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2006-05-13update to msvc7 projectfilesJoseph Gilbert
2006-05-13Happy msvc6 again .. however some new std::std::strings in El'BeemJens Ole Wund
i'll give it to nils later on
2006-05-11- fixed MSVC problem in fluidsim.cNils Thuerey
- removed some more debug output in the solver
2006-05-11- New options for mesh voxelization: shell only (alsoNils Thuerey
works for non closed objects), volume ("normal"/old way of doing it), and a combination of both: http://www10.informatik.uni-erlangen.de/~sinithue/blender/voltcomp_sm.jpg - Finally included bjornmose MSVC6 fixes - Added support for animated meshes, e.g. meshes with parented skeletons. Is enabled for obstacles with a new button. A simple example with Bassam's mancandy can be found here: http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid2_mancandy.mpg http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid2_mancandy.blend (Warning - keep meshes as simple as possible, e.g. turn off subsurf for baking. Export probably shoulb be further optimized.) - Changed handling of no/free/part slip obstacles, see: http://www10.informatik.uni-erlangen.de/~sinithue/blender/bndtcomp_sm.jpg - Removed surface particle option for upcoming release, needs more testing & tweaking - Added tracer particles instead (swimming along in the fluid) - Updated wiki (description of IPOs still missing).
2006-05-10 This is a bit of a hack, but it looks like sunKent Mein
Used F11 and friends for its special keys Stop,again etc.. So this little patch enables F11 and F12 to work as expected following link has documentation on it: http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=4734408 also from /usr/include/X11/Sunkeysym.h #define SunXK_F36 0x1005FF10 // Labeled F11 #define SunXK_F37 0x1005FF11 // Labeled F12 I also added a comment explaning why the heck its there... What this means is XK_F11 and XK_F12 do not line up with the F11 and F12 keys on sun keyboards. So I've added special cases to correct the issue. Doing a quick grep for XK_F shows there are some files in the gameengine that use them when they probably shouldn't, but I'm not going to attempt to fix them, Files that should be looked at are: gameengine/BlenderRoutines/KX_BlenderInputDevice.h gameengine/Converter/KX_ConvertSensors.cpp gameengine/GameLogic/SCA_IInputDevice.h gameengine/GamePlayer/common/unix/GPU_KeyboardDevice.cpp gameengine/GamePlayer/common/windows/GPW_KeyboardDevice.cpp gameengine/GamePlayer/ghost/GPG_KeyboardDevice.cpp gameengine/Ketsji/KX_PythonInit.cpp Kent
2006-04-18msvc6 project linking with shell32.lib to see SHGetFolderPath()Jens Ole Wund
removing dead files in el'beem however the "std::std::string" problem is still there still no GE
2006-04-18Update to the VC7 projectfiles.Joseph Gilbert
This should bring the projectfiles upto date for msvc7. Moving these to version 7.1 so that the version 8 people don't have such a hard time importing into 2005. Build intern.sln, extern.sln and then blender.sln. Enjoy. :p
2006-04-06I renamed a couple of simple variables to prevent warnings aboutKent Mein
variable blah at a higher scope is already defined... (one of these was introduced by me when I moved a variable declaration to the top of the function.) Kent
2006-04-05Upgrading in 10.3 to quicktime 7 seems to remove a header file, whichTon Roosendaal
stops Ghost from compiling. Information on this link here: http://www.cocoadev.com/index.pl?CarbonSound
2006-03-30==Nothing to see here, move along==Chris Want
Removing some outdated files from elbeem, as suggested by Nils. (Compiles OK without them.)
2006-03-30==Nothing to see here, move along==Chris Want
Try to get the yy_wrap and yy_parse definitions for IRIX. Hoping that it will also help Kent's multiply resolved warnings, I've done this so that these symbols are defined only if they are currently undefined. I'm not sure if it will work though, please test!
