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authorNick Samarin <nicks1987@bigmir.net>2011-02-16 19:47:48 +0300
committerNick Samarin <nicks1987@bigmir.net>2011-02-16 19:47:48 +0300
commitea7353dcd76f114ca80ec749a554c7320f54f3af (patch)
tree5a4bf61a9b7c2fbc7943a77ef080df8f4c536d39 /doc
parent0a1562f2aadc76b30b805c6e6aededc4b42213ba (diff)
parent9e9e028f059f29d493dc020dda965a9bea8ffd6b (diff)
synched with trunk at revision 34793
Diffstat (limited to 'doc')
-rw-r--r--doc/BL-license.txt35
-rw-r--r--doc/GPL-license.txt340
-rw-r--r--doc/README.windows-gcc123
-rw-r--r--doc/bf-members.txt1393
-rw-r--r--doc/blender-cmake.txt156
-rw-r--r--doc/blender-guardedalloc.txt57
-rw-r--r--doc/blender-scons-dev.txt194
-rw-r--r--doc/blender-scons.txt231
-rw-r--r--doc/blender.1340
-rw-r--r--doc/blender.1.py136
-rw-r--r--doc/interface_API.txt515
11 files changed, 0 insertions, 3520 deletions
diff --git a/doc/BL-license.txt b/doc/BL-license.txt
deleted file mode 100644
index 3f079767198..00000000000
--- a/doc/BL-license.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-Blender License (the "BL", see http://www.blender.org/BL/ ).
-
-Copyright (C) 2002-2005 Blender Foundation. All Rights Reserved.
-
-This text supersedes the previous BL description, called Blender License 1.0.
-
-When the Blender source code was released in 2002, the Blender Foundation reserved
-the right to offer licenses outside of the GNU GPL. This so-called "dual license"
-model was chosen to provide potential revenues for the Blender Foundation.
-
-The BL has not been activated yet. Partially because;
-
-- there has to be a clear benefit for Blender itself and its community of
- developers and users.
-- the developers who have copyrighted additions to the source code need to approve
- the decision.
-- the (c) holder NaN Holding has to approve on a standard License Contract
-
-But most important;
-
-- the Blender Foundation is financially healthy, based on community support
- (e-shop sales), sponsoring and subsidy grants
-- current focus for the Blender Foundation is to not set up any commercial
- activity related to Blender development.
-- the GNU GPL provides sufficient freedom for third parties to conduct business
- with Blender
-
-For these reasons we've decided to cancel the BL offering for an indefinite period.
-
-Third parties interested to discuss usage or exploitation of Blender can email
-license@blender.org for further information.
-
-Ton Roosendaal
-Chairman Blender Foundation.
-June 2005
diff --git a/doc/GPL-license.txt b/doc/GPL-license.txt
deleted file mode 100644
index 8860b2a8afa..00000000000
--- a/doc/GPL-license.txt
+++ /dev/null
@@ -1,340 +0,0 @@
- GNU GENERAL PUBLIC LICENSE
- Version 2, June 1991
-
- Copyright (C) 1989, 1991 Free Software Foundation, Inc.
- 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- Everyone is permitted to copy and distribute verbatim copies
- of this license document, but changing it is not allowed.
-
- Preamble
-
- The licenses for most software are designed to take away your
-freedom to share and change it. By contrast, the GNU General Public
-License is intended to guarantee your freedom to share and change free
-software--to make sure the software is free for all its users. This
-General Public License applies to most of the Free Software
-Foundation's software and to any other program whose authors commit to
-using it. (Some other Free Software Foundation software is covered by
-the GNU Library General Public License instead.) You can apply it to
-your programs, too.
-
- When we speak of free software, we are referring to freedom, not
-price. Our General Public Licenses are designed to make sure that you
-have the freedom to distribute copies of free software (and charge for
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- How to Apply These Terms to Your New Programs
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-to attach them to the start of each source file to most effectively
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- Copyright (C) <year> <name of author>
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
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- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
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- along with this program; if not, write to the Free Software
- Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-
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-Also add information on how to contact you by electronic and paper mail.
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- Gnomovision version 69, Copyright (C) year name of author
- Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
- This is free software, and you are welcome to redistribute it
- under certain conditions; type `show c' for details.
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-The hypothetical commands `show w' and `show c' should show the appropriate
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-You should also get your employer (if you work as a programmer) or your
-school, if any, to sign a "copyright disclaimer" for the program, if
-necessary. Here is a sample; alter the names:
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- Yoyodyne, Inc., hereby disclaims all copyright interest in the program
- `Gnomovision' (which makes passes at compilers) written by James Hacker.
-
- <signature of Ty Coon>, 1 April 1989
- Ty Coon, President of Vice
-
-This General Public License does not permit incorporating your program into
-proprietary programs. If your program is a subroutine library, you may
-consider it more useful to permit linking proprietary applications with the
-library. If this is what you want to do, use the GNU Library General
-Public License instead of this License.
diff --git a/doc/README.windows-gcc b/doc/README.windows-gcc
deleted file mode 100644
index 78018eabbc0..00000000000
--- a/doc/README.windows-gcc
+++ /dev/null
@@ -1,123 +0,0 @@
-An updated version of this guide can be found at:
-
-http://www.blender3d.org/cms/Building_with_Cygwin.524.0.html
-
-Introduction
-------------
-
-Here are some basic instructions for building
-blender for windows using gcc under cygwin.
-Please note that the resulting executable does not
-depend on cygwin and can be distrubuted to machines
-that don't have cygwin installed.
-
-The instructions are:
-
-1. Download cygwin (www.cygwin.com) and use the setup program
- to install packages for gcc, gcc-mingw, gcc-g++, w32api, make, cvs,
- python, perl, gettext, and gettext-devel (and maybe others... the
- dependency list is bound to change over time and hopefully these
- instructions will keep up with the changes). All of the following
- commands will be entered at the cygwin prompt so launch
- cygwin now.
-
-2. Create a directory to put your sources and then enter that
- directory, e.g.:
- mkdir bf-blender
- cd bf-blender
-
- *********WARNING: if the directory path you are in contains a space in
- it you will get errors in trying to compile the code. Change directorys
- to a one that does not contain a space in the path before creating the
- above directory *********
-
-
-Please note that a backslash at the end of a line in the following
-means that the command spans two lines. If you wish to type the command as
-one line, exclude the '\'.
-
-3. Checkout the blender module from the bf-blender tree using cvs
- (use password anonymous):
- cvs -d:pserver:anonymous@cvs.blender.org:/cvsroot/bf-blender login
- cvs -z3 -d:pserver:anonymous@cvs.blender.org:/cvsroot/bf-blender \
- co blender
-
-4. Checkout the lib/windows module from bf-blender using cvs:
- cvs -z3 -d:pserver:anonymous@cvs.blender.org:/cvsroot/bf-blender \
- co lib/windows
-
-5. Enter the newly created blender directory:
- cd blender
-
-6. To prepare the build system to use only the free tools we must
- set some environment variables. This is done by creating a
- file called "user-def.mk" in the blender directory and
- inserting the following line with notepad or your favorite
- text editor:
- export FREE_WINDOWS=true
-
- The quickest way to do this though is to issue the following
- command:
- echo 'export FREE_WINDOWS=true' > user-def.mk
-
-7. Time to build... issue the command:
- make
-
-8. Wait for it to finish (there is this mysterious place called
- 'outside' that I am told is nice to go to while waiting for a
- compile to finish).
-
-9. After it finishes compiling, if you would like to run your freshly compiled
- blender, type make release. Then change directorys to obj/233.a/ and move
- the zip file to where you want to use it, unzip the file, enter the directory
- and run your brand new blender.
-
-
-Getting Help
-------------
-If you have problems, come by #blendercompilers on irc.freenode.net
-or post questions to the "Compiling, Libraries, Modules" forum
-at www.blender.org. There is also the very useful bf-committers
-mailing list, what you can subscribe to here:
-
-http://www.blender.org/mailman/listinfo/bf-committers
-(as a bonus you can get info about the most recent features that
-are coming down the pipe ...)
-
-This said, the most common fix to a problem will
-probably involve installing an additional cygwin package,
-so keep that cygwin setup program close by ...
-
-Some final notes
-----------------
-
-- The build will take a long time, even on a fast machine
- (a clean build takes almost an hour on my Athlon 1800+
- based laptop).
-- If the build is successful you will find it has created
- the program obj/windows/bin/blender.exe
-- The executable generated by gcc will generally be slower
- that an msvc++ generated executable at rendering, but the
- OpenGL speed should be about the same.
-- Sound is disabled
-- If you want to clean your sources issue a 'make clean'
- in the top blender directory.
-- If you want to update your sources when somebody has
- added a new awesome feature, you will want to go to the
- topmost blender directory and issue the following command:
- cvs -z3 update -P -d
- It would probably be best to clean your sources before
- re-building (see previous note).
-- This is a work in progress, so some things may not be working
- right or it may not support all of the cutting edge features.
-- Want to make a fancy zipped up blender package to give
- to your buddies? Try "make release" ... read the output
- to find out where the zip file was placed (note: you will
- probably need the zip/unzip packages from cygwin to do
- this).
