15 17:35 GMT-03:00 Knapp <magick.c...@gmail.com>:
>
> > On Mon, Feb 15, 2016 at 9:06 PM, Doeke Wartena <doeke.wart...@gmail.com>
> > wrote:
> >
> > > A blender but no ice, that's a bummer.
> > >
> > > :)
> > >
> > > But soon we will have ICE and then who is going to make the tequila?
> > ___
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>
>
>
> --
> --
> Diego Gangl - sinestesia.co
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Re: [Bf-committers] Next dev meeting in about 13h from now

2016-02-09 Thread Piotr Arlukowicz
Works like a charm. Any configuration options? A l11n maybe?

here it is: http://polskikursblendera.pl/
Thank you!

pio

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2016-02-09 12:22 GMT-05:00 Francesco Siddi <francesco.si...@gmail.com>:

> Hi,
> the website is back online and should be working fine
> https://blendercoders.xyz/
>
> Regards,
> Francesco
>
> On 26 January 2016 at 18:02:41, Aaron Carlisle (carlisle.aaro...@gmail.com)
> wrote:
>
> Correct I mentioned it to Francesco and he took the website down until he
> fixed it.
>
> On Tue, Jan 26, 2016 at 11:57 AM, Mike Erwin <significant@gmail.com>
> wrote:
>
> > Thanks, Aaron! But that clock says the meeting is 6 PM 27th Jan Wednesday
> > when it's actually 6pm today the 26th. (EST time zone). Unless I'm crazy,
> > which I could possibly be.
> >
> > Mike Erwin
> > musician, naturalist, pixel pusher, hacker extraordinaire
> >
> > On Tue, Jan 26, 2016 at 10:56 AM, Aaron Carlisle <
> > carlisle.aaro...@gmail.com
> > > wrote:
> >
> > > The easiest way to see what time the meeting,
> > > is by going to https://blendercoders.xyz/
> > >
> > > On Tue, Jan 26, 2016 at 4:44 AM, Ton Roosendaal <t...@blender.org>
> wrote:
> > >
> > > > Hi all,
> > > >
> > > > Check your clocks! In roughly 13 hours it is 10 AM in Sydney, and
> 27th
> > of
> > > > January.
> > > > That means afternoon for the Americans on the 26th of January.
> > > >
> > > > Just ask google (if logged in) "What time is 10 AM Sydney here"
> > > >
> > > > Thanks,
> > > >
> > > > -Ton-
> > > >
> > > > 
> > > > Ton Roosendaal - t...@blender.org - www.blender.org
> > > > Chairman Blender Foundation - Producer Blender Institute
> > > > Entrepotdok 57A - 1018AD Amsterdam - The Netherlands
> > > >
> > > >
> > > >
> > > > ___
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> > > > http://lists.blender.org/mailman/listinfo/bf-committers
> > > >
> > > ___
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> > > http://lists.blender.org/mailman/listinfo/bf-committers
> > >
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> >
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Re: [Bf-committers] Some Ideas for a Blender Plugin System

2015-11-03 Thread Piotr Arlukowicz
What about thinking about Blender as about a system composed in the idea of
different API joined together?
It has been said during Bcon15 that an asset system needs its own api. This
is drawing an idea to have Blender internally divided to different parts
(bmesh, assets, depsgraph, etc) joined thru APIs which are a bit similar to
modules mentioned here as 'plugins'. The whole Blender as a C-plugins
conglomerate is a bit scary and graphic, but we have already some kind of
that separation (I'm not very aware of Blender internals yet). Things done
in a proper way could give us a nicer separation between different parts of
the code, eliminate some spaghetti and old code and allow us to work on
some parts without the fear of breaking things here and there. So I would
opt for moving towards multicomponent system composed of smaller blackboxes
instead of current partially monolithic system if we are going to 2.8 and
speaking about C plugins will be easier when we will have nice Blender
multicomponent design.

cheers
pio

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2015-11-03 15:29 GMT+01:00 Gaia Clary <gaia.cl...@machinimatrix.org>:

> One of the benefits of a Blender PLugin System (bps) that i can think of
> is:
> The Collada module could be extracted into a separate plugin.
>
> But this can only work well if the bps does not force us to rebuild a
> plugin for each blender release. Otherwise maintenance would become a
> nightmare, especially because plugins need to be built for multiple
> platforms.
>
> cheers,
> Gaia
>
> On 03.11.2015 14:14, Dalai Felinto wrote:
> > Hi,
> >
> > I'm missing the main point here which would be, what is the advantage
> > of a C/C++ plugin system over the current Python addon interface?
> >
> > I'm currently developing an addon which relies on an external C++ SDK.
> > I got things working with ctypes and C API. It works pretty fine.
> >
> > Cheers,
> > Dalai
> > --
> > blendernetwork.org/dalai-felinto
> > www.dalaifelinto.com
> >
> >
> > 2015-11-03 10:59 GMT-02:00 Martin Felke <martin.fe...@t-online.de>:
> >> Hi, today i wrote down a couple of more thoughts regarding a plugin
> >> system. As said earlier, those serve only as discussion starting points
> >> and are not meant yet as design principles made out of cement. :)
> >>
> >> Fat VS Slim Core
> >> 
> >> - currently we have a fat core which contains all functionality
> >>as monolith
> >> - hard to extend and to maintain because it might be everything depends
> >>on everything else
> >> - idea: a slim, "bootloader like" core, which handles modules and
> >>plugins registration and deregistration and serves as API Hub (of
> >>existing modules)
> >> - modules are not standalone, they communicate via a central core API
> >>Hub so they need the core as well
> >> - this way the core can track module APIs and provide a fallback (as
> >>in exception handler) for missing code / functions (if module or
> >>plugin is not present)
> >>
> >> Modules VS Plugins
> >> --
> >> - need to distinguish between logical code separation (module) and
> >>"physical" separation (plugin, as in shared library or dll)
> >> - group existing core functionality to modules (like, an editor could
> >>be a module, or even a modifier)
> >> - base modules can be provided by "base" plugins, and extension modules
> >>by external plugins
> >> - plugins can provide parts of modules, entire modules or multiple
> >>modules (like nodes maybe, modifiers, new editors, or extensions to
> >>editors)
> >>
> >> Dependencies
> >> 
> >> - do we want to have inter-plugin dependencies ? For a slim core
> >>approach this might be necessary, if plugin A provides a module or
> >>part where plugin B 's code depends on
> >> - else base modules should be moved / kept in the core, so everyone has
> >>a minimum set of functionality without needing to use plugins
> >> - but in general, should plugin code only use Core API (the Hub ?)
> >>would be better than "directly" accessing other plugins code, because
> >>the core might provide the error fallback in case a plugin isnt
> >>prese

Re: [Bf-committers] Blender and Oculus - Food for Thought

2015-09-29 Thread Piotr Arlukowicz
ITs CRAZY!

cheers!
pio


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2015-09-29 20:55 GMT+02:00 Dalai Felinto <dfeli...@gmail.com>:

> Hi,
> I finished all the required changes in Blender (not in the BGE) for
> viewport offscreen rendering:
> https://developer.blender.org/D1533
>
> I will share a video of this working once I plug it with a HMD, but
> for a quick preview, this is what is now possible:
> http://dalaifelinto.com/ftp/tmp/fbo.jpg
>
> (via Python I'm rendering two new views, with custom opengl matrices
> into two FBOs, and visualizing them back on top of the viewport).
>
> I hope this can get reviewed and make its way into Blender 2.77.
>
> Cheers,
> Dalai
> --
> blendernetwork.org/dalai-felinto
> www.dalaifelinto.com
>
>
> 2015-09-18 15:52 GMT-03:00 Dalai Felinto <dfeli...@gmail.com>:
> > Hi Jacob,
> >
> >> offscreen rendering is esential for fast 2d effects as well?
> >
> > Speed aside, offscreen rendering allows for quality you won't get
> > otherwise. If you are counting relying on warping the acquired data,
> > offscreen allows you to work with an original higher resolution buffer
> > (e.g., similar to what the BGE does in the fulldome mode with warp
> > meshes). So speed is not even the point here.
> >
> > Apart from that, using FBO allows you to hand out the buffer to the
> > SDK, without having to worry about implementing distortion shaders
> > yourself.
> >
> >> also, how do we get screen space AO and screen space reflections?
> something similar?
> >
> > Such off-screen rendering routine should support any of the fancy
> > viewport effects Blender now has. In fact as part of the function
> > arguments we should probably be able to set specific viewport settings
> > (render only, ao, ...).
> >
> > Cheers,
> > Dalai
> > --
> > blendernetwork.org/dalai-felinto
> > www.dalaifelinto.com
> >
> >
> > 2015-09-18 15:09 GMT-03:00 Jacob Merrill <blueprintrand...@gmail.com>:
> >> offscreen rendering is esential for fast 2d effects as well?
> >>
> >> also, how do we get screen space AO and screen space refelctions?
> >> something similar ?
> >> On Sep 18, 2015 10:05 AM, "Dalai Felinto" <dfeli...@gmail.com> wrote:
> >>
> >>> Hi there,
> >>>
> >>> I've been pondering on how to get proper Oculus support in Blender
> >>> "viewport", and it came down to the ideas presented here:
> >>> http://www.dalaifelinto.com/?p=1108
> >>>
> >>> Basically, I propose we expand our Blender/Game Engine API with the
> >>> following:
> >>>
> >>> * Allow off-screen rendering straight to a FBO bind id with custom
> >>> OpenGL matrices
> >>> * BGL extended to support glBindFramebuffer amount other required GL
> >>> functions
> >>> * BGE Video Texture ImageRender to support FBO rendering and custom
> >>> OpenGL matrices
> >>>
> >>> That should allow for not only oculus but any shader-based HMD (Head
> >>> Mounted Display) to use Blender (or rather, to have an addon written
> >>> to support it).
> >>>
> >>> Any thoughts on that? Can anyone come up with a different design to
> >>> address that?
> >>>
> >>> (in the link above I explain why I think a Python approach is
> >>> preferable over a deeper C integration between Blender and the Oculus
> >>> SDK).
> >>>
> >>> Thanks,
> >>> Dalai
> >>> --
> >>> blendernetwork.org/dalai-felinto
> >>> www.dalaifelinto.com
> >>> ___
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[Bf-committers] [idea] how to glue VSE and NE

