Hi Thomas,
As far as I can see LLVM is complete in SVN. There is no TargetData.h in 3.2.
Did you tell OSL that we're using LLVM 3.2?
I hate OSLs CMake script... It just doesn't work properly.
I probably have a solution for that, currently testing. Please stand by ;)
As for the clang folder, it
On Tue, Jun 25, 2013 at 10:49 PM, Benjamin Tolputt
btolp...@internode.on.net wrote:
...though now we have to define integral. I would like to see more
blender UI and experimental features built in a static-typed extension
language like C#/Mono or TypeScript.
I gotta say I neither want,
Hi Jürgen,
it seems that the build.bat for OSL is not up to date (points to 3.1
still), but I didn't checked as you already re-compiled OSL with llvm
3.2, so I thought the build.bat is up to date too. ;)
Am 26.06.2013 11:20, schrieb Jürgen Herrmann:
Hi Thomas,
As far as I can see LLVM is
On Tue, Jun 25, 2013 at 1:36 AM, Sergey Sharybin sergey@gmail.comwrote:
As for nodes output resolution, indeed almost any node is determing it's
resolution from a resolution of it's inputs (exception is input nodes).
Currently Mix and Alpha Over determine their preview resolution from the
I didn't replace the build. Bat for some reason...
I'll commit my version this afternoon.
And clean up the clang mess in x86 ;)
Am 26.06.2013 um 12:01 schrieb Thomas Dinges blen...@dingto.org:
Hi Jürgen,
it seems that the build.bat for OSL is not up to date (points to 3.1
still), but I
Just tested the build script with OSL 1.3.2 for x64.
It was just the version (3.2) that was wrong
Blender builds fine with the new OSL, shall I upload them or do you want to?
Am 26.06.2013 um 12:34 schrieb Jürgen Herrmann shadow...@me.com:
I didn't replace the build. Bat for some reason...
Hi Jürgen,
I already compiled the libs for x32 and x64 here, running some tests
atm. It was indeed only the version number, so thanks for the suggestion! :)
Will commit in a minute. (+update for the build.bat)
Am 26.06.2013 13:02, schrieb Jürgen Herrmann:
Just tested the build script with OSL
Alright ;)
I'll update the vs2012 libs to 1.3.2 until tomorrow then. After I included
build documentation, script and the patch to my local repo.
/Jürgen
Am 26.06.2013 um 13:09 schrieb Thomas Dinges blen...@dingto.org:
Hi Jürgen,
I already compiled the libs for x32 and x64 here, running some
On Wed, Jun 26, 2013 at 7:42 PM, David Jeske dav...@gmail.com wrote:
On Tue, Jun 25, 2013 at 10:49 PM, Benjamin Tolputt
btolp...@internode.on.net wrote:
...though now we have to define integral. I would like to see more
blender UI and experimental features built in a static-typed extension
VS 2012 is updated too.
I ran some rudimentary tests and everything seems to be good.
By the way, do we have a test suite for cycles/OSL ?
It would be great if we had a common base to test on.
Am 26.06.2013 um 13:28 schrieb Thomas Dinges blen...@dingto.org:
Hi Jens and Sergey,
would you have
We have a bunch of test files in
https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests (look to
cycles/osl.blend, e.g.). :)
On 26/06/2013 16:21, Jürgen Herrmann wrote:
VS 2012 is updated too.
I ran some rudimentary tests and everything seems to be good.
By the way, do we have a test
I personally rebind the 3d cursor to ctrl+click and the Operator Panel to
right mouse click. It's then always at the mouse and super easy to access.
(I use left click selection). I find it much easier than mousing over to
the often half hidden operator panel in the sidebar.
-Sean
On Fri, Jun
This functionality is definitely needed! I would prefer to see a slightly
simplified version, perhaps without the corner boxes. Unity has almost this
exact setup and it works great: http://cl.ly/PtXQ
Jonathan Williamson
http://cgcookie.com
On Wed, Jun 26, 2013 at 8:24 AM, Sean Olson
I like it. It makes it pretty obvious what it does and exposes a very
hidden feature that I use all the time that has a pretty difficult to
remember keybind. (I can never remember if it's ctrl or shift and have to
experiment every time).