-- You can make a debug executable using 'make debug'. The
- debug executable will be larger and slower that the
- regular executable, but when used with the gnu debugger
- (gdb) it can help debug a blender problem (for example,
- it can locate the line of code that caused blender to
- crash).
diff --git a/doc/bf-members.txt b/doc/bf-members.txt
deleted file mode 100644
index 41aad8b7264..00000000000
--- a/doc/bf-members.txt
+++ /dev/null
@@ -1,1393 +0,0 @@
-Blender Foundation Members
-
-Special thanks to the following people, who have supported the Blender Foundation
-by donating at least USD 50 to pay for opening the Blender sources:
-(in chronological order):
-
-Bradley Keyes
-Robert Knop
-Thomas Brown
-Adam Goodenough
-Steven Tally
-Jason Tally
-Alan Taylor
-Pascal COMPAGNON
-Christopher Koppler
-Matthew P. Carter
-Gideon Vaala
-F.O. Bossert
-Frank Mayhar
-Peter Volgyesi
-Mark E. Nelmes
-Peter Lammers
-Craig Maloney
-daniel e vertseegh
-Freek Zijlmans
-Anthony Ogden
-Anders Dys
-Gerald Saunders
-Fernando Cordas
-Joshua Smith
-Max R. Huskins
-imarend
-Olaf Arnold
-Eric Van Hensbergen
-Christian Reichlin
-brian moore
-Anthony Walker
-Carsten Hšfer
-Raymond Fordham
-David Megginson
-Jason Schmidt
-Christopher Walden
-Robert van Straten
-Daniel Schwartz
-ekzakt
-Jellybean
-Streit Eric
-Bob Ippolito
-Keith Frederick
-Ryan Heimbuch
-Martin Hess
-Shigeo Yoshida
-Rens Houben
-Jun IIO
-Derek Gladding
-Adam Wendt
-Habib Loew
-Jani Turkia
-Warren Landon
-Chip Lynch
-Hans Ruedisueli
-Keith Jones
-Eugenio Mario Longo
-Philippe Tanguay
-nekurai
-Ricardo Kustner
-Peter Van Loock
-Jun-ichi OKAMURA
-alain dejoux
-dario trombino
-Kenneth Johansson
-Felix Schwarz
-Eugenio Diaz
-Aoki Katsutoshi
-Norman J. Harman Jr.
-Ralf Habel
-Ken Payne
-DEBEUX Sylvain
-Douglas Philips
-Lai Che Hung
-Johan Bolmsjš
-Aaron Mitchell
-Teinye Horsfall
-Martin Marbach
-Jason Poole
-Cesar Delgado
-Gareth Clay
-Paul Wasserman
-Joeri Sebrechts
-Johannes Lehtinen
-Marcio L. Teixeira
-James A. Peltier
-George E. Nimmer III
-Matthew Fite
-Ken Sedgwick
-Gary Baltzell
-lukas schroeder
-Dan Lyke
-Mark Thorpe
-A.D. Arul Nirai Selvan
-Herbert Pštzl
-Andy Payne
-LAFFITTE Benoit (KenjForce)
-James Ertle
-Tom Turelinckx
-Rigo Ketelings
-Bryan Green
-Suzuki Akihiro
-Mason Staugler
-Guillaume Randon
-francois Gombault
-Harald Thelen
-Graziano Roccon
-Jonathan DuBois
-Jason Luros
-Drew M. Snyder
-Jesse DeFer
-Michael Keith
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-Owen Swerkstrom
-Aurelio Caliaro
-Karsten Dambekalns
-Eddy MOUSSA
-Bernd Roetter
-Roland Hess
-Luis Eduardo P. Gervasio
-Pierre-Luc Robert (bedsitter)
-Andreu Cuartiella
-Nathan Vegdahl
-Scott Ross
-Jacob Kafka
-Mario Bolte
-Wolfgang Draxinger
-Starr Kline
-John Lullie
-Chiffi Cosimo
-Morgan McMillian
-Stefan HŸbner
-Loic de MONTAIGNAC
-AndrŽs Castillo
-Francesco Anselmo
-Ingo Guenther
-James C. Davis, Jr.
-Claudio Andaur
-Caleb Williams
-Orest Dubay
-Adam Casto
-David
-Joost Burger
-Ken Hahn
-Mark Herring
-Stig Oeveraas
-Robert Rainthorpe
-Martin Middleton
-Simon Sedgwick
-Joseph Firestine
-Miguel Melo
-Wooster Dennis
-Gary Lucas
-Johannes Schwarz
-Mark Dalton
-Mike Norton
-Michael Schardt
-jean-michel soler
-Chris Bracewell
-Ross Dawson
-Tim De Graeve
-Adam Wiseman
-Luiz Olsson Barbosa
-Donna Carey
-Auke van Balen
-Mike Birdsong
-Martin Curran
-Shawn M. Murray
-Roy Simmons
-Malik
-Teguh Pangestu
-Mats Holmberg
-Julien Jehannet
-Michael A. Nelson
-Axel Cushing
-erik vogan
-Datenflug GmbH
-KC Roeyer
-Ryan J. Parker
-Robert E. Meuse
-Alex Heizer
-Netsail Ltd / Mats Holmberg
-Jonathan Lawman
-Seikoh Hokama
-Perry Faulkner
-Will Hanson
-Lyubomir Pavlov Kovachev
-Ennio Quattrini
-Marcelo "xfer" Alves
-Joseph Winston IV
-Jorge Otero Rueda
-Timothy Murakami
-Matthew Johnson
-Erik Rombouts
-Petr Vlk
-Thomas Dammann
-Henrik Turkerud
-Erlend Hamberg
-Arnaud Lebegue
-Kevin O'Brien
-Michael Buettner
-Engel A. Sanchez
-Alexander Hilgert
-FAUGE Thierry
-Wulf Huesken
-John M. Adams
-Dell'Aiera Pol
-Waylena McCully
-Russell Smith
-Luke Titley
-marinus meijers
-Henry Kaminski
-Alistair Riddoch
-Daniel NŸmm
-Matthew Meadows
-Bjoern Paschen
-Paul Fredrickson
-Gavin Baker
-Jan Illetschko
-Aaron C. McLeod
-Thomas Muldowney
-Cheyenne Cloud, LLC
-Helmut A. Goettl
-Martin A. Boegelund
-Beno”t Cousson
-Scott Brooks
-Ferlet Patrice
-Aaron Porterfield
-Ivan Florentin
-Scott Isaacson
-Rui Paulo Sanguinheira Diogo
-Jason Saville
-Active-Websight GbR
-Bryon Roche
-Gustavo Mu–oz
-Christopher Gillanders
-Phil Frost Tate
-Gilles Gonon
-Kay
-James C. Franklin
-Luis Enrique Caama–o Navas
-Alexander "estartu" Felder
-Marc Ledermann
-vrijschrift.org
-Holger Weihe
-Peter Cammaert
-Andres Meyer
-Tony Arnett
-Adam Hughes
-Tony Farley
-Dmitriy Teresh
-Maickel Swart
-Peter den Bak
-Steve Bennett
-Romain Rubi
-John Bolt
-Michael Gaston
-Philip Brown
-Wasi
-Mike Hirst
-Lloyd J Robinson, Jr
-Charles Rinker
-Nick Vogtmann
-Frank van Beek
-Bruce Mitchener
-ROBERTO A. RUIZ VIAL
-Maurizio Sibaud
-Ron Bolger
-Nathan Parton
-Andrew Fry
-VINCENT StŽphane
-Yan Yan
-Justin L Graham
-Wade Beasley
-Salvador Mata Rodriguez
-Jan Tiemersma
-Luis A. R. Fernandez
-Jacob Moy
-Stefano Francesi
-Jochen Hanne
-David Stephenson
-Brent O'Dell
-Mike Kasprzak
-Tom Thompson
-David Fung
-Radoslav Dejanovic
-James H. Cloos, Jr.
-Karl Erlandsen (LethalSideParting)
-Kari Pulli
-Dave Shemano
diff --git a/doc/blender-cmake.txt b/doc/blender-cmake.txt
deleted file mode 100644
index a49ff629b5b..00000000000
--- a/doc/blender-cmake.txt
+++ /dev/null
@@ -1,156 +0,0 @@
-$Id$
-
- Blender CMake build system
- ============================
-
- Contents
- ---------------
-
- 1. Introduction
- 2. Obtaining CMake
- 3. Obtaining Dependencies
- 4. Deciding on a Build Environment
- 5. Configuring the build for the first time
- 6. Configuring the build after CVS updates
- 7. Specify alternate Python library versions and locations
-
-
- 1. Introduction
- ---------------
-
- This document describes general usage of the new CMake scripts. The
- inner workings will be described in blender-cmake-dev.txt (TODO).
-
- 2. Obtaining CMake
- ------------------
-
- CMake for can either be downloaded using your favorite package manager
- or is also available from the CMake website at http://www.cmake.org
- The website also contains some documentation on CMake usage but I found
- the man page alone pretty helpful.