2015-09-12 Thread Piotr Arlukowicz
Hi,
I dunno whether this was already discussed but here's the idea:

What about to make a sequencer strip called Node Strip? It could be edited
with TAB similarly to metastrip, and after tab pressed it should open
NodeEditor looking like as it is inside NodeGroup. This NodeGroup should
have exactly one input and exactly one output (which corresponds with strip
in/out). Then, we should be allowed to put some node magick inside, and all
should be processed internally as a single strip for each frame.

Was this idea discussed before or are there another better designs? Just
asking! :)

regards
pio

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​ Arlukowicz, BFCT​

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Re: [Bf-committers] Where is the test build?

2015-09-10 Thread Piotr Arlukowicz
Isn't the daily build just a 'test build of yesterdays development' ?

cheers!
pio


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2015-09-10 13:43 GMT+02:00 Knapp <magick.c...@gmail.com>:

> When I go to blender.org and look for the test build it is quite hard to
> find. In fact I have not yet found it.
>
> I found a nice clear link to the daily build but that does not seem to be
> the test build.
>
> I think the website needs some reworking to make it easy to find and test
> the test build.
>
> Thanks!
>
> --
> Douglas E Knapp, MSAOM, LAc.
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Re: [Bf-committers] unable to link blender due to unknown error

2015-08-30 Thread Piotr Arlukowicz
 I just commited a fix (6a80c2c) it should work now. Thanks for reporting!

It works, big KUDOS, thanks! :)
(Proof: scons: done building targets.)

pio


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2015-08-29 22:46 GMT+02:00 Jörg Müller nex...@gmail.com:

 Hello,

 I just commited a fix (6a80c2c) it should work now. Thanks for reporting!

 Regards Konsole output

 On 2015-08-27 10:19 Sergey Sharybin wrote:
  That's not unkown issue, that's multiple definitions of AUD_* functions.
 
   From quick glance they are indeed defined in both AUD_Set.cpp and
  AUD_C-API.cpp. Not sure how it's expected to work, hopefully Joerg will
 see
  the thread and clarify the issue.
 
  On Thu, Aug 27, 2015 at 10:09 AM, Piotr Arlukowicz 
  pio...@polskikursblendera.pl wrote:
 
  Hello,
  after struggling for several hours I'm still unable to compile blender
  again, and, which is worse, I'm unable to understand why. I suspect that
  there are problems with ILM libs - in my system is 6, blender has
 version
  12 but only warning is shown. So I have no better clues what the error
 is.
  A complete compilation log is here:
 
  http://wklej.org/id/1784415/?hl=make
 
  It is a fresh, new install.
  Is anybody so nice to look there and advice?
 
  System:
  CPU~Hexa core Intel Core i7-4930K CPU (-HT-MCP-) clocked at
 Min:1200.000Mhz
  Max:3401.000Mhz Kernel~3.13.0-24-generic x86_64 Up~28 days
  Mem~7090.0/64352.0MB HDD~16259.2GB(48.9% used) Procs~287 Client~Shell
  inxi~1.9.17
 
  ​System is up-to-date, with repos:
  System:Host: hebron Kernel: 3.13.0-24-generic x86_64 (64 bit, gcc:
  4.8.2)
  Desktop: MATE 1.8.1 (Gtk 3.10.8) dm: mdm Distro: Linux Mint
 17
  Qiana
  Repos: Active apt sources in file:
  /etc/apt/sources.list.d/official-package-repositories.list
  deb http://ftp.icm.edu.pl/pub/Linux/dist/linuxmint/packages
  qiana main upstream import
  deb http://extra.linuxmint.com qiana main
  deb http://ubuntu.task.gda.pl/ubuntu trusty main restricted
  universe multiverse
  deb http://ubuntu.task.gda.pl/ubuntu trusty-updates main
  restricted universe multiverse
  deb http://security.ubuntu.com/ubuntu/ trusty-security main
  restricted universe multiverse
  deb http://archive.canonical.com/ubuntu/ trusty partner
  Active apt sources in file:
  /etc/apt/sources.list.d/official-source-repositories.list
  deb-src
 http://ftp.icm.edu.pl/pub/Linux/dist/linuxmint/packages
  qiana main upstream import
  deb-src http://extra.linuxmint.com qiana main
  deb-src http://ubuntu.task.gda.pl/ubuntu trusty main
 restricted
  universe multiverse
  deb-src http://ubuntu.task.gda.pl/ubuntu trusty-updates
 main
  restricted universe multiverse
  deb-src http://security.ubuntu.com/ubuntu/ trusty-security
 main
  restricted universe multiverse
  deb-src http://archive.canonical.com/ubuntu/ trusty partner
 
  thanks in advance!
  pio
  ​
  ​Piotr
  ​ Arlukowicz, BFCT​
 
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[Bf-committers] unable to link blender due to unknown error

2015-08-27 Thread Piotr Arlukowicz
Hello,
after struggling for several hours I'm still unable to compile blender
again, and, which is worse, I'm unable to understand why. I suspect that
there are problems with ILM libs - in my system is 6, blender has version
12 but only warning is shown. So I have no better clues what the error is.
A complete compilation log is here:

http://wklej.org/id/1784415/?hl=make

It is a fresh, new install.
Is anybody so nice to look there and advice?

System:
CPU~Hexa core Intel Core i7-4930K CPU (-HT-MCP-) clocked at Min:1200.000Mhz
Max:3401.000Mhz Kernel~3.13.0-24-generic x86_64 Up~28 days
Mem~7090.0/64352.0MB HDD~16259.2GB(48.9% used) Procs~287 Client~Shell
inxi~1.9.17

​System is up-to-date, with repos:
System:Host: hebron Kernel: 3.13.0-24-generic x86_64 (64 bit, gcc:
4.8.2)
   Desktop: MATE 1.8.1 (Gtk 3.10.8) dm: mdm Distro: Linux Mint 17
Qiana
Repos: Active apt sources in file:
/etc/apt/sources.list.d/official-package-repositories.list
   deb http://ftp.icm.edu.pl/pub/Linux/dist/linuxmint/packages
qiana main upstream import
   deb http://extra.linuxmint.com qiana main
   deb http://ubuntu.task.gda.pl/ubuntu trusty main restricted
universe multiverse
   deb http://ubuntu.task.gda.pl/ubuntu trusty-updates main
restricted universe multiverse
   deb http://security.ubuntu.com/ubuntu/ trusty-security main
restricted universe multiverse
   deb http://archive.canonical.com/ubuntu/ trusty partner
   Active apt sources in file:
/etc/apt/sources.list.d/official-source-repositories.list
   deb-src http://ftp.icm.edu.pl/pub/Linux/dist/linuxmint/packages
qiana main upstream import
   deb-src http://extra.linuxmint.com qiana main
   deb-src http://ubuntu.task.gda.pl/ubuntu trusty main restricted
universe multiverse
   deb-src http://ubuntu.task.gda.pl/ubuntu trusty-updates main
restricted universe multiverse
   deb-src http://security.ubuntu.com/ubuntu/ trusty-security main
restricted universe multiverse
   deb-src http://archive.canonical.com/ubuntu/ trusty partner

thanks in advance!
pio
​
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​ Arlukowicz, BFCT​

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Re: [Bf-committers] Keymap for graph editor

2015-04-08 Thread Piotr Arlukowicz
Please, lets avoid Alt+mouse buttons combinations, because those shortcuts
are used by Linux X-Window system in many Linux distros.
And this collision forces me to redefine Blender keystrokes quite a number
of times everywhere: on a laptop, at work, at home, when I'm in my family,
for students lab, just everywhere I use Blender. The way I'm struggling
with Blender is a fact of a little importance, but keep in mind that you
are talking about default window manager keystrokes and this should not be
taken easily. There is not only windows in the world :)

The most often used shortcuts in linux are: Alt+LMB = move window, Alt+RMB
= resize window, and few different combinations. Imo, enabling this
shortcuts as defaults is a rather bad idea from my point of view.

peace and regards!
piotr


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2015-04-08 16:11 GMT+02:00 Hadrien Brissaud hadris...@gmail.com:

 Hello,

 I rebound a few keys, namely anim.frame_change to alt+lmb - it works on all
 animation editors except graph editor, and adding the hotkey there doesn't
 seem to have any effect. The hotkey looks to be hardcoded ? Does someone
 have insight on this ?