2006-03-29Added BOP_Mesh constructor to get rid of this:Kent Mein
BOP_Mesh.h:45: warning: ‘class BOP_Mesh’ only defines private constructors and h as no friends drawimasel.c initalized a variable so it didn't give warnings about it. (wasn't really needed but if the code changes could be potential issue) Kent
2006-03-29Several minor fixes:Nils Thuerey
- Added part of Austin's msvc8 fixes (vector::erase function was "misused"), hopefully compiles better now. - Ctrl-b now also bakes a selected fluidsim domain similar to the softbodies. - Added surface smoothing option for domains: default is 1, higher values result in a smoother surface (and probably slightly higher comupation times), while 0 means the surface is not modified at all. - Added BLENDER_ELBEEMBOBJABORT environment variable in readBobj, if >0 quits blender when a not yet existing fluidsim frame should be loaded. Useful for rendering simulations as far as possible from the command line. - Surface normals pointer is now set to NULL in readfile.c - Fixed win32 error string handling, now uses a function to return the string from the solver. - Fixed fluidsim particle halo scaling problem. - Solver update
2006-03-29I fixed some warnings about multiply defined yy_parse (etc) fuctions.Kent Mein
Did some small indentation fixes, and moved some variables so they were declared at the top of the function blocks. Kent
2006-03-23Updated mallocn.c MEM_check_memory_integrity was castingKent Mein
a string as an int and it was causing a warning. I changed it to check to see if the string == 0 return 0 else return 1. The only thing that called this function was memtest.c and it had outdated code, so I fixed that... was calling MEM_set_error_stream updated to MEM_set_error_callback Kent
2006-03-15mmap allocs now fall back on regular malloc when mmap fails.Ton Roosendaal
2006-03-13security patch #3910 provided by Joerg Sonnenberger on Os XJean-Luc Peurière
file opening
2006-03-13==SCons==Nathan Letwory
* These changes bring cross-compiling Blender for Windows on Linux one step closer to reality. The 'biggest' change is in makesdna SConscript to make sure a linux native makesdna is built, that can be run, too. Next to that proper checks for env['OURPLATFORM']=='linuxcross' are added in various places. Switch change in pluginapi.c was necessary, and AFAIK it should work like that also on WIN32, if not, slap me. Note: everything *compiles* now nicely, it is just that the final *linking* doesn't work (yet). Anyone who fixes this will be the hero of cross-compilers :)
2006-03-05It looks like Irix works alright with the /dev/zero trick for mmap().Chris Want
I had to include fcntl.h for Irix to get symbol O_RDWR.
2006-03-05To prevent confusement; used %u (unsigned int) for printing memory error.Ton Roosendaal
2006-03-04Fixes for some gcc 4 warnings in intern/. More than 100 lines of warningsBrecht Van Lommel
for 2 unused parameters in templated c++ code, that's just ridiculous.
2006-03-02Improved error print in case malloc returns NULL; it now adds the currentTon Roosendaal
total allocated.
2006-02-28mscv6 projects againJens Ole Wund
no GE right now ( need to adapt to erwins file reshuffle so may be i wait a bit until he has his mind made up ) elbeem is running when you remove the extra std:: at some places well the msvc6 preprocessor is not very smart --> std:: is not a member of std:: :) so i guess there is a "using namespace std" somewhere
2006-02-27commented out a debugging message... was getting errors about cast to intKent Mein
losses percision on 64bit linux with gcc4.X Kent
2006-02-27- elbeem.h header file was missingNils Thuerey
2006-02-27- typo in SConscriptNils Thuerey
2006-02-27Sorry for the big commit, but I've been fixing many of theseNils Thuerey
issues in parallel... So this commit contains: an update of the solver (e.g. moving objects), integration of blender IPOs, improved rendering (motion blur, smoothed normals) and a first particle test. In more detail: Solver update: - Moving objects using a relatively simple model, and not yet fully optimized - ok for box falling into water, water in a moving glass might cause trouble. Simulation times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot might also cause slowdowns. - Additional obstacle settings: noslip (as before), free slip (move along wall freely) and part slip (mix of both). - Obstacle settings also added for domain boundaries now, the six walls of the domain are obstacles after all as well - Got rid of templates, should make compiling for e.g. macs more convenient, for linux there's not much difference. Finally got rid of parser (and some other code parts), the simulation now uses the internal API to transfer data. - Some unnecessary file were removed, the GUI now needs 3 settings buttons... This should still be changed (maybe by adding a new panel for domain objects). IPOs: - Animated params: viscosity, time and gravity for domains. In contrast to normal time IPO for Blender objects, the fluidsim one scales the time step size - so a constant 1 has no effect, values towards 0 slow it down, larger ones speed the simulation up (-> longer time steps, more compuations). The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect). - For objects that are enabled for fluidsim, a new IPO type shows up. Inflow objects can use the velocity channels to animate the inflow. Obstacles, in/outflow objects can be switched on (Active IPO>0) and off (<0) during the simulation. - Movement, rotation and scaling of those 3 types is exported from the normal Blender channels (Loc,dLoc,etc.). Particles: - This is still experimental, so it might be deactivated for a release... It should at some point be used to model smaller splashes, depending on the the realworld size and the particle generation settings particles are generated during simulation (stored in _particles_X.gz files). - These are loaded by enabling the particle field for an arbitrary