-
- 3. Obtaining Dependencies
- -------------------------
-
- Check from the page
- http://www.blender.org/cms/Getting_Dependencies.135.0.html that you
- have all dependencies needed for building Blender. Note that for
- windows many of these dependencies already come in the lib/windows
- module from CVS.
-
- 4. Deciding on a Build Environment
- ----------------------------------
-
- To build Blender with the CMake scripts you first need to decide which
- build environment you feel comfortable with. This decision will also be
- influenced by the platform you are developing on. The current implementation
- have been successfully used to generate build files for the following
- environments:
-
- 1. Microsoft Visual Studio 2005. There is a free version available
- at http://msdn.microsoft.com/vstudio/express/visualc/.
-
- 2. Xcode on Mac OSX
-
- 3. Unix Makefiles (On Linux and Mac OSX): CMake actually creates make
- files which generates nicely color coded output and a percentage
- progress indicator.
-
-
- 5. Configuring the build for the first time
- -------------------------------------------
-
- CMake allows one to generate the build project files and binary objects
- outside the source tree which can be pretty handy in working and experimenting
- with different Blender configurations (Audio/NoAudio, GameEngine/NoGameEngine etc.)
- while maintaining a clean source tree. It also makes it possible to generate files
- for different build systems on the same source tree. This also has benefits for
- general CVS management for the developer as patches and submit logs are much cleaner.
-
- Create a directory outside the blender source tree where you would like to build
- Blender (from now on called $BLENDERBUILD). On the commandline you can then run
- the cmake command to generate your initial build files. First just run 'cmake' which
- will inform you what the available generators are. Thn you can run
- 'cmake -G generator $BLENDERSOURCE' to generate the build files. Here is an example
- of all this for Xcode:
-
- % mkdir $BLENDERBUILD
- % cd $BLENDERBUILD
- % cmake
-
- ...
- ...
- --version [file] = Show program name/version banner and exit.
-
- Generators
-
- The following generators are available on this platform:
- KDevelop3 = Generates KDevelop 3 project files.
- Unix Makefiles = Generates standard UNIX makefiles.
- Xcode = Generate XCode project files.
-
-
-
- % cmake -G Xcode $BLENDERSOURCE
- ...
- ...
- -- Configuring blender
- -- Configuring blenderplayer
- -- Configuring done
- -- Generating done
- -- Build files have been written to: $BLENDERBUILD
-
- This will generate the build files with default values. Specific features can
- be enabled or disabled by running the ccmake "GUI" from $BLENDERBUILD as follows:
-
- % ccmake $BLENDERSOURCE
-
- A number of options appear which can be changed depending on your needs and
- available dependencies (e.g. setting WITH_OPENEXR to OFF will disable support
- for OpenEXR). It will also allow you to override default and detected paths
- (e.g. Python directories) and compile and link flags. When you are satisfied
- used ccmake to re-configure the build files and exit.
-
- It is also possible to use the commandline of 'cmake' to override certain
- of these settings.
-
- 6. Configuring the build after CVS updates
- ------------------------------------------
-
- The $BLENDERBUILD directory maintains a file called CMakeCache.txt which
- remembers the initial run's settings for subsequent generation runs. After
- every CVS update it may be a good idea to rerun the generation before building
- Blender again. Just rerun the original 'cmake' run to do this, the settings
- will be remembered. For the example above the following will do after every
- 'cvs up':
-
- % cmake -G Xcode $BLENDERSOURCE
-
- 7. Specify alternate Python library versions and locations
- ----------------------------------------------------------
-
- The commandline can be used to override detected/default settings, e.g:
-
- On Unix:
- cmake -D PYTHON_LIB=/usr/local/lib/python3.1/config/libpython3.1.so -D PYTHON_INC=/usr/local/include/python3.1 -G "Unix Makefiles" ../blender
- On Macs:
- cmake -D PYTHON_INC=/System/Library/Frameworks/Python.framework/Versions/3.1/include/python3.1 -G Xcode ../blender
-
- Mote that this should only be needed once per build directory generation because it will keep the overrides in CMakeCache.txt for subsequent runs.
-
-
-
- To be continued...
-
- TODO's
- ------
-
- 1. Get CMake to create proper distribution directories for the various platforms
- like scons does.
- 2. Investigate the viability of using CPack to package installs automatically.
- 3. Refine this document and write detailed developer's document.
- 4. Make sure all options (ffmpeg, openexr, quicktime) has proper CMake support
- on the various platforms.
-
- /Jacques Beaurain (jbinto)
-
diff --git a/doc/blender-guardedalloc.txt b/doc/blender-guardedalloc.txt
deleted file mode 100644
index 44a9722a4e4..00000000000
--- a/doc/blender-guardedalloc.txt
+++ /dev/null
@@ -1,57 +0,0 @@
-MEMORY MANAGEMENT IN BLENDER (guardedalloc)
--------------------------------------------
-
-NOTE: This file does not cover memutil and smart pointers and rerefence counted
- garbage collection, which are contained in the memutil module.
-
-Blender takes care of dynamic memory allocation using a set of own functions
-which are recognizeable through their MEM_ prefix. All memory allocation and
-deallocation in blender is done through these functions.
-
-The following functions are available through MEM_guardedalloc.h:
-
-For normal operation:
----------------------
-
-void *MEM_[mc]allocN(unsigned int len, char * str);
-
-- nearest ANSI counterpart: malloc()
-- str must be a static string describing the memory block (used for debugging
-memory management problems)
-- returns a memory block of length len
-- MEM_callocN clears the memory block to 0
-
-void *MEM_dupallocN(void *vmemh);
-
-- nearest ANSI counterpart: combination malloc() and memcpy()
-- returns a pointer to a copy of the given memory area
-
-short MEM_freeN(void *vmemh);
-
-- nearest ANSI counterpart: free()
-- frees the memory area given by the pointer
-- returns 0 on success and !=0 on error
-
-int MEM_allocN_len(void *vmemh);
-
-- nearest ANSI counterpart: none known
-- returns the length of the given memory area
-
-For debugging:
---------------
-
-void MEM_set_error_stream(FILE*);
-
-- this sets the file the memory manager should use to output debugging messages
-- if the parameter is NULL the messages are suppressed
-- default is that messages are suppressed
-
-void MEM_printmemlist(void);
-
-- if err_stream is set by MEM_set_error_stream() this function dumps a list of all
-currently allocated memory blocks with length and name to the stream
-
-int MEM_check_memory_integrity(void);
-
-- this function tests if the internal structures of the memory manager are intact
-- returns 0 on success and !=0 on error
diff --git a/doc/blender-scons-dev.txt b/doc/blender-scons-dev.txt
deleted file mode 100644
index d13ea7c036f..00000000000
--- a/doc/blender-scons-dev.txt
+++ /dev/null
@@ -1,194 +0,0 @@
-$Id$
-
-
- Internals of Blenders SCons scripts
- ===================================
-
- Scope
- ------
- This document describes the architecture of the SCons scripts for
- Blender. An overview of available functionality and how to modify,
- extend and maintain the system.
-
- Audience
- --------
- This document is for developers who need to modify the system,
- ie. add or remove new libraries, add new arguments for SCons, etc.
-
- Files and their meaning
- -----------------------
-
- The main entry point for the build system is the SConstruct-file in
- $BLENDERHOME. This file creates the first BlenderEnvironment to work
- with, reads in options, and sets up some directory structures. Further
- it defines some targets.
-
- Platform-specific configurations are in $BLENDERHOME/config. The
- filenames have the form (platform)-config.py, where platform one of:
-
- * darwin
- * linux2
- * win32-mingw
- * win32-vc
-
- The user can override options by creating a file
- $BLENDERHOME/user-config.py. It can have any option from
- (platform)-config.py. Options in this file will override the platform
- defaults.
-
- Much of the actual functionality can be found in the python scripts
- in the directory $BLENDERHOME/tools, with Blender.py defining the
- bulk of the functionality. btools.py has some helper functions, and
- bcolors.py is for the terminal colours. mstoolkit.py and crossmingw.py
- are modules which set up SCons for the MS VC++ 2003 toolkit and
- the cross-compile toolset for compiling Windows binaries on Linux
- respectively. Note: the cross-compile doesn't work yet for Blender,
- but is added in preparation for having it work in the distant future.
-
- BlenderEnvironment
- ------------------
-
- The module Blender.py implements a BlenderEnvironment class, derived
- from the SConsEnvironment of SCons. This is done to wrap some often
- used functionality. The BlenderEnvironment offers two important
- wrappers: BlenderProg() and BlenderLib(). The first one is used to
- specify a binary to be built, the second one is used to specify what
- static library is built from given sources.
-
- Build a static library called "somelib". The system handles library
- pre- and suffixes automatically, you don't need to bother yourself
- with these details:
-
- env = BlenderEnvironment(ENV = os.environ) # create an environment
- env.BlenderLib(libname="somelib", sources=['list.c','with.c','sources.c'],
- includes=['/list/with/include/paths', '.', '..'],
- defines=['LIST_WITH', 'CPP_DEFINES', 'TO_USE'],
- libtype=['blender', 'common'] # this is a list with libtypes. Normally you don't
- # need to specify this, but if you encounter linking
- # problems you may need this
- priority=[10, 20] # Priorities, list as long as libtype, priority per type
- compileflags=['/O2'] # List of compile flags needed for this particular library.