 Thanks,

 Hadrien
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Re: [Bf-committers] Keymap for graph editor

2015-04-08 Thread Piotr Arlukowicz
I think it could be worth to try it. One setting on each system can give me
more than one useful combo key in blender (say in compositor and all other
places where alt+mouse is used).
So, good ideas, thanks!

cheers
piotr


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2015-04-08 18:32 GMT+02:00 gandalf3 zzyx...@gmail.com:

 I've had the same problem.. I found it much easier to rebind the wm's
 shortcuts to Super+LMB.

 It took a little getting used to, but now I quite like it (I guess it
 makes some sense to use the windows key for manipulating windows.. :P).


 On 04/08/15 08:12, Piotr Arlukowicz wrote:
  Please, lets avoid Alt+mouse buttons combinations, because those
 shortcuts
  are used by Linux X-Window system in many Linux distros.
  And this collision forces me to redefine Blender keystrokes quite a
 number
  of times everywhere: on a laptop, at work, at home, when I'm in my
 family,
  for students lab, just everywhere I use Blender. The way I'm struggling
  with Blender is a fact of a little importance, but keep in mind that you
  are talking about default window manager keystrokes and this should not
 be
  taken easily. There is not only windows in the world :)
 
  The most often used shortcuts in linux are: Alt+LMB = move window,
 Alt+RMB
  = resize window, and few different combinations. Imo, enabling this
  shortcuts as defaults is a rather bad idea from my point of view.
 
  peace and regards!
  piotr
 
 
  ​Piotr
  ​ Arlukowicz, BFCT​
 
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  2015-04-08 16:11 GMT+02:00 Hadrien Brissaud hadris...@gmail.com:
 
  Hello,
 
  I rebound a few keys, namely anim.frame_change to alt+lmb - it works on
 all
  animation editors except graph editor, and adding the hotkey there
 doesn't
  seem to have any effect. The hotkey looks to be hardcoded ? Does someone
  have insight on this ?
 
  Thanks,
 
  Hadrien
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Re: [Bf-committers] Multi-View (Stereo 3D) is in Master \o/

2015-04-06 Thread Piotr Arlukowicz
BIG KUDOS to you Dalai and to all of you guys, that was a really huge
commit!
cheers!
pio
​Piotr
​ Arlukowicz, BFCT​

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2015-04-06 16:42 GMT+02:00 Dalai Felinto dfeli...@gmail.com:

 Hm something I forgot to mention on the release log:

 Quadbuffer support is pending until a developer with a
 quadbuffer-friendly graphic board and some understanding of OpenGL
 steps in to help debugging this. At the moment the page-flip mode is
 commented in the RNA.
 (rna_scene.c, look for S3D_DISPLAY_PAGEFLIP)

 The cards that support QUADBUFFER are the ones listed as
 Professional, flicker free, stereo through the
 on board stereo connector:
 http://www.nvidia.com/object/quadro_pro_graphics_boards.html

 Basically we use the same method for the BGE Quadbuffer stereo. So if
 your card can display active stereo from a BGE file it should be
 eligible for this. This should just be working, but it's really hard
 to debug without the hardware at hand.

 (and thanks Jonathan ;) )

 Cheers,
 Dalai
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[Bf-committers] ffmpeg options

2015-03-11 Thread Piotr Arlukowicz
Hello,

is there any possibility or future plans to allow Blender to encode movies
with all ffmpeg options? Things we have already in Output panel for movie
production are very limited and troublesome for ppl who are trying to work
with color spaces conversions.
Recently I received a question about coding movies right in YUV420p
colorspace. Using a typical workflow with rendering from this colorspace to
PNG/RGB frames in RGB and then converting them again to YUV420 in final
pass is a pain.

​Piotr
​ Arlukowicz, BFCT​

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Re: [Bf-committers] Alembic support in Blender

2015-03-03 Thread Piotr Arlukowicz
WOW, that's a long awaited news! Thank you Lucas!!!

what about scons integration? Can I check this out?

regards
Pio

​Piotr
​ Arlukowicz, BFCT​

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2015-03-02 19:24 GMT+01:00 Lukas Tönne lukas.toe...@gmail.com:

 It's about to get real!

 The Gooseberry team would like to start using the new caching system with
 Alembic ASAP. This means that we should make sure Alembic dependencies and
 the library itself can be properly built and linked by Blender. First goal
 is Linux (since we use it in the Blender Institute), but of course it
 should work on all platforms. To avoid confusion i will specify exactly
 which versions we need to use.

 The plan is to first merge the Alembic branch into our gooseberry branch
 for testing and refinement. However, setting up Alembic build systems on
 the official buildbot and release build systems would help avoid future
 problems and smooth out the procedure of merging with master later on.


 As a template for working around build system quirks the usual
 install_deps.sh script is available. This builds the Alembic library on a
 standard Ubuntu 14.10 installation. In addition, it tweaks a couple of
 build files in the Alembic sources in order to disable certain parts that
 have badly defined build scripts (examples, tests) - there may be more
 proper ways of treating these build file issues.

 First a couple of links:

 Official Alembic site:
 http://alembic.io/

 The branch on phabricator:
 https://developer.blender.org/diffusion/B/repository/alembic_pointcache/
 Can be checked out using:
 git clone git://git.blender.org/blender.git -b alembic_pointcache

 The main Alembic section of the install_deps.sh script (see XXX parts ...):

 https://developer.blender.org/diffusion/B/browse/alembic_pointcache/build_files/build_environment/install_deps.sh;1a9c74a3a8fcd4dda3ec2ca09b3fd00e85cb0627$1733

 The Alembic version we use is 1.5.5 (official release), which can be
 checked out using mercurial/hg like so:
 hg clone -u 1_05_05 https://code.google.com/p/alembic/ target dir


 The README.txt file in the Alembic source directory mentions the principle
 build procedure and dependencies.
 https://code.google.com/p/alembic/source/browse/README.txt?name=1_05_05
 All of the mandatory dependencies are already part of the standard Blender
 dependencies in their required versions, so no major additions other than
 Alembic itself should be needed. For reference, here are the required
 dependencies of Alembic with their minimum versions (as stated in their
 README) and the current versions installed by Blender's install_deps.sh
 script:

 Alembic minimum Blender Ubuntu 14.10
 Boost   1.44.0  1.51.0
 IlmBase 1.0.3   2.2.0
 HDF51.8.9   -   1.8.12
 OpenEXR 1.7.1   2.2.0
 zlib(unspecified)   (unspecified)   1.2.8

 HDF5 is entirely optional and can be installed to enable this container
 format for file storage. The branch now uses the Ogawa format by default,
 which seems to have become the new standard backend (and does not need
 additional libraries). The default system version of HDF5 on ubuntu also
 seems to work fine ('libhdf5-7' package).


 Blender itself has 2 new build options:
 WITH_ALEMBIC : Build with Alembic caching support. Currently this is needed
 for the branch to work, otherwise there is no available implementation of
 the cache interface and a number of functions would probably crash trying
 to access a NULL pointer.
 WITH_HDF5 : Optional linking with HDF5. This backend is not used atm, so
 the build option should not be needed.

 New cmake modules FindAlembic.cmake and FindHDF5.cmake have been added to
 simplify setting up library and include paths for Blender builds.


 I would very much appreciate help in ironing out remaining issues and
 getting libraries for OSX and Windows set up.
 Thank you!
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[Bf-committers] blender stop compiling

2014-11-19 Thread Piotr Arlukowicz
Hello,

Could you please advice if something nasty was changed in the sources which
prevents compiling blender? I'm usually compile it once a day, and for few
days it throws erros. Should I set up everything from scratch (or
investigage my system upgrades), or was there some changes which I'm not
aware of?

I'm not intending to make a bugreport yet, maybe you have just some clue
about this. If not then there will be time for stronger actions:

http://www.pasteall.org/55258

regards!
Piotr

Piotr
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Re: [Bf-committers] Error in compile with scons (Linking program == 'makesdna')

2014-11-19 Thread Piotr Arlukowicz
Yes, I've sent this very same error just a second ago to that list. I
thought that this was my bad and system updates, but no.

The same is mine: http://www.pasteall.org/55258

regards
Piotr
Piotr
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2014-11-19 18:06 GMT+01:00 Jefferson Rausseo jeffersonraus...@gmail.com:

 Ubuntu 14.04 with scons

 Version blender: commit cd54f07a3c71ba146542e41c7b3407b287b52b4c

 Error in screen:

 Linking program == 'makesdna'
 /usr/bin/ld: anonymous version tag cannot be combined with other version
 tags
 collect2: error: ld returned 1 exit status
 scons: *** [/home/dani/Programas/blender-git/build/makesdna] Error 1
 scons: building terminated because of errors.
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Re: [Bf-committers] Propose to reduce default feature set (*nix dev builds)

2014-11-13 Thread Piotr Arlukowicz
Let me protest a bit about that idea. I love to compile full-blown blender
right off the bat, having all it's options enabled, with all deps and
plugins. This is something very desirable, to have FULL version of
everything (and not thinking maybe I missed something). So, I understand
the need of shortening compilation process by devs, as it is saving time.
But why not to reverse this proposal then?

