That's nice then :)
On Tue, Apr 2, 2013 at 6:05 AM, Antony Riakiotakis kal...@gmail.com wrote:
I built a latest version in MinGW from their git repository and it seems
the directory structure is the same. Currently cloning and building from
Gaia's repo for MinGW64.
Hi,
On Tue, Apr 2, 2013 at 7:33 AM, Dalai Felinto dfeli...@gmail.com wrote:
The way OpenEXR organize the data seems a bit too loose (view can either be
nested to a pass or be a top element, able to nest a layer or a pass
directly).
For Blender it would be easier if we stick to one of them:
Really, the dev mailinglist is not the place to ask questions like this.
Setup a thread on the forums and I'm sure someone will gladly be able to
assist you.
-NateW
On Tue, Apr 2, 2013 at 2:14 PM, Halina Kumorek - Alexandrou
halina1...@gmail.com wrote:
Hi,
I'm very very sorry. I
During the last GSoC I made some modifications to the text editor so that
it would batch text before drawing it instead of drawing on character at a
time. (Since I was removing immediate mode calls from swiss-cheese,
sending one character at a time as WAY too much overhead.)
The recent changes
On Mon, Apr 1, 2013 at 11:04 AM, Paul Geraskin paulgeras...@gmail.comwrote:
Thank you Sean and Nicholas for replying. I hope you will find the way
to include the Slash brushes into the defaults in some way. As this is
very important for sculptors.
As a beginner sculptor, I find that having
This is probably the best place to post your question - be sure to post
images so people know exactly the issue you are struggling with -
http://blenderartists.org/forum/forumdisplay.php?13-Basics-amp-Interface
You can also try to get answers for this sort of question on irc if you
prefer a more
Here is my 5 pence:
Planar Brush would be a great addition:
http://www.youtube.com/watch?v=3tz7na7Y75ot=1m52s
http://www.youtube.com/watch?v=Auk3mKdKEwglist=PL8A06C36A85E9F361
Unfortunately the flatten brush isn't the same.
Moraes Junior - aka mangojambo
Animator 3D Artist
+55 43 88133399
Would this also include the more efficient BLF rendering? I'm guessing the
text editor changes are dependent on that? I'd really love to see BLF
getting away from glBegin/glEnd.
On Tue, Apr 2, 2013 at 1:28 PM, Jason Wilkins jason.a.wilk...@gmail.comwrote:
During the last GSoC I made some
Sorry for the slight aside, but some of this might be relevant to
conversation at hand even though applied in a different way:
http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf
On Tue, Apr 2, 2013 at 9:17 AM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
Hi,
On
Interesting, thanks for the link Sean. Slide 19 illustrates very well a
problem I was trying to argue with Ton the other day. Basically UI on top
of the stereo-3d view (mis)leads to confusing depth cues.
I'm currently working on the backend, and that alone will take a lot of
time (have all parts
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