- # used only in rare cases, like SOLID, qhull and Bullet
- )
-
- There should be no need to ever add an extra BlenderProg to the
- existing ones in SConstruct, see that file for its use, and Blender.py
- for its implementation.
-
- The new system works so that using these wrappers, has all libraries
- (and programs) register with a central repository. This means that
- adding a new library is as easy as just creating the new SConscript
- and making sure that it gets called properly. Linking and such will
- then be handled automatically.
-
- If you want that adding new source files for a certain library
- is handled automatically, you can use the Glob() function from
- the BlenderEnvironment to create lists of needed files. See
- $BLENDERHOME/source/blender/src/SConscript for an example. Keep in
- mind that this will add any new file that complies to the rule given
- to the Glob() function. There are a few (external) libraries with
- which this can't be used, because it'd take files that shouldn't be
- compiled, and create subsequentially problems during the linking stage
- (like SOLID, qhull, Bullet).
-
- Linking order and priorities
- ----------------------------
-
- As shown above, you can give a library a priority in a certain
- group. If you need to make sure that a Blender library is linked
- before or after another one, you can give it a priority. To debug
- the priorities us BF_PRIORITYLIST=1 on the command-line while running
- a build.
-
- % scons BF_PRIORITYLIST=1
-
- This will give a list with values suggested by the system. Make
- changes to all SConscripts in question to reflect or change the
- values given by this command. ALWAYS check this after adding a new
- internal, external library or core library, and make sure there are
- sane values. You can use large and negative numbers to test with,
- but after you've got a working linking order, do change the system
- to reflect BF_PRIORITYLIST values.
-
- Also, if you find that a library needs to be given multiple times to
- the linker, you can do that by giving a python list with the names
- of the available library types. They are currently:
-
- B.possible_types = ['core', 'common', 'blender', 'intern',
- 'international', 'game', 'game2',
- 'player', 'player2', 'system']
-
- More groups can be added, but that should be carefully considered,
- as it may lead to large-scale changes. The current amount of libraries
- should suffice.
-
- The central repository is utilised in the SConstruct in two
- ways. Firstly, it is used to determine the order of all static
- libraries to link into the main Blender executable. Secondly, it
- is used to keep track of all built binaries and their location,
- so that they can be properly copied to BF_INSTALLDIR.
-
- The libraries can be fetched in their priority order with
- create_blender_liblist from Blender.py, see the SConstruct on how
- it is used.
-
- The program repository is the global list program_list from
- Blender.py. See SConstruct for its usage.
-
-
- Adding a new option and libraries
- ---------------------------------
-
- Lets say we want to add WITH_BF_NEWLIB, which will
- enable or disable a new feature library with sources in
- $BLENDERHOME/source/blender/newlib. This 'newlib' needs external
- headers from a 3rd party library '3rdparty'. For this we want to
- add a set of options BF_3RDPARTY, BF_3RDPARTY_INC, BF_3RDPARTY_LIB,
- BF_3RDPARTY_LIBPATH:
-
- 1) Add all mentiond options to all (platform)-config.py
- files. WITH_BF_NEWLIB is a boolean option ('true', 'false'),
- the rest are strings with paths and library names. See the
- OpenEXR options for example.
-
- 2) Add all options to the argument checking function
- validate_arguments() in btools.py. See again OpenEXR options
- for example.
-
- 3) Add all options to the option reading function read_opts()
- in btools.py. See again OpenEXR options for example. All default
- values can be empty, as the actual default values are in the
- (platform)-config.py files.
-
- 4) Add BF_3RDPARTY_LIB to the function setup_syslibs()
- and BF_3RDPARTY_LIBPATH to the function setup_staticlibs()
- in Blender.py
-
- At this stage we have prepared all option setting and linking needs,
- but we still need to add in the compiling of the 'newlib'.
-
- 5) Create a SConscript in $BLENDERHOME/source/blender/newlib. Look
- at ie. $BLENDERHOME/source/blender/src/SConscript for
- template. The new SConscript will register the new library
- like so:
-
- env.BlenderLib(libname='newlib', sources=sourcefiles, includes=incs) # the rest of the arguments get defaults = empty lists and values
-
- 6) Edit $BLENDERHOME/source/blender/SConscript with the following
- addition:
-
- if env['WITH_BF_NEWLIB'] == 1:
- SConscript(['newlib/SConscript'])
-
- After this you can see if this works by trying to build:
-
- % scons WITH_BF_NEWLIB=1 # build with newlib
- % scons WITH_BF_NEWLIB=0 # disable newlib
-
- This is all what should be needed. Changing the library name doesn't
- need changes elsewhere in the system, as it is handled automatically
- with the central library repository.
-
- Enjoy the new system!
-
- /Nathan Letwory (jesterKing)
diff --git a/doc/blender-scons.txt b/doc/blender-scons.txt
deleted file mode 100644
index 016ba39fd09..00000000000
--- a/doc/blender-scons.txt
+++ /dev/null
@@ -1,231 +0,0 @@
-$Id$
-
- Blenders SCons build scripts
- ============================
-
- Introduction
- ------------
-
- Since the beginning of 2004 Blender has had the SCons system as a
- build option. SCons is a Python-based, accurate build system. The
- scripts that were implemented in the first iteration worked, but
- the system grew quickly into such a state that maintaining it became
- a nightmare, and adding new features was just horrible, leading to
- many hacks without much sense in the overall structure.
-
- The rewrite has been waiting for a long time. Jonathan Jacobs provided
- a first overhaul of the scripts, which I used in the first phase of
- the rewrite. To make the system as maintainable as possible I made
- some radical changes, but thanks go to Jonathan for providing me
- with the patch to get started.
-
- This document describes the usage of the new SCons scripts. The
- inner workings are described in blender-scons-dev.txt.
-
- Building Blender
- ----------------
-
- To build Blender with the SCons scripts you need a full Python
- install, version 2.4 or later (http://www.python.org). We already provide
- a scons-local installation, which can be found in the scons/ subdirectory.
- This document uses the scons-local installation for its examples.
-
- Check from the page
- http://www.blender.org/development/building-blender/getting-dependencies/
- that you have all dependencies needed for building Blender. Note that for
- windows many of these dependencies already come in the lib/windows module
- from CVS.
-
- In the base directory of the sources (from now on called $BLENDERHOME)
- you'll see a file named SConstruct. This is the entry point for the
- SCons build system. In a terminal, change to this directory. To just
- build, start the SCons entry script on Windows (will be used for the remainder
- of this document):
-
- % python scons\scons.py
-
- On a Unix-compatible system it would be
-
- % python ./scons/scons.py
-
- This will start the build process with default values. Depending
- on your platform you may see colour in your output (non-Windows
- machines). In the the beginning an overview of targets and arguments
- from the command-line is given, then all libraries and binaries to
- build are configured.
-
- The build uses BF_BUILDDIR to build into and BF_INSTALLDIR to
- finally copy all needed files to get a proper setup. The BF_DOCDIR is
- used to generate Blender Python documentation files to. These
- variables have default values for every platform in
- $BLENDERHOME/config/(platform)-config.py. After the build successfully
- completes, you can find everything you need in BF_INSTALLDIR.
-
- If you want to create the installer package of Blender on Windows you'll
- need to install nullsoft scriptable install system from http://nsis.sf.net.
- As an extra dependency, you need the MoreInfo plugin too. The creation of
- the installer is tied into the build process and can be triggered with:
-
- % python scons\scons.py nsis
-
-
- Configuring the build
- ---------------------
-
- The default values for your platform can be found in the directory
- $BLENDERHOME/config. Your platform specific defaults are in
- (platform)-config.py, where platform is one of:
-
- - linux2, for machines running Linux
- - win32-vc, for Windows machines, compiling with a Microsoft compiler
- - win32-mingw, for Windows machines, compiling with the MingW compiler
- - darwin, for OS X machines
- (TBD: add cygwin, solaris and freebsd support)
-
- These files you will normally not change. If you need to override
- a default value, make a file called $BLENDERHOME/user-config.py, and copy
- settings from the config/(platform)-config.py that you want to change. Don't
- copy the entire file (unless explicitely stated in the configuration file),
- because you may not get updated options you don't change yourself, which may
- result in build errors.
-
- You can use BF_CONFIG argument to override the default user-config.py
- check. This is just like the user-config.py, but just with another name:
-
- % python scons\scons.py BF_CONFIG=myownsettings
-
- If you want to quickly test a new setting, you can give the option
- also on the command-line:
-
- % python scons\scons.py BF_BUILDDIR=../mybuilddir WITH_BF_OPENEXR=0
-
- This command sets the build directory to BF_BUILDDIR and disables
- OpenEXR support.