Let's do this instead:
- lets define a new limited target for make, say 'make barebone' or
'make-light' or whatever. It is already doable by hand, by -D definitions
and, as Sergey said, most devs already scripted it. So what's the problem?
Let devs use this way of barebone compilation, not the end-users.

As as an end user (and as a wannabe-dev) I would love to have all features
enabled and accessible by default, without any hassle and without the need
of additional configuration steps. Even make-something is non-standard
and should be avoided for casual users. Devs can use all sort of
make-o-magick commands, leaving users undisturbed and letting them
compiling all things by default.

Just my two cents, peace!
regards
Pio


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2014-11-13 17:25 GMT+01:00 Campbell Barton ideasma...@gmail.com:

 On Thu, Nov 13, 2014 at 5:20 PM, Thomas Dinges blen...@dingto.org wrote:
  You'd simply have to type in another command, e.g. make-full instead
  of make.
 
  Come on guys. ;)

 Initial proposal suggests we have a `make release`
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Re: [Bf-committers] Addressing Vertical Tab Concerns

2014-01-15 Thread Piotr Arlukowicz
Thanks, I'm heading there right now! :)

pz
piotr
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-BEGIN GEEK CODE BLOCK-
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P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
y+++
--END GEEK CODE BLOCK--


2014/1/15 Jonathan Williamson jonat...@cgcookie.com

 Hey Piotr, I have replied on the wiki :)

 Jonathan Williamson
 http://cgcookie.com


 On Wed, Jan 15, 2014 at 2:34 PM, Piotr Arlukowicz pio...@gmail.com
 wrote:

  Great! I've added my first question to the discussion subpage on the
 wiki.
  Jonathan, do you remember your idea to detach some panels and have them
  floating on the screen? Is that idea still alive and under consideration?
  That's is my question, put there already. By the way, new tabs are great!
 
  pz
  piotr
  --
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  -BEGIN GEEK CODE BLOCK-
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  GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
  P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
  !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
  t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++
 r+++
  y+++
  --END GEEK CODE BLOCK--
 
 
  2014/1/15 Jonathan Williamson jonat...@cgcookie.com
 
   Hi everyone!
  
   There's been some concerns raised on the new vertical tabs,
 particularly
   pertaining to how they coordinate with other areas of Blender. Some
 have
   also wondered if the feature was really all that well thought out. As
 the
   main lead on the tabs I wanted to try and address most of these
 concerns
  in
   one place. Discussions are happening in many different places and so
 it's
   easy to lose track (what with Phab, BA, IRC, etc).
  
   I have updated my original wiki proposal with a section on *Addressing
  Tab
   Concerns: *
  
  
 
 http://wiki.blender.org/index.php/Dev:Ref/Proposals/UI/Tab-Interface#UI_Proposal:_Tabbed_Interface_for_Screen_Layouts_and_Toolbar
  
   If you have any other concerns I'll be happy to do my best to answer
 them
   and add them to the wiki.
  
   Jonathan Williamson
   http://cgcookie.com
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Re: [Bf-committers] Twenty years ago!

2013-12-29 Thread Piotr Arlukowicz
Every journey has the first step!
Thank you Ton, you never stopped this, and HUGE thanks you've made it Open
and Free! KUDOS!


pz
piotr
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!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
y+++
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2013/12/27 Ton Roosendaal t...@blender.org

 Hi all,

 I’ve managed to find the oldest backup of Blender, a snapshot of the first
 code I wrote to start a new project to replace the in-house tool “Traces”.
 Check the code blog for more info, including the code itself. :)


 http://code.blender.org/index.php/2013/12/how-blender-started-twenty-years-ago/

 -Ton-

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



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Re: [Bf-committers] What is a UV Texture ? (definition wanted)

2013-12-15 Thread Piotr Arlukowicz
I'm not really sure that this is not a relict, but for sure it is a slang,
a shortcut and it works even today and remains somehow usable. Full but
short version is UV Mapped Texture, which means the same as you've
pointed out in the definition.
By the way what would be another short term to replace UV Texture?

pz
piotr
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P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
y+++
--END GEEK CODE BLOCK--


2013/12/15 Gaia gaia.cl...@machinimatrix.org

 Hi;

 I am trying to rework the documentation for UV Maps in the blender wiki.
 I found a lot of references to the term UV Texture but i could not find
 any definition what a UV Texture is.

  From the context i guess this is true:

 /A UV Texture is a (image- or procedural-) texture that is mapped //
 //to the surface of a 3D object by use of a UV Map/

 Can someone please approve/improve/correct this definition ?
 Or ... maybe the term UV Texture is just a relict from the ancients
 and should be avoided nowadays ?

 Thanks,
 Gaia
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Re: [Bf-committers] What is a UV Texture ? (definition wanted)

2013-12-15 Thread Piotr Arlukowicz
WOW! :) (Sorry, I had to.)

pz
piotr
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!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
y+++
--END GEEK CODE BLOCK--


2013/12/15 Bastien Montagne montagn...@wanadoo.fr

 Hmmm… I think UVTexture is a given image that is attached to a given
 face for a given UVMap, in Blender (the one you see in Texture view, the
 one you also have below your map in the UV/Image Editor, etc.). It is
 not related to material.

 Code-wise, you have two CD layers, CD_MLOOPUV which represent an UVMap
 (i.e. 2D coordinates per vertex per face), and CD_MTEXPOLY, which links
 each polygon to a given image. Blender will use images from an MTEXPOLY
 of a given name together with coordinates from an MLOOPUV of the same
 name, which forms an UVTexture.

 At least, that’s how I see things… ;)

 On 15/12/2013 13:52, Gaia wrote:
  Hi;
 
  I am trying to rework the documentation for UV Maps in the blender wiki.
  I found a lot of references to the term UV Texture but i could not find
  any definition what a UV Texture is.
 
From the context i guess this is true:
 
  /A UV Texture is a (image- or procedural-) texture that is mapped //
  //to the surface of a 3D object by use of a UV Map/
 
  Can someone please approve/improve/correct this definition ?
  Or ... maybe the term UV Texture is just a relict from the ancients
  and should be avoided nowadays ?
 
  Thanks,
  Gaia
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Re: [Bf-committers] blender do not updates from git

2013-12-11 Thread Piotr Arlukowicz
Sorry for that, but still not good, even with --all-static. I've run with
static, then without it, and now libHalf.a was found, but the process
failed here:

Compiling == 'buildinfo.c'
scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Source
`/home/piotao/blender-git/deps/openexr/lib/libIlmImf-2_1.a' not found,
needed by target `/home/piotao/blender-git/build/linux/bin/blender'.
scons: building terminated because of errors.

Here's the list of files in openexr:
-rw-r--r-- 1 piotao users 1820686 gru 11 11:55 libIlmImf-2_1.so.21.0.0
lrwxrwxrwx 1 piotao users  23 gru 11 11:55 libIlmImf-2_1.so.21 -
libIlmImf-2_1.so.21.0.0
lrwxrwxrwx 1 piotao users  19 gru 11 11:55 libIlmImf-2_1.so -
libIlmImf-2_1.so.21
drwxr-xr-x 2 piotao users4096 gru 11 11:55 pkgconfig/
-rw-r--r-- 1 piotao users 843 gru 11 11:55 libImath-2_1.la
-rw-r--r-- 1 piotao users  124394 gru 11 11:55 libImath-2_1.a
-rw-r--r-- 1 piotao users 863 gru 11 11:55 libIlmThread-2_1.la
-rw-r--r-- 1 piotao users   46938 gru 11 11:55 libIlmThread-2_1.a
-rw-r--r-- 1 piotao users 853 gru 11 11:55 libIexMath-2_1.la
-rw-r--r-- 1 piotao users   22328 gru 11 11:55 libIexMath-2_1.a
-rw-r--r-- 1 piotao users 833 gru 11 11:55 libIex-2_1.la
-rw-r--r-- 1 piotao users  346080 gru 11 11:55 libIex-2_1.a
-rw-r--r-- 1 piotao users 818 gru 11 11:55 libHalf.la
-rw-r--r-- 1 piotao users  268492 gru 11 11:55 libHalf.a

​regards​
piotr
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Re: [Bf-committers] State of VS2012 support...

2013-12-11 Thread Piotr Arlukowicz
​Hi ​Jürgen,

I'm struggling with compiling Blender using scons, could you please show
your user-config.py file? Maybe I have something wrong.

​regards​
piotr
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P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
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Re: [Bf-committers] State of VS2012 support...

2013-12-11 Thread Piotr Arlukowicz
For me it does not work, I'm compiling under Linux Mint 16.


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Re: [Bf-committers] State of VS2012 support...

2013-12-11 Thread Piotr Arlukowicz
Hi Sergey,
Thank you for your patience. OK, here's the link:
http://www.pasteall.org/47958

At the start I put my user-config.py file, and provide a command with
install-deps.sh script. All done on fresh git pull according to WIKI for
general linux system. My system is Mate Mint 16 x64, upgraded.