object, which should be given a halo material. For each frame, similar to the mesh loading, the particle system them loads the simulated particle positions. - For rendering, I "abused" the part->rt field - I couldnt find any use for it in the code and it seems to work fine. The fluidsim particles store their size there. Rendering: - The fluidims particles use scaled sizes and alpha values to give a more varied appearance. In convertblender.c fluidsim particle systems use the p->rt field to scale up the size and down the alpha of "smaller particles". Setting the influence fields in the fluidims settings to 0 gives equally sized particles with same alpha everywhere. Higher values cause larger differences. - Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals computed by the solver are used. This is basically done by switching off the normal recalculation in convertblender.c (the function calc_fluidsimnormals handles other mesh inits instead of calc_vertexnormals). This could also be used to e.g. modify mesh normals in a modifier... - Another change is that fluidsim meshes load the velocities computed during the simulation for image based motion blur. This is inited in load_fluidsimspeedvectors for the vector pass (they're loaded during the normal load in DerivedMesh readBobjgz). Generation and loading can be switched off in the settings. Vector pass currently loads the fluidism meshes 3 times, so this should still be optimized. Examples: - smoothed normals versus normals from subdividing once: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png - fluidsim particles, size/alpha influence 0: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png size influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png size & alpha influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png - the standard drop with motion blur and particles: http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg (here's how it looks without http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg) - another inflow animation (moving, switched on/off) with a moving obstacle (and strong mblur :) http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg Things still to fix: - rotating & scaling domains causes wrong speed vectors - get rid of SDL code for threading, use pthreads as well? - update wiki documentation - cool effects for rendering would be photon maps for caustics, and motion blur for particles :)
2006-02-24I had to disable mmap altogether for Irix.Chris Want
2006-02-24Paranoia "volatile" assignment to globals in MEM module. Was suggested toTon Roosendaal
do this for globals that can be changed within threads.
2006-02-23Some issues compiling on Irix:Chris Want
+ the code in writemovie.c no longer compiles (since the renderer refactor). I have #if 0-ed it. + OpenGL on Irix doesn't have GL_ARB_vertex_program + mmap on Irix doesn't like MAP_ANON. + If using the MipsPro 7.3 compiler, the variable MIPS73_ISOHEADERS can be set to point to the directory with those weird C++ headers that don't have .h in the name
2006-02-17temporarily fix from Johnny Matthews committed, win32 doesn't have munmap. ↵Erwin Coumans
Someone can worry about a future mmap-like implementation.
2006-02-16Added new malloc type in our MEM module; using the unix feature 'mmap'.Ton Roosendaal
In Orange we've been fighting the past weeks with memory usage a lot... at the moment incredible huge scenes are being rendered, with multiple layers and all compositing, stressing limits of memory a lot. I had hoped that less frequently used blocks would be swapped away nicely, so fragmented memory could survive. Unfortunately (in OSX) the malloc range is limited to 2 GB only (upped half of address space). Other OS's have a limit too, but typically larger afaik. Now here's mmap to the rescue! It has a very nice feature to map to a virtual (non existing) file, allowing to allocate disk-mapped memory on the fly. For as long there's real memory it works nearly as fast as a regular malloc, and when you go to the swap boundary, it knows nicely what to swap first. The upcoming commit will use mmap for all large memory blocks, like the composit stack, render layers, lamp buffers and images. Tested here on my 1 GB system, and compositing huge images with a total of 2.5 gig still works acceptable here. :) http://www.blender.org/bf/memory.jpg This is a silly composit test, using 64 MB images with a load of nodes. Check the header print... the (2323.33M) is the mmap disk-cache in use. BTW: note that is still limited to the virtual address space of 4 GB. The new call is: MEM_mapalloc() Per definition, mmap() returns zero'ed memory, so a calloc isn't required. For Windows there's no mmap() available, but I'm pretty sure there's an equivalent. Windows gurus here are invited to insert that here in code! At the moment it's nicely ifdeffed, so for Windows the mmap defaults to a regular alloc.
2006-02-10make msvc6 compile (thanks peter)Jens Ole Wund
so beat me if it does not work ;)
2006-02-09...umm msvc6 projects againJens Ole Wund
2006-02-09msvc6 projects that will compile when MEM_Allocator.h is fixedJens Ole Wund
2006-02-08==SCons==Nathan Letwory
+ 'scons blenderplayer' builds blender AND blenderplayer now (tested on Linux only, but was only linking issue, so should work on other platforms too). NOTE: I noticed some compileflags for GE specific libs that were left out - I re-enabled them in the SConscripts, but I'm going to do a test build my- self now, so if there are problems with them on win32, I probably already know about them :)
2006-02-08==SCons==Nathan Letwory
* use proper seperator instead of *nix-only /
2006-02-08==SCons==Nathan Letwory
- remove blenderdummy.cpp from list, so that elbeem actually works
2006-02-06mem_in_use can be victim to C++ name mangling on some platforms...Peter Schlaile
2006-02-05==SCons==Nathan Letwory
* Changing linking order of a few libs, hopefully it solves a unresolved issue.