-
- If you need to know what can be set through the command-line, run
- scons with -h:
-
- % python scons\scons.py -h
-
- This command will print a long list with settable options and what
- every option means. Many of the default values will be empty, and
- from a fresh checkout without a user-config.py the actual values
- are the defaults as per $BLENDERHOME/config/(platform)-config.py
- (unless you have overridden any of them in your
- $BLENDERHOME/user-config.py).
-
- NOTE: The best way to avoid confusion is the
- copy $BLENDERHOME/config/(platform)-config.py to
- $BLENDERHOME/user-config.py. You should NEVER have to modify
- $BLENDERHOME/config/(platform)-config.py
-
- Configuring the output
- ----------------------
-
- This rewrite features a cleaner output during the build process. If
- you need to see the full command-line for compiles, then you can
- change that behaviour. Also the use of colours can be changed:
-
- % python scons\scons.py BF_FANCY=0
-
- This will disable the use of colours.
-
- % python scons\scons.py BF_QUIET=0
-
- This will give the old, noisy output. Every command-line per
- compile is printed out in its full glory. This is very useful when
- debugging problems with compiling, because you can see what the
- included paths are, what defines are given on the command-line,
- what compiler switches are used, etc.
-
- Compiling Only Some Libraries
- -----------------------------
-
- Our implementation now has support for specifying a list of libraries that are
- exclusively compiled, ignoring all other libraries. This is invoked
- with the BF_QUICK arguments; for example:
-
- % python scons\scons.py BF_QUICK=src,bf_blenkernel
-
- Note that this not the same as passing a list of folders as in the
- makefile's "quicky" command. In Scons, all of Blender's code modules
- are in their own static library; this corresponds to one-lib-per-folder
- in some cases (especially in blender/source/blender).
-
- To obtain a list of the libraries, simple fire up scons and CTRL-C out once
- it finishes configuring (and printing to the console) the library list.
-
- Compiling Libraries With Debug Profiling
- ----------------------------------------
-
- Scons has support for specifying a list of libraries that are compiled
- with debug profiling enabled. This is implemented in two commands:
- BF_QUICKDEBUG which is a command-line argument and BF_DEBUG_LIBS, which goes
- in your user-config.py
-
- BF_QUICKDEBUG is similar to BF_QUICK:
-
- % python scons\scons.py BF_QUICKDEBUG=src,bf_blenkernel,some-other-lib
-
- To use BF_DEBUG_LIBS, put something like the following in you user-config.py:
-
- BF_DEBUG_LIBS = ['bf_blenlib', 'src', 'some_lib']
-
- For instructions on how to find the names of the libraries (folders) you
- wish to use, see the above section. Note that the command BF_DEBUG
- (see below) will override these settings and compile ALL of Blender with
- debug symbols. Also note that BF_QUICKDEBUG and BF_DEBUG_LIBS are combined;
- for example, setting BF_QUICKDEBUG won't overwrite the contents of BF_DEBUG_LIBS.
-
- Supported toolset
- -----------------
-
- WINDOWS
-
- * msvc, this is a full install of Microsoft Visual C++. You'll
- likely have the .NET Framework SDK, Platform SDK and DX9 SDK
- installed * mstoolkit, this is the free MS VC++ 2003 Toolkit. You
- need to verify you have also the SDKs installed as mentioned
- for msvc. * mingw, this is a minimal MingW install. TBD: write
- proper instructions on getting needed packages.
-
- On Windows with all of the three toolset installed you need to
- specify what toolset to use
-
- % python scons\scons.py BF_TOOLSET=msvc
- % python scons\scons.py BF_TOOLSET=mingw
-
- LINUX and OS X
-
- Currently only the default toolsets are supported for these platforms,
- so nothing special needs to be told to SCons when building. The
- defaults should work fine in most cases.
-
- Examples
- --------
-
- Build Blender with the defaults:
-
- % python scons\scons.py
-
- Build Blender, but disable OpenEXR support:
-
- % python scons\scons.py WITH_BF_OPENEXR=0
-
- Build Blender, enable debug symbols:
-
- % python scons\scons.py BF_DEBUG=1
-
- Build Blender, install to different directory:
-
- % python scons\scons.py BF_INSTALLDIR=../myown/installdir
-
- Build Blender in ../myown/builddir and install to ../myown/installdir:
-
- % python scons\scons.py BF_BUILDDIR=../myown/builddir BF_INSTALLDIR=../myown/installdir
-
- Clean BF_BUILDDIR:
-
- % python scons\scons.py clean
-
- /Nathan Letwory (jesterKing)
diff --git a/doc/blender.1 b/doc/blender.1
deleted file mode 100644
index dd5e60ff900..00000000000
--- a/doc/blender.1
+++ /dev/null
@@ -1,340 +0,0 @@
-.TH "BLENDER" "1" "July 15, 2010" "Blender Blender 2\&.52 (sub 5) "
-
-.SH NAME
-blender \- a 3D modelling and rendering package
-.SH SYNOPSIS
-.B blender [args ...] [file] [args ...]
-.br
-.SH DESCRIPTION
-.PP
-.B blender
-is a 3D modelling and rendering package. It is the in-house software of a high quality animation studio, Blender has proven to be an extremely fast and versatile design instrument. The software has a personal touch, offering a unique approach to the world of Three Dimensions.
-
-Use Blender to create TV commercials, to make technical visualizations, business graphics, to do some morphing, or design user interfaces. You can easy build and manage complex environments. The renderer is versatile and extremely fast. All basic animation principles (curves & keys) are well implemented.
-
-http://www.blender.org
-.SH OPTIONS
-
-Blender 2.52 (sub 5) Build
-Usage: blender [args ...] [file] [args ...]
-.br
-.SS "Render Options:"
-
-.TP
-.B \-b or \-\-background <file>
-.br
-Load <file> in background (often used for UI\-less rendering)
-.br
-
-.TP
-.B \-a or \-\-render\-anim
-.br
-Render frames from start to end (inclusive)
-.br
-
-.TP
-.B \-S or \-\-scene <name>
-.br
-Set the active scene <name> for rendering
-.br
-
-.TP
-.B \-f or \-\-render\-frame <frame>
-.br
-Render frame <frame> and save it.
-.br
-+<frame> start frame relative, \-<frame> end frame relative.
-.br
-
-.TP
-.B \-s or \-\-frame\-start <frame>
-.br
-Set start to frame <frame> (use before the \-a argument)
-.br
-
-.TP
-.B \-e or \-\-frame\-end <frame>
-.br
-Set end to frame <frame> (use before the \-a argument)
-.br
-
-.TP
-.B \-j or \-\-frame\-jump <frames>
-.br
-Set number of frames to step forward after each rendered frame
-.br
-
-.TP
-.B \-o or \-\-render\-output <path>
-.br
-Set the render path and file name.
-.br
-Use // at the start of the path to
-.br
- render relative to the blend file.
-.br
-The # characters are replaced by the frame number, and used to define zero padding.
-.br
- ani_##_test.png becomes ani_01_test.png
-.br
- test\-######.png becomes test\-000001.png
-.br
- When the filename does not contain #, The suffix #### is added to the filename
-.br
-The frame number will be added at the end of the filename.
-.br
- eg: blender \-b foobar.blend \-o //render_ \-F PNG \-x 1 \-a
-.br
- //render_ becomes //render_####, writing frames as //render_0001.png//
-.br
-
-.TP
-.B \-E or \-\-engine <engine>
-.br
-Specify the render engine
-.br
-use \-E help to list available engines
-.br
-
-.IP
-
-.SS "Format Options:"
-
-.TP
-.B \-F or \-\-render\-format <format>
-.br
-Set the render format, Valid options are...
-.br
- TGA IRIS JPEG MOVIE IRIZ RAWTGA
-.br
- AVIRAW AVIJPEG PNG BMP FRAMESERVER
-.br
-(formats that can be compiled into blender, not available on all systems)
-.br
- HDR TIFF EXR MULTILAYER MPEG AVICODEC QUICKTIME CINEON DPX DDS
-.br
-
-.TP
-.B \-x or \-\-use\-extension <bool>
-.br
-Set option to add the file extension to the end of the file
-.br
-
-.TP
-.B \-t or \-\-threads <threads>
-.br
-Use amount of <threads> for rendering in background
-.br
-[1\-BLENDER_MAX_THREADS], 0 for systems processor count.
-.br
-
-.IP
-
-.SS "Animation Playback Options:"
-
-.TP
-.B \-a <options> <file(s)>
-.br
-Playback <file(s)>, only operates this way when not running in background.