Compilation fails at the same place:

Compiling == 'creator.c'
Compiling == 'buildinfo.c'
scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Source
`/home/piotao/blender-git/deps/openexr/lib/libHalf.a' not found, needed by
target `/home/piotao/blender-git/build/linux/bin/blender'.
scons: building terminated because of errors.

The whole content of deps directory: http://www.pasteall.org/47959

pz
piotr
--
Piotr Arlukowicz
-BEGIN GEEK CODE BLOCK-
Version: 3.1
GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
y+++
--END GEEK CODE BLOCK--
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Re: [Bf-committers] State of VS2012 support...

2013-12-11 Thread Piotr Arlukowicz
 Piotr, please stop polluting this thread, which is about windows builds,
esp. as you already have one!

I'm very sorry! Good luck with bug hunting and thanks for your hard work!

pz
piotr
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Re: [Bf-committers] blender do not updates from git

2013-12-11 Thread Piotr Arlukowicz
Dear Bastien,

yes, I did fresh start-over, pulling all from git from scratch, and
installing and compiling dependencies. It seems that now it is working, but
unfortunately there was splash.png.c cut by half. I copied
blender/release/datafiles/splash.png from an older svn repo. Although the
size of the files were the same, restarting compilation worked well.

The error with image is here.

Compiling == 'bfont.ttf.c'
Compiling == 'bmonofont.ttf.c'
Compiling == 'splash.png.c'
/home/piotao/blender-git/build/linux/data_sources/splash.png.c:3527:2:
error: expected expression at end of input
  53,143,223, 83,242,197, 23,154, 92,221,114,252, 55, 63, 80,144, 37,134,
79,253,219,140,213,150,175,212,173,173,111,196,
  ^
scons: *** [/home/piotao/blender-git/build/linux/data_sources/splash.png.o]
Error 1
scons: building terminated because of errors.


After that if failed again with:

Linking program == 'blender'
/usr/bin/ld: cannot find -lyaml-cpp
/usr/bin/ld: cannot find -ltinyxml
collect2: error: ld returned 1 exit status
scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Error 1
scons: building terminated because of errors.

This is probably due to the lack of some libs which are not installed in my
system. I'll look into this tomorrow :)
Thank you for help and for all repairs.



pz
piotr
--
Piotr Arlukowicz
-BEGIN GEEK CODE BLOCK-
Version: 3.1
GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
y+++
--END GEEK CODE BLOCK--


2013/12/11 Bastien Montagne montagn...@wanadoo.fr

 Hi Piotr,

 Could you test with the latest master? Both scons and CMake should work
 now (crossing fingers…). Please *do not* use anymore --all-static, this
 is broken now (and not sure I will find a way to make it work again).

 On 11/12/2013 14:07, Piotr Arlukowicz wrote:
  Sorry for that, but still not good, even with --all-static. I've run with
  static, then without it, and now libHalf.a was found, but the process
  failed here:
 
  Compiling == 'buildinfo.c'
  scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Source
  `/home/piotao/blender-git/deps/openexr/lib/libIlmImf-2_1.a' not found,
  needed by target `/home/piotao/blender-git/build/linux/bin/blender'.
  scons: building terminated because of errors.
 
  Here's the list of files in openexr:
  -rw-r--r-- 1 piotao users 1820686 gru 11 11:55 libIlmImf-2_1.so.21.0.0
  lrwxrwxrwx 1 piotao users  23 gru 11 11:55 libIlmImf-2_1.so.21 -
  libIlmImf-2_1.so.21.0.0
  lrwxrwxrwx 1 piotao users  19 gru 11 11:55 libIlmImf-2_1.so -
  libIlmImf-2_1.so.21
  drwxr-xr-x 2 piotao users4096 gru 11 11:55 pkgconfig/
  -rw-r--r-- 1 piotao users 843 gru 11 11:55 libImath-2_1.la
  -rw-r--r-- 1 piotao users  124394 gru 11 11:55 libImath-2_1.a
  -rw-r--r-- 1 piotao users 863 gru 11 11:55 libIlmThread-2_1.la
  -rw-r--r-- 1 piotao users   46938 gru 11 11:55 libIlmThread-2_1.a
  -rw-r--r-- 1 piotao users 853 gru 11 11:55 libIexMath-2_1.la
  -rw-r--r-- 1 piotao users   22328 gru 11 11:55 libIexMath-2_1.a
  -rw-r--r-- 1 piotao users 833 gru 11 11:55 libIex-2_1.la
  -rw-r--r-- 1 piotao users  346080 gru 11 11:55 libIex-2_1.a
  -rw-r--r-- 1 piotao users 818 gru 11 11:55 libHalf.la
  -rw-r--r-- 1 piotao users  268492 gru 11 11:55 libHalf.a
 
  ​regards​
  piotr
  --
  Piotr Arlukowicz
  -BEGIN GEEK CODE BLOCK-
  Version: 3.1
  GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
  P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
  !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
  t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++
 r+++
  y+++
  --END GEEK CODE BLOCK--
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Re: [Bf-committers] blender do not updates from git

2013-12-11 Thread Piotr Arlukowicz
YEAH, after installing necessary libs, the compilation was finished
successfull!!! Thank you a lot!!! :)


pz
piotr
--
Piotr Arlukowicz
-BEGIN GEEK CODE BLOCK-
Version: 3.1
GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
y+++
--END GEEK CODE BLOCK--


2013/12/12 Piotr Arlukowicz pio...@gmail.com

 Dear Bastien,

 yes, I did fresh start-over, pulling all from git from scratch, and
 installing and compiling dependencies. It seems that now it is working, but
 unfortunately there was splash.png.c cut by half. I copied
 blender/release/datafiles/splash.png from an older svn repo. Although the
 size of the files were the same, restarting compilation worked well.

 The error with image is here.

 Compiling == 'bfont.ttf.c'
 Compiling == 'bmonofont.ttf.c'
 Compiling == 'splash.png.c'
 /home/piotao/blender-git/build/linux/data_sources/splash.png.c:3527:2:
 error: expected expression at end of input
   53,143,223, 83,242,197, 23,154, 92,221,114,252, 55, 63, 80,144, 37,134,
 79,253,219,140,213,150,175,212,173,173,111,196,
   ^
 scons: ***
 [/home/piotao/blender-git/build/linux/data_sources/splash.png.o] Error 1

 scons: building terminated because of errors.


 After that if failed again with:

 Linking program == 'blender'
 /usr/bin/ld: cannot find -lyaml-cpp
 /usr/bin/ld: cannot find -ltinyxml
 collect2: error: ld returned 1 exit status
 scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Error 1

 scons: building terminated because of errors.

 This is probably due to the lack of some libs which are not installed in
 my system. I'll look into this tomorrow :)
 Thank you for help and for all repairs.



  pz
 piotr
 --
 Piotr Arlukowicz
 -BEGIN GEEK CODE BLOCK-
 Version: 3.1
 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
 P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
 !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
 t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
 y+++
 --END GEEK CODE BLOCK--


 2013/12/11 Bastien Montagne montagn...@wanadoo.fr

 Hi Piotr,

 Could you test with the latest master? Both scons and CMake should work
 now (crossing fingers…). Please *do not* use anymore --all-static, this
 is broken now (and not sure I will find a way to make it work again).

 On 11/12/2013 14:07, Piotr Arlukowicz wrote:
  Sorry for that, but still not good, even with --all-static. I've run
 with
  static, then without it, and now libHalf.a was found, but the process
  failed here:
 
  Compiling == 'buildinfo.c'
  scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Source
  `/home/piotao/blender-git/deps/openexr/lib/libIlmImf-2_1.a' not found,
  needed by target `/home/piotao/blender-git/build/linux/bin/blender'.
  scons: building terminated because of errors.
 