2006-02-05Adds generic memcache limitor (used by the new sequencer to cachePeter Schlaile
only a certain amount of frames).
2006-02-05+ add check for cygwin to continue parsing of SCons scriptsNathan Letwory
2006-02-05+ WITH_BF_OPENAL=0 should now actually not need OpenAL stuffNathan Letwory
* BF_PROFILE_FLAGS to list form
2006-02-04==SCons==Nathan Letwory
+ BF_BUILDINFO=1 (by default) for build info in splash - remove redundant renderconverter include dir * check for win32-vc instead of only win32, so MingW compile goes ok
2006-02-04== SCons ==Nathan Letwory
* This commit is all of the rewrite work done on the SCons system. For documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt. Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring contains valuable information, along with what still needs to be done. - linux, os x and windows compile now. - files are compiled to BF_INSTALLDIR (see config/(platform)-config.py) - NOTE: Jean-Luc P will commit sometime during the weekend proper appit() for OS X. For now, copy the resulting binary to an existing .app bundle. - features: - cleaner structure for better maintenance - cleaner output during compile - better handling of build options - general overall speed increase - see the wiki for more info Cygwin, FreeBSD and Solaris systems still need work. For these systems: 1) copy a config/(platform)-config.py to ie. config/cygwin-config.py 2) set the proper defaults for your platform 3) mail me at jesterking at letwory dot net with you configuration. if you need any modifications to the system, do send a patch, too. I'll be giving first-aid today and tomorrow, after that it'll be all regular development work :) /Nathan
2006-01-30More simple fixes to cleanup warnings and what not:Kent Mein
extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h added newline at end of file. intern/boolop/intern/BOP_Face2Face.cpp fixed indentation and had nested declarations of a varible i used for multiple for loops, changed it to just one declaration. source/blender/blenkernel/bad_level_call_stubs/stubs.c added prototypes and a couple other fixes. source/blender/include/BDR_drawobject.h source/blender/include/BSE_node.h source/blender/include/butspace.h source/blender/render/extern/include/RE_shader_ext.h added struct definitions source/blender/src/editmesh_mods.c source/gameengine/Ketsji/KX_BlenderMaterial.cpp source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp source/gameengine/Ketsji/KX_RaySensor.cpp removed unused variables; source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp changed format of case statements to avoid warnings in gcc. Kent
2006-01-30Use ALsizei/GLsizei to fix compile errors on mac / gcc 4.x.Brecht Van Lommel
2006-01-29Fix some of Stealth Apprent's warnings/errors and some extra little stuff.Kent Mein
here is a quick summary... Kent intern/bsp/intern/BSP_CSGMesh_CFIterator.h removed tri_index (unused variable) intern/bsp/intern/CSG_BooleanOps.cpp removed extra ; intern/string/intern/STR_String.cpp added <ctype.h> source/blender/blenkernel/BKE_writeavi.h moved things around so not doing forward declarations source/blender/renderconverter/intern/convertBlenderScene.c changed render.h to render_types.h source/blender/src/blenderbuttons.c source/blender/src/editgroup.c source/blender/src/meshtools.c added newline source/gameengine/Ketsji/KX_KetsjiEngine.cpp commented out include "PIL_time.h" code that requires it is commented out reading blender/src/writeavicodec.c (struct keyword to a couple of lines that needed it) and added: extern struct Render R; blender/renderconverter/intern/convertBlenderScene.c added extern Render R; added #include "rendercore.h" to get rid of undeclared shade_material_loop (Not sure if this is right but it fixes it. Did not fix this problem, is it alright to just pass NULL here or should we chan ge it to something else: init_render_materials' : too few gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp removed argument to dHashSpaceCreate commented out dWorldQuickStep since it does not exist
2006-01-28==compiling==Tom Musgrove
need this version to compile with cygwin...
2006-01-27doing MSCV6 project woodoo ( preparing orange --> bf migration )Jens Ole Wund
NOTE to Ton and Hos PLEASE do not try to merge any ot the MSVC6 project files (*.dsw ,*dsp) I have a plan to get it done with a minimum of pain thanks ole