[Bf-committers] Next dev meeting in about 13h from now

2016-01-26 Thread Ton Roosendaal
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

Re: [Bf-committers] Fw: blender as ui for game engine

2016-01-26 Thread Arnaud Loonstra
Hey Hewi, I haven't been following your work since TableGUI but I hope your new work is very related. I also hope your work will be C based (not C++ or related/higherlevel). I'm not sure if it is useful but I would recommend looking at the zproject for example which helps you structure your C

[Bf-committers] Fw: blender as ui for game engine

2016-01-26 Thread hewi jupama
pre-scriptum all, Apologies for the duplication of previous mails, I had server/networking issues, which made my "in-box" not being up-to-date. message: Hey Devs, Thank you all for being so patient and still providing with constructive feed-back after all this ping-pong. Regarding the

Re: [Bf-committers] blender as ui for game engine

2016-01-26 Thread Kai Kostack
Hi, > Secondary: plugin architectures are popular for closed source environments, > or > semi-open environments where the goal is to build a commercial infrastructure > for plugin vendors. That is not something I believe will serve our goals > better. Did you check the "open fx" plugins?

Re: [Bf-committers] Next dev meeting in about 13h from now

2016-01-26 Thread Aaron Carlisle
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 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

Re: [Bf-committers] Next dev meeting in about 13h from now

2016-01-26 Thread Mike Erwin
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

Re: [Bf-committers] Next dev meeting in about 13h from now

2016-01-26 Thread Aaron Carlisle
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 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

Re: [Bf-committers] blender as ui for game engine

2016-01-26 Thread Ton Roosendaal
Hi Kai, The open movie datasets were never available for download, to save precious blender.org bandwidth. These were sold as DVDs in our store. Helped to make Blender! The costs you had to pay for 1 movie project DVD box ($34) is higher than 3 months access to download every movie project in

Re: [Bf-committers] blender as ui for game engine

2016-01-26 Thread Owen Hogarth II
If others are willing to implement the plugin architecture I personally have no feelings towards, it misses the point that I was trying to push forward. I do not want blender to change or to start focusing on game developers, I know that's a fool's errand. What I want to do is very simple to

[Bf-committers] OMP to BLI_task: About threading and lockfree operations

2016-01-26 Thread Bastien Montagne
Hi devs, So, while working on switching from OMP to BLI_task, I've hit today an rather hairy issue in pbvh_update_normals() (in BKE's pbvh.c). Current OMP-based code of that function executes in (roughly) 28ms. However, reading it, it's obvious it's lacking a `#pragma omp critical` section

Re: [Bf-committers] OMP to BLI_task: About threading and lockfree operations

2016-01-26 Thread Brecht Van Lommel
It's fine to use __sync_fetch_and_and on OS X, no need to use OSAtomic* functions. Using 8 bit __sync_fetch_and_and on OS X compiles fine for me. OpenImageIO removed OSAtomic* almost 3 years ago, and we've had no problem with that:

[Bf-committers] enable 3D mouse for official builds

2016-01-26 Thread Mike Erwin
Hi devs, During the switch to CMake, 3D mouse support was disabled by default on Mac & Linux. Just want to make sure this is enabled for the 2.77 release. Windows -- no dependencies Mac -- no dependencies Linux -- requires libspnav to build I'm not very familiar with the install-deps script,

Re: [Bf-committers] enable 3D mouse for official builds

2016-01-26 Thread Campbell Barton
Hi Mike, official Linux builds have spnav enabled (but not build-bot I just discovered). You can tell this by the failed to connect message we get on every startup: connect failed: No such file or directory ...would be nice if they would silence this, but for now its a way to tell you have

[Bf-committers] Blender developers meeting notes - January 27, 2016

2016-01-26 Thread Campbell Barton
Notes from today's (23:00 UTC) meeting in irc.freenode.net #blendercoders 1) Upcoming 2.77 release - Meeting agrees to postpone Bcon3 a few days, until the ~30th. For Bastien to finish off moving OpenMP to BLI_task API for sculpt/painting, and Mike Erwin to finish remaining OpenGL tasks. -