  Here's the list of files in openexr:
  -rw-r--r-- 1 piotao users 1820686 gru 11 11:55 libIlmImf-2_1.so.21.0.0
  lrwxrwxrwx 1 piotao users  23 gru 11 11:55 libIlmImf-2_1.so.21 -
  libIlmImf-2_1.so.21.0.0
  lrwxrwxrwx 1 piotao users  19 gru 11 11:55 libIlmImf-2_1.so -
  libIlmImf-2_1.so.21
  drwxr-xr-x 2 piotao users4096 gru 11 11:55 pkgconfig/
  -rw-r--r-- 1 piotao users 843 gru 11 11:55 libImath-2_1.la
  -rw-r--r-- 1 piotao users  124394 gru 11 11:55 libImath-2_1.a
  -rw-r--r-- 1 piotao users 863 gru 11 11:55 libIlmThread-2_1.la
  -rw-r--r-- 1 piotao users   46938 gru 11 11:55 libIlmThread-2_1.a
  -rw-r--r-- 1 piotao users 853 gru 11 11:55 libIexMath-2_1.la
  -rw-r--r-- 1 piotao users   22328 gru 11 11:55 libIexMath-2_1.a
  -rw-r--r-- 1 piotao users 833 gru 11 11:55 libIex-2_1.la
  -rw-r--r-- 1 piotao users  346080 gru 11 11:55 libIex-2_1.a
  -rw-r--r-- 1 piotao users 818 gru 11 11:55 libHalf.la
  -rw-r--r-- 1 piotao users  268492 gru 11 11:55 libHalf.a
 
  ​regards​
  piotr
  --
  Piotr Arlukowicz
  -BEGIN GEEK CODE BLOCK-
  Version: 3.1
  GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
  P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++
 o--?
  !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y
 PGP+
  t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++
 r+++
  y+++
  --END GEEK CODE BLOCK--
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Re: [Bf-committers] blender do not updates from git

2013-12-10 Thread Piotr Arlukowicz
Thank you!
I got to the page http://developer.blender.org/diffusion/B/ where I
performed all instructions, with no errors. Then I enter to blender
directory, put my config in user-config.py (worked in svn version), and run
the command python scons/scons.py. The compilation started and broke at the
error:

Compiling == 'writeffmpeg.c'
source/blender/blenkernel/intern/writeffmpeg.c:42:34: fatal error:
libavformat/avformat.h: Nie ma takiego pliku ani katalogu
 #include libavformat/avformat.h
  ^
compilation terminated.
scons: ***
[/home/piotao/blender-git/build/linux/source/blender/blenkernel/intern/writeffmpeg.o]
Error 1
scons: building terminated because of errors.


It's obvious that I should provide libs, extensions and addons to the
project, but they are now in diffrent git repos and I found nowhere the
explanation how to incorporate them and where to put them. So, should I put
them along with blender dir, as for svn versions and configure scons or
cmake to use all paths etc?

If yes, then to compile the whole blender, there should be more commands
given, and this maybe should be put on WIKI page.

So, my knowledge is based on hints from you and now I did:

git clone git://git.blender.org/blender.gitcd blender
git submodule update --init --recursive
git submodule foreach git checkout master
git submodule foreach git pull --rebase origin master

-- Here should be some commands to fetch/pull/get/whatever all
required things like addons, extensions, etc.

and here goes some configuration and compilation stuff.
Could somebody be so nice and provide me with the missing information?
I think this should also be put to WIKI and I can do it if I manage to
get the control of the process.


pz
piotr
--
Piotr Arlukowicz
-BEGIN GEEK CODE BLOCK-
Version: 3.1
GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
y+++
--END GEEK CODE BLOCK--


2013/12/8 Scott Petrovic scottpetro...@gmail.com

 correct. You should be going here to get the latest code for different
 repositories

 http://developer.blender.org/diffusion/

 Scott


 On Sun, Dec 8, 2013 at 10:55 AM, Nicholas Rishel rishel.n...@gmail.com
 wrote:

  Looks like that's a mirror the old SVN repository which is no longer
  committed to.
 
 
  On Sun, Dec 8, 2013 at 10:12 AM, Piotr Arlukowicz pio...@gmail.com
  wrote:
 
   Dear Brecht,
  
   thank you for the answer. The log is quite short, but let me paste it
 to
   pasteall: http://www.pasteall.org/47889
  
   Also git pull -v returns just this:
   $ git pull -v
   From git://gitorious.org/blenderprojects/blender
= [up to date]  master - origin/master
= [up to date]  blender.fi - origin/blender.fi
= [up to date]  renderfarm - origin/renderfarm
  
   I am not yet git-oriented and can't find the clue.
  
  
  
   pz
   piotr
   --
   Piotr Arlukowicz
   -BEGIN GEEK CODE BLOCK-
   Version: 3.1
   GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
   P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++
 o--?
   !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y
 PGP+
   t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++
  r+++
   y+++
   --END GEEK CODE BLOCK--
  
  
   2013/12/8 Brecht Van Lommel brechtvanlom...@pandora.be
  
Did you perhaps check out a branch? You can check which branch you
 are
on with git branch, and go back to the master branch with git
checkout master.
   
If that doesn't help, you could paste the output of these commands,
 so
we get a sense of what is going on in this setup:
git branch -a
git remote -v
git fetch origin
   
Brecht.
   
On Sun, Dec 8, 2013 at 1:46 PM, Piotr Arlukowicz pio...@gmail.com
   wrote:
 Hello,

 I'm unable to get newer versions of Blender using instructions from
   wiki
 page:
  http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux

 I used to build Blender with scons (cmake also, but I prefer
 scons),
   and
 with svn repo it was easy - only svn up was required. I managed to
  set
   up
 everything like in WIKI page for git, and first time compilation
 went
well,
 but now I can't update repo. Simple command 'git pull' says it's
   already
up
 to date, and there are no changes anywhere.
 So, I'm doing something wrong, could you point me a right
 direction?

 best regards and thank you for all your hard work!
 piotr
 --
 Piotr Arlukowicz
 -BEGIN GEEK CODE BLOCK-
 Version: 3.1
 GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$
   ULAVISC*()$+++$
 P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++
 N(+)++
   o--?
 !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS

Re: [Bf-committers] blender do not updates from git

2013-12-10 Thread Piotr Arlukowicz
Thank you Brecht!

It seems to be really up to date, that's good. However, after I followed
the procedure and the compilation suddenly fails. At least git updates are
working!

I did fresh install of everything related to blender.
My setup is the following:

install_deps.sh file has the following config paths (changed by me as said
in instructions):

DISTRO=mint-piotao
RPM=
SRC=$HOME/blender-git/deps
INST=$HOME/blender-git/install
TMP=/tmp

So, deps dir is inside my blender-git folder.

I followed instructions from wiki, and I've prepare my own user-defs.py
file. Here it is:

BF_FFMPEG_LIB = 'avformat avcodec swscale avutil avdevice theoradec
theoraenc theora vorbisenc vorbisfile vorbis ogg xvidcore vpx mp3lame x264
openjpeg'
BF_FFMPEG = '/home/piotao/blender-git/install/ffmpeg'
BF_OIIO = '/home/piotao/blender-git/install/oiio'
BF_OPENEXR_LIB_STATIC = '/lib/libHalf.a /lib/libIlmImf-2_1.a
/lib/libIex-2_1.a /lib/libImath-2_1.a /lib/libIlmThread-2_1.a'
BF_OPENEXR_LIB = 'Half IlmImf-2_1 Iex-2_1 Imath-2_1 '
BF_OPENEXR = '/home/piotao/blender-git/install/openexr'
WITH_BF_BOOST = True
WITH_BF_COLLADA = False
WITH_BF_CYCLES = True
WITH_BF_OCIO = True
WITH_BF_OIIO = True
WITH_BF_STATICOCIO = True
WITH_BF_STATICOPENEXR = True

I've run usual compilation using python scons/scons.py from blender dir.
Much of the process was done, but it finally fails. I think it is due to
/lib/ paths which should be diffrent.

Error I've got:

scons: `/home/piotao/blender-git/build/linux/lib/libextern_lzma.a' is up to
date.
scons: `/home/piotao/blender-git/build/linux/lib/libextern_carve.a' is up
to date.
scons: `/home/piotao/blender-git/build/linux/lib/libextern_xdnd.a' is up to
date.
Compiling == 'creator.c'
Compiling == 'buildinfo.c'
scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Source
`/lib/libHalf.a' not found, needed by target
`/home/piotao/blender-git/build/linux/bin/blender'.
scons: building terminated because of errors.

I analyzed install_deps.sh script, but there was no place where proper
paths were set. I don't know how to set up proper path for libs like
ILMbase, which seems to be a core of the problem. Am I right?
How can I repair this setup to run it smoothly?


pz
piotr
--
Piotr Arlukowicz
-BEGIN GEEK CODE BLOCK-
Version: 3.1
GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
y+++
--END GEEK CODE BLOCK--


2013/12/10 Brecht Van Lommel brechtvanlom...@pandora.be

 Hi,

 The instructions here should be up to date:
 http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux

 The git submodule will get you addons and translations, but not any
 libraries. There hasn't been a lib/ directory for linux for a long
 time, it was removed. Maybe you were still using it somehow, and
 copying that directory from a blender-svn to a blender-git directory
 may work still, but it's not really a supported workflow.

 The build instructions explain how to use install_deps.sh to install
 dependencies linux ffmpeg, and when it's done building them it will
 give you the scons configuration to put in user-config.py.

 Brecht.


 On Tue, Dec 10, 2013 at 2:41 PM, Piotr Arlukowicz pio...@gmail.com
 wrote:
  Thank you!
  I got to the page http://developer.blender.org/diffusion/B/ where I
  performed all instructions, with no errors. Then I enter to blender
  directory, put my config in user-config.py (worked in svn version), and
 run
  the command python scons/scons.py. The compilation started and broke at
 the
  error:
 
  Compiling == 'writeffmpeg.c'
  source/blender/blenkernel/intern/writeffmpeg.c:42:34: fatal error:
  libavformat/avformat.h: Nie ma takiego pliku ani katalogu
   #include libavformat/avformat.h
^
  compilation terminated.
  scons: ***
 
 [/home/piotao/blender-git/build/linux/source/blender/blenkernel/intern/writeffmpeg.o]
  Error 1
  scons: building terminated because of errors.
 