-.br
- \-p <sx> <sy> Open with lower left corner at <sx>, <sy>
-.br
- \-m Read from disk (Don't buffer)
-.br
- \-f <fps> <fps\-base> Specify FPS to start with
-.br
- \-j <frame> Set frame step to <frame>
-.br
-
-.IP
-
-.SS "Window Options:"
-
-.TP
-.B \-w or \-\-window\-border
-.br
-Force opening with borders (default)
-.br
-
-.TP
-.B \-W or \-\-window\-borderless
-.br
-Force opening with without borders
-.br
-
-.TP
-.B \-p or \-\-window\-geometry <sx> <sy> <w> <h>
-.br
-Open with lower left corner at <sx>, <sy> and width and height as <w>, <h>
-.br
-
-.IP
-
-.SS "Game Engine Specific Options:"
-
-.TP
-.B \-g Game Engine specific options
-.br
-\-g fixedtime Run on 50 hertz without dropping frames
-.br
-\-g vertexarrays Use Vertex Arrays for rendering (usually faster)
-.br
-\-g nomipmap No Texture Mipmapping
-.br
-\-g linearmipmap Linear Texture Mipmapping instead of Nearest (default)
-.br
-
-.IP
-
-.SS "Misc Options:"
-
-.TP
-.B \-d or \-\-debug
-.br
-Turn debugging on
-.br
-
-.IP
-* Prints every operator call and their arguments
-.br
-* Disables mouse grab (to interact with a debugger in some cases)
-.br
-* Keeps python sys.stdin rather then setting it to None
-.br
-
-.TP
-.B \-\-debug\-fpe
-.br
-Enable floating point exceptions
-.br
-
-.IP
-
-.TP
-.B \-nojoystick
-.br
-Disable joystick support
-.br
-
-.TP
-.B \-noglsl
-.br
-Disable GLSL shading
-.br
-
-.TP
-.B \-noaudio
-.br
-Force sound system to None
-.br
-
-.TP
-.B \-setaudio
-.br
-Force sound system to a specific device
-.br
-NULL SDL OPENAL JACK
-.br
-
-.IP
-
-.TP
-.B \-h or \-\-help
-.br
-Print this help text and exit
-.br
-
-.IP
-
-.TP
-.B \-y or \-\-enable\-autoexec
-.br
-Enable automatic python script execution (default)
-.br
-
-.TP
-.B \-Y or \-\-disable\-autoexec
-.br
-Disable automatic python script execution (pydrivers, pyconstraints, pynodes)
-.br
-
-.IP
-
-.TP
-.B \-P or \-\-python <filename>
-.br
-Run the given Python script (filename or Blender Text)
-.br
-
-.TP
-.B \-\-python\-console
-.br
-Run blender with an interactive console
-.br
-
-.TP
-.B \-v or \-\-version
-.br
-Print Blender version and exit
-.br
-
-.TP
-.B \-\-
-.br
-Ends option processing, following arguments passed unchanged. Access via python's sys.argv
-.br
-
-.SS "Other Options:"
-
-.TP
-.B /?
-.br
-Print this help text and exit (windows only)
-.br
-
-.TP
-.B \-R
-.br
-Register .blend extension (windows only)
-.br
-
-.SS "Argument Parsing:"
-
- arguments must be separated by white space. eg
- "blender \-ba test.blend"
- ...will ignore the 'a'
- "blender \-b test.blend \-f8"
- ...will ignore 8 because there is no space between the \-f and the frame value
-.br
-.SS "Argument Order:"
-
-Arguments are executed in the order they are given. eg
- "blender \-\-background test.blend \-\-render\-frame 1 \-\-render\-output /tmp"
- ...will not render to /tmp because '\-\-render\-frame 1' renders before the output path is set
- "blender \-\-background \-\-render\-output /tmp test.blend \-\-render\-frame 1"
- ...will not render to /tmp because loading the blend file overwrites the render output that was set
- "blender \-\-background test.blend \-\-render\-output /tmp \-\-render\-frame 1" works as expected.
-.br
-.br
-.SH "ENVIRONMENT VARIABLES"
- \fIBLENDER_USER_CONFIG\fR Directory for user configuration files.
- \fIBLENDER_SYSTEM_CONFIG\fR Directory for system wide configuration files.
- \fIBLENDER_USER_SCRIPTS\fR Directory for user scripts.
- \fIBLENDER_SYSTEM_SCRIPTS\fR Directory for system wide scripts.
- \fIBLENDER_USER_DATAFILES\fR Directory for user data files (icons, translations, ..).
- \fIBLENDER_SYSTEM_DATAFILES\fR Directory for system wide data files.
- \fIBLENDER_SYSTEM_PYTHON\fR Directory for system python libraries.
- \fITMP\fR or \fITMPDIR\fR Store temporary files here.
- \fIPYTHONHOME\fR Path to the python directory, eg. /usr/lib/python.
-.br
-.br
-
-.br
-.SH SEE ALSO
-.B yafaray(1)
-
-.br
-.SH AUTHORS
-This manpage was written for a Debian GNU/Linux system by Daniel Mester
-<mester@uni-bremen.de> and updated by Cyril Brulebois
-<cyril.brulebois@enst-bretagne.fr> and Dan Eicher <dan@trollwerks.org>.
diff --git a/doc/blender.1.py b/doc/blender.1.py
deleted file mode 100644
index 086c99e70e5..00000000000
--- a/doc/blender.1.py
+++ /dev/null
@@ -1,136 +0,0 @@
-#!/usr/bin/python
-
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-import subprocess
-import os
-
-import time
-import datetime
-
-
-def man_format(data):
- data = data.replace("-", "\\-")
- data = data.replace("\t", " ")
- # data = data.replace("$", "\\fI")
-
- data_ls = []
- for w in data.split():
- if w.startswith("$"):
- w = "\\fI" + w[1:] + "\\fR"
-
- data_ls.append(w)
-
- data = data[:len(data) - len(data.lstrip())] + " ".join(data_ls)
-
- return data
-
-
-blender_bin = os.path.join(os.path.dirname(__file__), "../blender")
-
-blender_help = subprocess.Popen([blender_bin, "--help"], stdout=subprocess.PIPE).communicate()[0].decode()
-
-blender_version = subprocess.Popen([blender_bin, "--version"], stdout=subprocess.PIPE).communicate()[0].decode().strip()
-blender_version = blender_version.split("Build")[0]
-
-date_string = datetime.date.fromtimestamp(time.time()).strftime("%B %d, %Y")
-
-filepath = os.path.splitext(__file__)[0]
-
-file = open(filepath, "w")
-
-fw = file.write
-
-fw('.TH "BLENDER" "1" "%s" "Blender %s"\n' % (date_string, blender_version.replace(".", "\\&.")))
-
-fw('''
-.SH NAME
-blender \- a 3D modelling and rendering package''')
-
-fw('''
-.SH SYNOPSIS
-.B blender [args ...] [file] [args ...]''')
-
-fw('''
-.br
-.SH DESCRIPTION
-.PP
-.B blender
-is a 3D modelling and rendering package. It is the in-house software of a high quality animation studio, Blender has proven to be an extremely fast and versatile design instrument. The software has a personal touch, offering a unique approach to the world of Three Dimensions.
-
-Use Blender to create TV commercials, to make technical visualizations, business graphics, to do some morphing, or design user interfaces. You can easy build and manage complex environments. The renderer is versatile and extremely fast. All basic animation principles (curves & keys) are well implemented.
-
-http://www.blender.org''')
-
-fw('''
-.SH OPTIONS''')
-
-fw("\n\n")
-
-lines = [line.rstrip() for line in blender_help.split("\n")]
-
-while lines:
- l = lines.pop(0)
- if l.startswith("Environment Variables:"):
- fw('.SH "ENVIRONMENT VARIABLES"\n')
- elif l.endswith(":"): # one line
- fw('.SS "%s"\n\n' % l)
- elif l.startswith("-") or l.startswith("/"): # can be multi line
-
- fw('.TP\n')
- fw('.B %s\n' % man_format(l))
-
- while lines:
- # line with no
- if lines[0].strip() and len(lines[0].lstrip()) == len(lines[0]): # no white space
- break
-
- if not l: # second blank line
- fw('.IP\n')
- else:
- fw('.br\n')
-
- l = lines.pop(0)
- l = l[1:] # remove first whitespace (tab)
-
- fw('%s\n' % man_format(l))
-
- else:
- if not l.strip():
- fw('.br\n')
- else:
- fw('%s\n' % man_format(l))
-
-# footer
-
-fw('''
-.br
-.SH SEE ALSO
-.B yafaray(1)
-
-.br
-.SH AUTHORS
-This manpage was written for a Debian GNU/Linux system by Daniel Mester
-<mester@uni-bremen.de> and updated by Cyril Brulebois
-<cyril.brulebois@enst-bretagne.fr> and Dan Eicher <dan@trollwerks.org>.
-''')
-
-print("written:", filepath)
diff --git a/doc/interface_API.txt b/doc/interface_API.txt
deleted file mode 100644
index c98794444e6..00000000000
--- a/doc/interface_API.txt
+++ /dev/null
@@ -1,515 +0,0 @@
----------------------------------------------------
-Blender interface.c API toolkit notes
-(july 2003, Ton Roosendaal)
----------------------------------------------------
-
-Contents
-
-1 General notes
-1.1 C and H files
-
-2. Windows & Blocks
-2.1 Memory allocation
-2.2 And how it works internally
-
-3. API for uiBlock
-3.1 uiBlock Controlling functions
-3.2 Internal function to know
-
-4. API for uiButton
-4.1 UiDefBut
- 1. BUT
- 2. TOG or TOGN or TOGR
- TOG|BIT|<nr>
- 3. TOG3|BIT|<nr>
- 4. ROW
- 5. SLI or NUMSLI or HSVSLI
- 6. NUM
- 7. TEX
- 8. LABEL
- 9 SEPR
- 10. MENU
- 11. COL
-4.2 Icon buttons
- 12. ICONROW
- 13. ICONTEXTROW
-4.3 pulldown menus / block buttons
- 14. BLOCK
-4.4 specials
- 15. KEYEVT
- 16. LINK and INLINK
- 17. IDPOIN
-4.5 uiButton control fuctions
-
-
-----------------1. General notes
-
-- The API is built with Blender in mind, with some buttons acting on lists of Blender data.
