Respected sir,
I am totally new to this organization.so,please tell me where
should *I start. I know c,java and c++.*
*
*
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
Hi Jagrut
where
should *I start.
here it goes
http://blenderartists.org/forum/forumdisplay.php?50-Beginning-Blender-Code-and-Development-
a forum where you may find information how to start coding.
maybe
Respected sir,
From where can i get the code for blender?
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
It should be explained on our wiki but why not drop by on irc to ask?
It's preferable than everybody on the list getting the questions.
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
Hey Brecht,
Was just noticing today that my sm_21 wouldn't run in r54788. The only
error I got in console was:
CUDA kernel compilation failed, see console for details.
Other than that, there wasn't any error actually pasted. As a test
however, I was able to generate the CUDA kernel during
Nevermind, it seems that apparmor profile was forbidding blender from
running a shell. *blush* :)
On Sat, Feb 23, 2013 at 10:14 AM, Dan McGrath danmcgrath...@gmail.com wrote:
Hey Brecht,
Was just noticing today that my sm_21 wouldn't run in r54788. The only
error I got in console was:
I agree completely. I think the default of 2 might have been set by someone
who
didn't take mip levels into account. To be honest I generally use 32 or 64
as margin
depending on texture size (larger texture means more mips).
But I suppose 16 as default which I think is also what it is in xNormal
Follow the directions here
http://wiki.blender.org/index.php/Dev:Doc/Building_Blender
Which will direct you to the method for downloading the source code from SVN.
Good luck,
LetterRip
___
Bf-committers mailing list
Bf-committers@blender.org
+1 from me too - I always bump that level up to a min of 16. I could see
less if your UV's were really packed in tight, but 16 or higher usually is
what does the trick for killing nasty seams for me. One less thing to
worry about for most cases would be great.
-Sean
On Sat, Feb 23, 2013 at
At a first glance that wiki page has no information about the subversion
repository. It usually takes me a while of searching too.
So what is the svn url?
Sent from my iPhone
On Feb 23, 2013, at 11:28 AM, Tom M letter...@gmail.com wrote:
Follow the directions here
Erwin,
It is:
svn co https://svn.blender. org/svnroot/bf-blender/trunk/blender
God Bless,
Gavin Howard
On Feb 23, 2013 12:58 PM, Erwin erwin.coum...@gmail.com wrote:
At a first glance that wiki page has no information about the subversion
repository. It usually takes
Bake panel Margin #px :)
On 23 Feb 2013, at 21:24, Knapp magick.c...@gmail.com wrote:
On Sat, Feb 23, 2013 at 8:30 PM, Sean Olson seanol...@gmail.com wrote:
+1 from me too - I always bump that level up to a min of 16. I could see
less if your UV's were really packed in tight, but 16 or
Hi
I am trying to set up a modifier. For some reason it is giving me an
compilation error, something that I am not able to figure out. At one
point I was able to compile and made it work, but got a corrupt git
branch so lost it. I am hoping that someone on the list will probably
have some
This commit breaks games in windowed mode. They have no window decoration
and keypresses show up in the console instead of being interpreted by the
engine. Luckily ESC still works.
On Sat, Feb 23, 2013 at 9:05 PM, Campbell Barton ideasma...@gmail.comwrote:
Revision: 54806
Looks like you didn't add MOD_kkshapekeymodifier.c to the build system so
it doesn't get compiled.
Dan
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
On 02/24/2013 12:54 AM, Dan Eicher wrote:
Looks like you didn't add MOD_kkshapekeymodifier.c to the build system
so it doesn't get compiled.
Dan
Dan thanks for your reply.
It is already added to Cmakelists.txt under blender/modifiers. You can
see it in the diff around #180. Is there any
On Sat, Feb 23, 2013 at 1:02 PM, Dalai Felinto dfeli...@gmail.com wrote:
Hi Campbell,
I see blenderkernel/intern/node.c still using a lot of G.main. Is it in the
plans to handle them eventually?
For example:
1881/* XXX hack, should be done by depsgraph!! */
1882
17 matches
Mail list logo