 
  It's obvious that I should provide libs, extensions and addons to the
  project, but they are now in diffrent git repos and I found nowhere the
  explanation how to incorporate them and where to put them. So, should I
 put
  them along with blender dir, as for svn versions and configure scons or
  cmake to use all paths etc?
 
  If yes, then to compile the whole blender, there should be more commands
  given, and this maybe should be put on WIKI page.
 
  So, my knowledge is based on hints from you and now I did:
 
  git clone git://git.blender.org/blender.gitcd blender
  git submodule update --init --recursive
  git submodule foreach git checkout master
  git submodule foreach git pull --rebase origin master
 
  -- Here should be some commands to fetch/pull/get/whatever all
  required things like addons, extensions, etc.
 
  and here goes some

Re: [Bf-committers] blender do not updates from git

2013-12-10 Thread Piotr Arlukowicz
​Thank you Bastien!

I've done new start from scratch. I pulled all from repo, ran install_deps
script and ​noticed that there is something wrong apparently with the
script. Look at the command line:

$ install_deps.sh --source ~/blender-git/depssrc --install
~/blender-git/deps --threads=7 --with-all --skip-opencollada --skip-osl

There is skip-collada and osl, but no definitions about this were made in
resulting variables. I can change them by myself. Here is the result of the
script. With collada and osl on, it fails with the compilation, but this is
not a problem for me as I don't need them.

WITH_BF_OCIO = True
WITH_BF_STATICOCIO = True
BF_OPENEXR = '/home/piotao/blender-git/deps/openexr'
BF_OPENEXR_LIB = 'Half IlmImf-2_1 Iex-2_1 Imath-2_1 '
BF_OPENEXR_LIB_STATIC = '${BF_OPENEXR}/lib/libHalf.a
${BF_OPENEXR}/lib/libIlmImf-2_1.a ${BF_OPENEXR}/lib/libIex-2_1.a
${BF_OPENEXR}/lib/libImath-2_1.a ${BF_OPENEXR}/lib/libIlmThread-2_1.a'
WITH_BF_STATICOPENEXR = True
WITH_BF_OIIO = True
BF_OIIO = '/home/piotao/blender-git/deps/oiio'
WITH_BF_CYCLES = True
WITH_BF_BOOST = True
WITH_BF_COLLADA = True
BF_FFMPEG = '/home/piotao/blender-git/deps/ffmpeg'
BF_FFMPEG_LIB = 'avformat avcodec swscale avutil avdevice theoradec
theoraenc theora vorbisenc vorbisfile vorbis ogg xvidcore vpx mp3lame x264
openjpeg'

After I changed apropriate lines, I run compilation​. It fails at the same
place:

Compiling == 'buildinfo.c'
scons: *** [/home/piotao/blender-git/build/linux/bin/blender] Source
`/home/piotao/blender-git/deps/openexr/lib/libHalf.a' not found, needed by
target `/home/piotao/blender-git/build/linux/bin/blender'.
scons: building terminated because of errors.

​Then I added your hack with path in variable​ ${BF_OPENEXR} to
user-config.py. Still no luck. I've looked to the  deps/openexr/lib
directory, and there were a lot of files, but libHalf.a was missing. They
was only libHalf.la file, which is obviously something different. Maybe I
can generate this libHalf.a file by hand?

pz
piotr
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[Bf-committers] blender do not updates from git

2013-12-08 Thread Piotr Arlukowicz
Hello,

I'm unable to get newer versions of Blender using instructions from wiki
page: http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux

I used to build Blender with scons (cmake also, but I prefer scons), and
with svn repo it was easy - only svn up was required. I managed to set up
everything like in WIKI page for git, and first time compilation went well,
but now I can't update repo. Simple command 'git pull' says it's already up
to date, and there are no changes anywhere.
So, I'm doing something wrong, could you point me a right direction?

​best regards and thank you for all your hard work!​
piotr
--
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-BEGIN GEEK CODE BLOCK-
Version: 3.1
GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
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Re: [Bf-committers] blender do not updates from git

2013-12-08 Thread Piotr Arlukowicz
Dear Brecht,

thank you for the answer. The log is quite short, but let me paste it to
pasteall: http://www.pasteall.org/47889

Also git pull -v returns just this:
$ git pull -v
From git://gitorious.org/blenderprojects/blender
 = [up to date]  master - origin/master
 = [up to date]  blender.fi - origin/blender.fi
 = [up to date]  renderfarm - origin/renderfarm

I am not yet git-oriented and can't find the clue.



pz
piotr
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GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
y+++
--END GEEK CODE BLOCK--


2013/12/8 Brecht Van Lommel brechtvanlom...@pandora.be

 Did you perhaps check out a branch? You can check which branch you are
 on with git branch, and go back to the master branch with git
 checkout master.

 If that doesn't help, you could paste the output of these commands, so
 we get a sense of what is going on in this setup:
 git branch -a
 git remote -v
 git fetch origin

 Brecht.

 On Sun, Dec 8, 2013 at 1:46 PM, Piotr Arlukowicz pio...@gmail.com wrote:
  Hello,
 
  I'm unable to get newer versions of Blender using instructions from wiki
  page: http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Linux
 
  I used to build Blender with scons (cmake also, but I prefer scons), and
  with svn repo it was easy - only svn up was required. I managed to set up
  everything like in WIKI page for git, and first time compilation went
 well,
  but now I can't update repo. Simple command 'git pull' says it's already
 up
  to date, and there are no changes anywhere.
  So, I'm doing something wrong, could you point me a right direction?
 
  best regards and thank you for all your hard work!
  piotr
  --
  Piotr Arlukowicz
  -BEGIN GEEK CODE BLOCK-
  Version: 3.1
  GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
  P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
  !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
  t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++
 r+++
  y+++
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Re: [Bf-committers] blendercasts reloaded...

2013-11-23 Thread Piotr Arlukowicz
You know what, I would love in fact to have a small subset of the feature
you've mentioned.

My dream is to have a possibility to quick record a simple macros, and
repeat them (like in VIM for example). This will be very helpful with each
workflow, where some buttons have to be pressed in the same order, etc. You
name it.

Now it seems we aren't so far from this - we have info windows with some
commands already expressed in python, we can put them by hand to a file for
execution later, we have contextual selections, etc. The only think we
don't have yet is to being able to press a record operations button, and
let they be collected in text editor for later use. Problems here arises
also, but they are relatively smaller than making your first idea. But
maybe we can ask somebody experienced to think about such simple
'macro-recorder'?

Or maybe it already exists?


pz
piotr
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GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
y+++
--END GEEK CODE BLOCK--


2013/11/23 blenderleo blender...@gmx.de

 Macros sound interesting, and the function is close to the idea of
 blendercast.

 Does a script (addon) have access to the latest operations (and their
 settings!)?
 If every op is recognized by the script and stored in a way like
 bpy.ops. ..., then each op could be redone easily, I think.
 I'll trust in the dev's opinion ;)

 Am 23.11.2013 17:41, schrieb patrick boelens:
  A long, long time ago I remember there being a discussion about macro's
 in Blender. Iirc the core concept of those was the same: allow a user to
 record a set of actions and replay them.
 
  To me it seems like the proposed Blendercast would rely heavily on such
 a feature. If macros ever get developed in the future, this may be
 something to keep in kind. For example, they could be extended to allow
 saving to and loading from files (i.e.: boxModelHouse.macro), jumping to a
 particular time or step, setting a playback speed and show the name and
 parameters of the action being performed in real-time (i.e.: Extrude face
 (0, 0, -0.5), Scale face (0.2, 0.2, 0.2)).
 
  Perhaps something like that would be a more feasible alternative. It
 could then be used as an addition to tutorials for instance, both written
 and screencasted, as well as having a wider use-case.
 
  Just my two cents.
 
  -Patrick
 
  From: brechtvanlom...@pandora.be
  Date: Sat, 23 Nov 2013 17:11:59 +0100
  To: bf-committers@blender.org
  Subject: Re: [Bf-committers] blendercasts reloaded...
 
  On Sat, Nov 23, 2013 at 4:44 PM, Gaia gaia.cl...@machinimatrix.org
 wrote:
  On 23.11.2013 15:30, Brecht Van Lommel wrote:
  For me the reasons not to do this are:
 
  * It shifts work from tutorial makers to developers, and it's the
  developers that are already the bottleneck at the moment, we have many
  people making tutorials. So developer time seems a more rare resource
  at the moment.
  I am not sure why this would shift work from tutorial makers to
 developers.
  Or do you mean creating this tool would need developer resources ?
  Otherwise why would tutorial makers not use such a tool ? Its not so
  different
  to use compared to creating screen casts ...
  I think you would want to implement this feature to make it easier for
  people to make tutorials or to help them make better tutorials? So
  basically that means you will have developers spending time helping
  out by implementing this feature (which is really complex), and it
  seems like those resources would be best spent elsewhere.
 