- It was not meant to be available as a separate SDK, nor to be used for other applications.
-
-- It works with only OpenGL calls, for the full 100%. This means that it has some quirks
- built-in to work with all OS's and OpenGL versions. Especially frontbuffer drawing is
- a continuous point of attention. Buttons can be drawn with any window matrix. However,
- errors can still occor when buttons are created in windows with non-standard glViewports.
-
-- The code was written to replace the old 1.8 button system, but under high pressure. Quite
- some button methods from the old system were copied for that reason.
-
-- I tried to design a unified GUI system, which equally works for pulldown menus, pop up menus,
- and normal button layouts. Although it gives nice features and freedom in design, the code
- looks quite hard to understand for that reason. Not all 'normal' pulldown menu features
- could be hacked in easily, they just differ too much from other UI elements. Could be
- looked at once...
-
-- During the past period of NaN (beginning of 2002) someone tried to make a more 'high' level
- API for it, with less low level defines and structure info needed in calling code. I am not
- really sure if this was done well... or even finished. In the bottom of interface.c you can
- see the 'new' API which is now used in Blender code. It used to be so much more simple!
- Nevertheless, I will use that convention in this doc.
-
-- Unfinished stuff: the code was scheduled to be expanded with 'floating blocks' which can
- serve as permanent little button-fields in Blender windows. Think for example of having
- an (optional) extra field in the 3d window displaying object loc/rot/size.
- After that, the existing button windows can be reorganized in such blocks as well, allowing
- a user to configure the genereal buttons layout (make vertical for example).
-
-
---------------1.1 C and H files
-
-blender/source/blender/src/interface.c /* almost all code */
-blender/source/blender/include/interface.h /* internals for previous code */
-blender/source/blender/include/BIF_interface.h /* externals for previous code */
-
-(the previous 2 include files have not been separated fully yet)
-
-Color and icons stuff has been put in: (unfinished code, under development)
-blender/source/blender/src/resources.c
-blender/source/blender/include/BIF_resources.h
-
-Related code:
-blender/source/blender/src/toolbox.c (extra GUI elements built on top of this API)
-
-
---------------2. Windows & Blocks
-
-All GUI elements are collected in uiBlocks, which in turn are linked together in a list that's
-part of a Blender Area-window.
-
- uiBlock *block= uiNewBlock(&curarea->uiblocks, "stuff", UI_EMBOSSX, UI_HELV, curarea->win);
-
-The next code example makes a new block, and puts it in the list of blocks of the current active
-Area:
-
- uiDoBlocks(&curarea->uiblocks, event);
-
-This code is usually available in each area-window event queue handler. You give uiDoBlocks
-an event code, and the uiDoBlocks handles whatever is to be handled. Blocks can be
-standard buttons or pull down menus. Can return immediately, or jump to an internal handling
-loop.
-
-2.1 Memory allocation
-
-Important to know is that for this toolkit there's no difference in "creating blocks" or
-"drawing blocks". In fact, for each window redraw all blocks are created again. Constructing
-button interfaces in Blender always happens in the main drawing function itself.
-
-Memory allocation is handled as follows:
-- if in this window a uiBlock with the same name existed, it is freed
-- when you close a window (or blender) the uiBlocks get freed.
-- when you duplicate (split) a window, the uiBlocks get copied
-
-2.2 And how it works internally
-
-With a call to uiDoblocks, all blocks in the current active window are evaluated.
-It walks through the lists in a rather complex manner:
-
-- while(looping)
-
- /* the normal buttons handling */
- - for each block
- - call uiDoBlock (handles buttons for single block)
- - (end for)
-
- /* at this moment, a new block can be created, for a menu */
- /* so we create a 2nd loop for it */
- - while first block is a menu
- - if block is a menu and not initialized:
- - initalize 'saveunder'
- - draw it
- - get event from queue
- - call uiDoBlock (handles buttons for single block)
- /* here, a new block again can be created, for a sub menu */
- - if return "end" from uiDoBlock
- restore 'saveunder's
- free all menu blocks
- exit from loop
- - do tooltip if nothing has happened
- - (end while)
-
- - if there was menu, it does this loop once more
- (when you click outside a menu, at another button)
-
-- (end while)
-
-- do tooltip if nothing has happened
-
-
-
--------------3. API for uiBlock
-
-Create a new buttons block, and link it to the window:
-
-uiBlock *uiNewBlock(ListBase *lb, char *name, short dt, short font, short win)
- ListBase *lb pointer to list basis, where the block will be appended to (blenlib)
- char *name unique name to identify the block. When the name exists in the list,
- the old uiBlock gets freed.
- short dt drawtype. See below
- short font font id number
- short win blender area-window id
-
-drawtype:
- UI_EMBOSSX 0 /* Rounded embossed button (standard in Blender) */
- UI_EMBOSSW 1 /* Simpler embossed button */
- UI_EMBOSSN 2 /* Button with no border */
- UI_EMBOSSF 3 /* Square embossed button (file select) */
- UI_EMBOSSM 4 /* Colored, for pulldown menus */
- UI_EMBOSSP 5 /* Simple borderless coloured button (like blender sensors) */
-
-font:
- UI_HELV 0 /* normal font */
- UI_HELVB 1 /* bold font */
-With the new truetype option in Blender, this is used for all font families
-
-When a uiBlock is created, each uiButton that is defined gets the uiBlock properties.
-Changing Block properties inbetween will affact uiButtons defined thereafter.
-
-
-
-----------3.1 uiBlock Controlling functions:
-
-void uiDrawBlock(block)
- draws the block
-
-void uiBlockSetCol(uiBlock *block, int col)
-
-col:
- BUTGREY,
- BUTGREEN,
- BUTBLUE,
- BUTSALMON,
- MIDGREY,
- BUTPURPLE,
-
-void uiBlockSetEmboss(uiBlock *block, int emboss)
- changes drawtype
-
-void uiBlockSetDirection(uiBlock *block, int direction)
- for pop-up and pulldown menus:
-
-direction:
- UI_TOP
- UI_DOWN
- UI_LEFT
- UI_RIGHT
-
-void uiBlockSetXOfs(uiBlock *block, int xofs)
- for menus, offset from parent
-
-void uiBlockSetButmFunc(uiBlock *block, void (*menufunc)(void *arg, int event), void *arg)
- sets function to be handled when a menu-block is marked "OK"
-
-void uiAutoBlock(uiBlock *block, float minx, float miny, float sizex, float sizey, UI_BLOCK_ROWS)
-
- Sets the buttons in this block to automatically align, and fit within boundaries.
- Internally it allows multiple collums or rows as well. Only 'row order' has been implemented.
- The uiDefBut definitions don't need coordinates as input here, but instead:
- - first value (x1) to indicate row number
- - width and height values (if filled in) will be used to define a relative width/height.
- A call to uiDrawBlock will invoke the calculus to fit in all buttons.
-
-
-
----------- 3.2 Internal function to know:
-
-These flags used to be accessible from outside of interface.c. Currently it is only
-used elsewhere by toolbox.c, so it can be considered 'internal' somewhat.
-
-void uiBlockSetFlag(uiBlock *block, int flag) /* block types, can be 'OR'ed */
- UI_BLOCK_LOOP 1 a sublooping block, drawn in frontbuffer, i.e. menus
- UI_BLOCK_REDRAW 2 block needs a redraw
- UI_BLOCK_RET_1 4 block is closed when an event happens with value '1' (press key, not for mouse)
- UI_BLOCK_BUSY 8 internal
- UI_BLOCK_NUMSELECT 16 keys 1-2-...-9-0 can be used to select items
- UI_BLOCK_ENTER_OK 32 enter key closes block with "OK"
-
-(these values are being set within the interface.c and toolbox.c code.)
-
-
--------------4. API for uiButton
-
-In Blender a button can do four things:
-
-- directly visualize data, and write to it.
-- put event codes (shorts) back in the queue, to be handled
-- call a user-defined function pointer (while being pressed, etc)
-- create and call another block (i.e. menu)
-
-Internally, each button or menu item is a 'uiButton', with a generic API and handling:
-ui_def_but(block, type, retval, str, x1, y1, x2, y2, poin, min, max, a1, a2, tip);
-
-Beacause a lot of obscure generic (re-use) happens here, translation calls have been made
-for each most button types individually.