I think your difficult task is probably going to be to
Oh, there they are ;)
I have downloaded some of these already, but I must have been blind this day ;)
Thanks Bastien
Am 26.06.2013 um 17:20 schrieb Bastien Montagne montagn...@wanadoo.fr:
We have a bunch of test files in
https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests (look to
On Wed, Jun 26, 2013 at 4:56 AM, Campbell Barton ideasma...@gmail.comwrote:
This seems like admitting defeat before identifying the problem,
as if you say --- Blender crashes for me therefor you should use a
new language
I fear my wordy detail is confusing my message. What I'm trying to say
I think if this goes in, it would be nice to have a transform version of
the same concept.
sent via mobile
On Jun 26, 2013 8:25 AM, Sean Olson seanol...@gmail.com wrote:
I like it. It makes it pretty obvious what it does and exposes a very
hidden feature that I use all the time that has a
I did some other reshuffling now, hopefully fixes the build error. Not
sure which OS/compiler you were seeing the error on though.
On Thu, Jun 27, 2013 at 1:01 AM, Thomas Dinges blen...@dingto.org wrote:
Hi Brecht,
this unfortunately broke compilation, so I had to do further tweaks.
Thanks, this fixes it.
The problems I had were on vc2008, scons and Win x64.
I would suggest the following change, this way it's more clear imho and
we would avoid the x64 exception in util_types.h,
also the __x86_64__ define is only true for an x64 OS, not a x64 CPU, or
do I miss something? :)
Ah, adding the __KERNEL_SSE2__ to kernel_sse3.cpp is fine with me. I
would keep the other code though, since util_types.h is also used
outside the kernel, and on x86_64 we might actually want to use SSE
code there too.
On Thu, Jun 27, 2013 at 1:49 AM, Thomas Dinges blen...@dingto.org wrote:
This makes sense, will commit the __KERNEL_SSE2__ change only. Thanks.
Am 27.06.2013 01:58, schrieb Brecht Van Lommel:
Ah, adding the __KERNEL_SSE2__ to kernel_sse3.cpp is fine with me. I
would keep the other code though, since util_types.h is also used
outside the kernel, and on x86_64 we
David Jeske wrote
In short, I want to help more of the blender community turn into blender
devs and debuggers.
...clip...
Python isn't used for
enough of blender, and the code which is there is very hard to read,
understand, change because there are no types and there is no compile
try shift+axis, eg: g, shift+z
... constraints to X/Y
is that what you mean?
On Thu, Jun 27, 2013 at 9:12 AM, David Jeske dav...@gmail.com wrote:
I think if this goes in, it would be nice to have a transform version of
the same concept.
sent via mobile
On Jun 26, 2013 8:25 AM, Sean Olson
On Thu, Jun 27, 2013 at 4:20 AM, David Jeske dav...@gmail.com wrote:
On Wed, Jun 26, 2013 at 4:56 AM, Campbell Barton ideasma...@gmail.comwrote:
This seems like admitting defeat before identifying the problem,
as if you say --- Blender crashes for me therefor you should use a
new language
On Thu, Jun 27, 2013 at 10:58 AM, Jed jedfreche...@gmail.com wrote:
David Jeske wrote
In short, I want to help more of the blender community turn into blender
devs and debuggers.
...clip...
Python isn't used for
enough of blender, and the code which is there is very hard to read,
@Campbell,
Yes, I think everybody in this conversation knows that functionality exists
- what we are asking for is exposure of the functionality to the UI without
the need to use hotkeys.
-Sean (wannabe UI mafia)
On Wed, Jun 26, 2013 at 9:25 PM, Campbell Barton ideasma...@gmail.comwrote:
try
I'm trying to fix some Macbook Retina DPI scaling bugs, and I need some
background on the UI_DPI_FAC.
The first bug is that new compositor nodes are placed wrong on retina. I
can see where they are created and placed in scripts/startup/bl_operators.
However, I don't understand where DPI scaling
Add properties that are auto generated when placing a logic block.
Example Add Ray sensor logic block
Adds
object['HitMat']
object['HitPos']
object['Hit']
that can be used to access these properties, simalar to object.castRay()
but exposed as a property if a box is checked?
HitMat - Hit polygon material
HitPos - World cord
HitLoc - Local offset from casting object
Hit = Object that was hits id,
On Wed, Jun 26, 2013 at 10:33 PM, Jacob Merrill
blueprintrand...@gmail.comwrote:
Add properties that are auto generated when placing a logic block.
Example Add Ray
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