  * I have never seen such a system done well in other applications, the
  few times I've come across it, it's always been pretty frustrating.
  What made these tools frustrating ? Is this a bad concept or did you
  only step
  into tools which had it badly implemented ?
  I'm not sure why, maybe it's just a coincidence and there are
  applications (of Blender's complexity) out there that do this very
  well.
  This actually keeps me on track :) Actually this is a good argument for
  continue thinking about how it could be done better :)
  My guess is that it is a bad concept because it's a fragile high tech
  solution to a problem that already has a proven low tech solution
  (video tutorials), where the tutorial creator has more control by
  being able to take their recorded video into a video editor to cut and
  enhance it, without working within the inevitable limitations of a
  solution like blendercast.
 
  Brecht.

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [61096] trunk/blender/source/gameengine: BGE: Cleaning up the BGE' s physics code and removing KX_IPhysicsController and KX_Bullet

2013-11-04 Thread Piotr Arlukowicz
Confirmed, but I have a bit diffrent error:

Compiling == 'RAS_OpenGLRasterizer.cpp'
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp:56:22:
fatal error: BLF_api.h: Nie ma takiego pliku ani katalogu
compilation terminated.
scons: ***
[/mnt/sdb1/store/work/blender-svn/build/linux/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.o]
Error 1
scons: building terminated because of errors.


The file BLF_api.h is in source/blender/blenfont directory (strange
dependence?), but symbolic link to this file I've created won't help,
causing another error, this time Value.h is not found (but it is present in
source/gameengine/Expressions):

Compiling == 'RAS_OpenGLRasterizer.cpp'
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp:61:19:
fatal error: Value.h: Nie ma takiego pliku ani katalogu
compilation terminated.
scons: ***
[/mnt/sdb1/store/work/blender-svn/build/linux/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.o]
Error 1
scons: building terminated because of errors.

Linking it also, won't help, because there are more such files. I can try
to link all of them, but this is ugly hack and not a proper solution at
all. But I don't know how to enable this path to -I compiler directive
using scons :(


pz
piotr
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GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
y+++
--END GEEK CODE BLOCK--


2013/11/4 Thomas Dinges blen...@dingto.org

 Hi,
 after all these commits, I cannot builds BGE anymore. (Win x64, scons,
 msvc 2008).

 d:\blender_dev\code\trunk\source\gameengine\rasterizer\RAS_Polygon.h(39)
 : error
   C2871: 'std': Es ist kein Namespace mit diesem Namen vorhanden

 ...

 scons: ***
 [D:\blender_dev\code\build\trunk\source\gameengine\Rasterizer\RAS_Pol
 ygon.obj] Error 2

 source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_OpenGLRasterizer.cpp(56)
 :
   fatal error C1083: Datei (Include) kann nicht geöffnet werden:
 BLF_api.h: No
 such file or directory
 scons: ***
 [D:\blender_dev\code\build\trunk\source\gameengine\Rasterizer\RAS_Ope
 nGLRasterizer\RAS_OpenGLRasterizer.obj] Error 2
 scons: building terminated because of errors.

 Thomas

 Am 04.11.2013 20:22, schrieb Mitchell Stokes:
  Revision: 61096
 
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=61096
  Author:   moguri
  Date: 2013-11-04 19:22:47 + (Mon, 04 Nov 2013)
  Log Message:
  ---
  BGE: Cleaning up the BGE's physics code and removing
 KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use
 PHY_IPhysicsController, which removes a lot of duplicate code.

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[Bf-committers] subsurf directional

2013-10-30 Thread Piotr Arlukowicz
Hey all,
greetings after awesome bcon13, and salute to all your hard work!

Just a quick question, will it be hard to improve the subdivision surface
by adding a local x/y/z direction in cuts? This would allow to make a
subsurf which is cutting only on selected axis, which seems reasonably
fair. Now it works in xyz directions.
I know it's not gonna be happen before opensubdiv, but that's just a
question, maybe it's quite easy to look at it for a moment?

pz
piotr
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!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
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Re: [Bf-committers] Server maintenance

2013-10-23 Thread Piotr Arlukowicz
NICE! Looking at this red thingy I'm asking myself, why not to use TNT? :)

pz
piotr
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GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
y+++
--END GEEK CODE BLOCK--


2013/10/23 Sergey Sharybin sergey@gmail.com

 Hi,

 In around half of hour Ton brings me to our data center to replace some
 really old hardware and do other maintenance which is needed to make
 blender.org sites running smoother.

 We expect some downtime of all servers due to rewiring work we need to do.
 Could not give exact timing on which servers wouldn't available in
 particular time. Just be ready some of the servers will be temporary
 unavailable this evening.

 And for those who're playing at home here's a picture of what we bring to
 the data center: http://www.pasteall.org/pic/show.php?id=61272 And it's a
 new switch and two servers which will help up upgrading operation system on
 all the servers in our rack.

 --
 With best regards, Sergey Sharybin
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Re: [Bf-committers] Jonathan Williamson, New Committer

2013-10-14 Thread Piotr Arlukowicz
WOW, Jonathan as a C-coder?

You give a hope for all of us, not used to hard C programming, especially
for me. I know C, RCS systems and some other langs, but the main problem
for me with starting with Blender coding is to understand methods and
solutions used in internals by other programmers...

By the way, is somewhere some docs about general tactics and agreements of
code-style and entry guide for devs-wanna-be?

Good luck to all developers, and thank you for your hard work, it is much
appreciated!

pz
piotr
--
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-BEGIN GEEK CODE BLOCK-
Version: 3.1
GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
y+++
--END GEEK CODE BLOCK--


2013/10/14 Thomas Dinges blen...@dingto.org

 Welcome Jonathan, it's good to have you on board! :)

 Am 14.10.2013 22:39, schrieb Jonathan Williamson:
  Thanks Campbell!
 
  Jonathan Williamson
  http://cgcookie.com
 
 
  On Mon, Oct 14, 2013 at 3:35 PM, Campbell Barton ideasma...@gmail.com
 wrote:
 
  Hi All,
  Jonathan Williamson from Blender Cookie is keen to become involved
  with Blender development, since he's still quite new to C, I'll review
  more complicated changes before committing - but there is a lot of
  room for smaller improvements too and we have plans already for where
  he can start.
 
  Welcome Jonathan!
 
  --
  - Campbell
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Re: [Bf-committers] Jonathan Williamson, New Committer

2013-10-14 Thread Piotr Arlukowicz
 -
http://blenderartists.org/forum/showthread.php?218683-Getting-Started-with-Blender-Coding
 - http://wiki.blender.org/index.php/Dev:Doc/FAQ
 - http://wiki.blender.org/index.php/Dev:Doc/Quick_Hacks
 - http://wiki.blender.org/index.php/Dev:Doc/CodeStyle
Hey, that's a huge bit, thank you!

pz
piotr
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-BEGIN GEEK CODE BLOCK-
Version: 3.1
GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
!K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++ r+++
y+++
--END GEEK CODE BLOCK--


2013/10/14 Campbell Barton ideasma...@gmail.com

 On Tue, Oct 15, 2013 at 7:48 AM, Piotr Arlukowicz pio...@gmail.com
 wrote:
  WOW, Jonathan as a C-coder?
 
  You give a hope for all of us, not used to hard C programming, especially
  for me. I know C, RCS systems and some other langs, but the main problem
  for me with starting with Blender coding is to understand methods and
  solutions used in internals by other programmers...
 
  By the way, is somewhere some docs about general tactics and agreements
 of
  code-style and entry guide for devs-wanna-be?

 A bit off topic but since you ask heres my personal suggestions
 -
 http://blenderartists.org/forum/showthread.php?218683-Getting-Started-with-Blender-Coding
 - http://wiki.blender.org/index.php/Dev:Doc/FAQ
 - http://wiki.blender.org/index.php/Dev:Doc/Quick_Hacks
 - http://wiki.blender.org/index.php/Dev:Doc/CodeStyle


  Good luck to all developers, and thank you for your hard work, it is much
  appreciated!
 
  pz
  piotr
  --
  Piotr Arlukowicz
  -BEGIN GEEK CODE BLOCK-
  Version: 3.1
  GCS/ED/IT/S d++(-)--pu s(+):(+) a C++(+++)$@$  ULAVISC*()$+++$
  P++(+++)$ L++(+++)$@$ !E---(---)++ W++(+++)$@+++ N(+)++ o--?
  !K-(-)-$ w++(+)-- !O-(-)- !M-(-)-- !V-(-)- PS(+)++ !PE()+  Y PGP+
  t(-) !5? !X R()* tv- b++ DI++ D+(++)+++ G++@ e+ h---()++
 r+++
  y+++
  --END GEEK CODE BLOCK--
 
 
  2013/10/14 Thomas Dinges blen...@dingto.org
 
  Welcome Jonathan, it's good to have you on board! :)
 
  Am 14.10.2013 22:39, schrieb Jonathan Williamson:
   Thanks Campbell!
  
   Jonathan Williamson
   http://cgcookie.com
  
  
   On Mon, Oct 14, 2013 at 3:35 PM, Campbell Barton 
 ideasma...@gmail.com
  wrote:
  
   Hi All,
   Jonathan Williamson from Blender Cookie is keen to become involved
   with Blender development, since he's still quite new to C, I'll
 review
   more complicated changes before committing - but there is a lot of
   room for smaller improvements too and we have plans already for where
   he can start.
  
   Welcome Jonathan!
  
   --
   - Campbell
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