-
-
------------4.1 UiDefBut
-
-uiBut *UiDefBut[CSIF]( uiBlock *block, int type, int retval, char *str,
- short x1, short y1, short x2, short y2, xxxx *poin,
- float min, float max, float a1, float a2, char *tip)
-
-UiDefButC operatates on char
-UiDefButS operatates on short
-UiDefButI operatates on int
-UiDefButF operatates on float
-
-*block: current uiBlock pointer
-type: see below
-retval: return value, which is put back in queue
-*str: button name
-x1, y1: coordinates of left-lower corner
-x2, y2: width, height
-*poin: pointer to char, short, int, float
-min, max used for slider buttons
-a1, a2 extra info for some buttons
-*tip: tooltip string
-
-type:
-
-1. BUT
- Activation button. (like "Render")
- Passing on a pointer is not needed
-
-2. TOG or TOGN or TOGR
- Toggle button (like "Lock")
- The pointer value is set either at 0 or 1
- If pressed, it calls the optional function with arguments provided.
- Type TOGN: works negative, when pressed it sets at 0
- Type TOGR: is part of a row, redraws automatically all buttons with same *poin
-
- "|BIT|<nr>"
- When added to type, it works on a single bit <nr> (lowest order bit: nr = '0')
-
-3. TOG3|BIT|<nr>
- A toggle with 3 values!
- Can be only used for short *poin.
- In the third toggle setting, the bit <nr> of *( poin+1) is set.
-
-4. ROW
- Button that's part of a row.
- in "min" you set a row-id number, in "max" the value you want *poin to be
- assigned when you press the button. Always pass on these values as floats.
- When this button is pressed, it sets the "max" value to *poin, and redraws
- all buttons with the same row-id number.
-
-5. SLI or NUMSLI or HSVSLI
- Slider, number-slider or hsv-slider button.
- "min" and "max" are to clamp the value to.
- If you want a button type "Col" to be updated, make 'a1' equal to 'retval'
- from the COL button.
-
-6. NUM
- Number button
- Set the clamping values 'min' and 'max' always as float.
- For UiDefButF, set a 'step' in 'a1', in 1/100's. The step value is the increment or
- decrement when you click once on the right or left side of a button.
- The optional button function is additionally called for each change of the *poin value.
-
-7. TEX
- Text string button.
- Pointertype is standard a char. Value 'max' is length of string (pass as float).
- When button is left with ESC, it doesn't put the 'retval' at the queue.
-
-8. LABEL
- Label button.
- Only displays text.
- If 'min' is set at 1.0, the text is printed in white.
-
-9 SEPR
- A separator line, typically used within pulldown menus.
-
-10. MENU
- Menu button.
- The syntax of the string in *name defines the menu items:
- - %t means the previous text becomes the title
- - item separator is '|'
- - return values are indicated with %x[nr] (i.e: %x12).
- without returnvalues, the first item gets value 0 (incl. title!)
- Example: "Do something %t| turn left %2| turn right %1| nothing %0"
-
-11. COL
- A special button that only visualizes a RGB value
- In 'retval' you can put a code, which is used to identify for sliders if it needs
- redraws while using the sliders. Check button '5'.
- As *poin you input the pointer to the 'r' value, 'g' and 'b' are supposed to be
- next to that.
-
-
-------------4.2 Icon buttons
-
-Instead of a 'name', all buttons as described for uiDefBut also can have an icon:
-
-uiBut *uiDefIconBut(uiBlock *block, int type, int retval, int icon,
- short x1, short y1, short x2, short y2, void *poin,
- float min, float max, float a1, float a2, char *tip)
-
- Same syntax and types available as previous uiDefBut, but now with an icon code
- instead of a name. THe icons are numbered in resources.c
-
-uiBut *uiDefIconTextButF(uiBlock *block, int type, int retval, int icon, char *str,
- short x1, short y1, short x2, short y2, float *poin,
- float min, float max, float a1, float a2, char *tip)
-
- Same again, but now with an icon and string as button name.
-
-Two special icon buttons are available in Blender:
-
-12. ICONROW
- (uiDefIconBut)
- This button pops up a vertical menu with a row of icons to choose from.
- 'max' = amount of icons. The icons are supposed to be ordered in a sequence
- It writes in *poin which item in the menu was choosen (starting with 0).
-
-13. ICONTEXTROW
- (uiDefIconTextBut)
- Same as previous, but with the texts next to it.
-
-
-
------------4.3 pulldown menus / block buttons
-
-14. BLOCK
-void uiDefBlockBut(uiBlock *block, uiBlockFuncFP func, void *arg, char *str,
- short x1, short y1, short x2, short y2, char *tip)
-
- This button creates a new block when pressed. The function argument 'func' is called
- to take care of this. An example func:
-
- static uiBlock *info_file_importmenu(void *arg_unused)
- {
- uiBlock *block;
- short yco= 0, xco = 20;
-
- block= uiNewBlock(&curarea->uiblocks, "importmenu", UI_EMBOSSW, UI_HELV, G.curscreen->mainwin);
- uiBlockSetXOfs(block, -40); // offset to parent button
-
- /* flags are defines */
- uiDefBut(block, LABEL, 0, "VRML 2.0 options", xco, yco, 125, 19, NULL, 0.0, 0.0, 0, 0, "");
- uiDefButS(block, TOG|BIT|0, 0, "SepLayers", xco, yco-=20, 75, 19, &U.vrmlflag, 0.0, 0.0, 0, 0, "");
- uiDefButS(block, TOG|BIT|1, 0, "Scale 1/100", xco, yco-=20, 75, 19, &U.vrmlflag, 0.0, 0.0, 0, 0, "");
- uiDefButS(block, TOG|BIT|2, 0, "Two Sided", xco, yco-=20, 75, 19, &U.vrmlflag, 0.0, 0.0, 0, 0, "");
-
- uiBlockSetDirection(block, UI_RIGHT);
- uiTextBoundsBlock(block, 50); // checks for fontsize
-
- return block;
- }
-
- The uiDef coordinates here are only relative. When this function is called, the interface
- code automatically makes sure the buttons fit in the menu nicely.
-
- Inside a menu uiBlock, other uiBlocks can be invoked to make a hierarchical menu.
-
-
-
------------4.4 specials
-
-15. KEYEVT
-
-void uiDefKeyevtButS(uiBlock *block, int retval, char *str,
- short x1, short y1, short x2, short y2, short *spoin, char *tip)
-
- A special button, which stores a keyvalue in *spoin. When the button is pressed,
- it displays the text 'Press any Key'. A keypress then stores the value.
-
-16. LINK and INLINK
-
- These button present a method of linking data in Blender, by drawing a line from one
- icon to another. It consists of two button types:
-
- LINK, the 'linking from' part, can be:
- - a single pointer to data (only one line allowed)
- - an array of pointers to data. The LINK buttons system keeps track of allocating
- space for the array, and set the correct pointers in it.
-
- INLINK, the 'linking to' part activates creating a link, when a user releases the mouse
- cursor over it, while dragging a line from the LINK button.
-
- These buttons are defined as follows:
-
-
-uiBut but= uiDefIconBut(block, LINK, 0, ICON_LINK, x1, y1, w, h, NULL, 0, 0, 0, 0, "");
- /* create the LINK icon */
-
-uiSetButLink(but, void **pt, void ***ppt, short *totlink, short fromcode, short tocode);
- **pt: pointer to pointer (only one link allowed)
- ***ppt: pointer to pointerpointer (an array of pointers)
- (Either one of these values should be NULL)
-
- fromcode: (currently unused)
- tocode: a short indicating which blocks it can link to.
-
-
-uiDefIconBut(block, INLINK, 0, ICON_INLINK, x1, y1, w, h, void *poin, short fromcode, 0, 0, 0, "");
- poin: the pointer of the datablock you want to create links to
- fromcode: a short identifying which LINK buttons can connect to it
-
-
-
-17. IDPOIN
-void uiDefIDPoinBut(uiBlock *block, uiIDPoinFuncFP func, int retval, char *str,
- short x1, short y1, short x2, short y2, void *idpp, char *tip)
-
- The ID struct is a generic part in structs like Object, Material, Mesh, etc.
- Most linking options in Blender happens using ID's. (Mesh -> Material).
-
- This special button in Blender visualizes an ID pointer with its name. Typing in
- a new name, changes the pointer. For most ID types in Blender functions have been
- written already, needed by this button, to check validity of names, and assign the pointer.
-
- (BTW: the 'void *idpp' has to be a pointer to the ID pointer!)
-
- Example function that can be put in 'func':
-
- void test_scriptpoin_but(char *name, ID **idpp)
- {
- ID *id;
-
- id= G.main->text.first;
- while(id) {
- if( strcmp(name, id->name+2)==0 ) {
- *idpp= id;
- return;
- }
- id= id->next;
- }
- *idpp= 0;
- }
-
-
-------------- 4.5 uiButton control fuctions
-
-
-void uiButSetFunc(uiBut *but, void (*func)(void *arg1, void *arg2), void *arg1, void *arg2)
- When the button is pressed and released, it calls this function, with the 2 arguments.
-
-void uiButSetFlag(uiBut *but, int flag)
- set a flag for further control of button behaviour:
- flag:
- UI_TEXT_LEFT
-
-int uiButGetRetVal(uiBut *but)
- gives return value
-
-
-</body>
-<br><br><br>