Age | Commit message (Collapse) | Author |
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patch by Guillaume, thanks!
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Since bli_threads.h now includes pthreads directly, we need to had instructions in SConscripts everywhere for proper include path.
Frankly, I feel like this should be done in a global manner and not in a per lib fashion, but that is for another day.
This commit also fixes more missing properties
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Was annoying to use a different editor for cmake only.
theeth says this should be ok with gsoc and merges from branches.
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* first working changes to get blenderplayer linking
* blenderplayer/ moved into source/ (CMakeLists.txt changed for that too)
* added externs for bprogname to gp_ghost, so that it links properly
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* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
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-r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
2.5 got merged, but no new files were added. Calls to these files
are commented out with "XXX etch-a-ton". editarmature.c and
transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
(player still fails to link).
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I also did some small tweaks. removed ifdef's for pluginapi
didn't need them there.
Fixed it so the filesel shows jp2 as image files.
(I'm going to do makefiles next)
Kent
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-r17853:HEAD
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Support for jpeg2000 and writing DCI Cinema standard files.
Notes
* 12 and 16bit channel depths are converted from/to blenders float buffer.
* Grayscale/RGB with alpha supported.
* Theres an option to save color channels as YCC rather then RGB.
* Quality 100 saves lossless
* The UI is a bit weired because of the DCI standards need to be given to the encoder.
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New priorities for most libs, at least core. This is still for Blender proper, BGE and such still to come.
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- cleanup of boolean usage - use True and False now instead of 'true'/'false' or 0/1
- changed SConscripts accordingly
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since no additional crashes were reported!
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forgot to update the check for valid sequence plugin version #
(The version bump didn't affect sequence plugins so missed it)
This patch also brought the plugin includes back inline with
imbuf stuff. I'm putting it on my todo to see if we can't
remove this duplication so that this is not a reoccuring issue.
Kent
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[#8067] external texture plugin thread-safe modifications
Submitted By: David Anderson (davywavy)
It makes it so the "result" array is passed in, instead of a global var.
I expanded the patch so it will play nice with older plugins that are not
thread safe as well.
I also updated the existing plugins in the release, so they are thread safe.
--------------- What do people think of this.... ------------------
This should maybe be talked about in the functionality board or something,
but what do people think of adding in default texture/sequence plugins.
or making a seperate tree like lib for plugins.
The reason I ask is we have had a couple of upgrades to the plugin system.
(supporting float buffers for sequencer, and this one for textures)
http://www.cs.umn.edu/~mein/blender/plugins does not store revisions of
plugins I just make sure they work with the latest version. This is
getting messy. I haven't upgraded a lot of them to use floats (I know,
I'm lazy, and now this will also make modifications to the plugins)
It would be nice to have some of the standard ones under revision control.
We also seem to be having an explosion of platforms supported. It would
be nice to have platform maintainers compiling plugins as well for releases.
(Its getting to be more work for me to keep up with things...)
I'll go back to my corner now and be quite. ;)
Kent
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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images)
separated stamp metadata and stamp draw functions.
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metadata and optionally
draws into the
frame.
This patch includes some changes I made...
* use blenders bitmap fonts (rather then own fonts)
* select font size
* user interface layout changes
* Marker as another image stamp option
Also added some new API calls
BMF_GetFontHeight(font);
BMF_DrawStringBuf(...); - so we can draw text into an imbuf's image buffer.
get_frame_marker(frame) - get the last marker from the frame.
IMB_rectfill_area(...) - fill in an image buffer with a rectangle area of color.
TODO - draw stamp info in 3d view, at the moment it just displays in the animation.
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Basically I moved -funsigned-char -fno-strict-aliasing
from individual Makefiles to nan_compile.mk defines for CFLAGS and CCFLAGS
Kent
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== Plugins ==
Made sequencer plugins work again by boosting the version number and
working around recent changes to the ImBuf-structure for older binary
plugins.
This commit also restores the original length of name in VarStruct.
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Updated iff.h to use the latest imbuf struct definition.
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Added a callback instance_init() so that any particular instance of a
texture plugin can initialize data. Updated the clouds2 and tile example
plugins to have a (dummy) call back.
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fooling me.
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different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on.
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module itself, replacing the special MEM_mallocT/MEM_freeT functions.
Mutex locking is only enabled when threads are running.
There was no good reason to have these separate, it just led to ugly
hacks when calling functions with non-threadsafe malloc from threads.
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http://projects.blender.org/tracker/index.php?func=detail&aid=4200&group_id=9&atid=127
It adds platform depenant prefix to function calls
(extern on non windows platforms more complicated on windows)
So that windows plugins can reference functions inside of blender.
there is a small TODO still...
Make release should build the helper library required under windows and modify
how they build the plugins:
dlltool --input-def plugin.DEF --output-lib libblenerplugin.a --dllname blender.exe
and the pulgins should be made with:
gcc -c (pluginname).c
gcc -shared -o (pluginname).dll (pluginname).o libblenderplugin.a
Kent
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not be misconstrued as "working" by myself
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* 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 :)
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+ '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 :)
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* 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
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Credits go to Gernot Ziegler, who originally coded EXR support, and to
Austin Benesh for bringing it further. Kent Mein provided a lot of code
for integrating float buffers in Blender imbuf and ImBuf API cleanup,
and provided Make and Scons and static linking.
At this moment; the EXR libraries are a *dependency*, so you cannot get
the Orange branch compiled without having OpenEXR installed. Get the
(precompiled or sources) stuff from www.openexr.com. Current default is
that the headers and lib resides in /user/local/
Several changes/additions/fixes were added:
- EXR code only supported 'half' format (16 bits per channel). I've added
float writing, but for reading it I need tomorrow. :)
- Quite some clumsy copying of data happened in EXR code.
- cleaned up the api calls already a bit, preparing for more advanced
support
- Zbuffers were saved 16 bits, now 32 bits
- automatic adding of .exr extensions went wrong
Imbuf:
- added proper imbuf->flags and imbuf->mall support for float buffers, it
was created for *each* imbuf. :)
- found bugs for float buffers in scaling and flipping. Code there will
need more checks still
- imbuf also needs to be verified to behave properly when no 32 bits
rect exists (for saving for example)
TODO:
- support internal float images for textures, backbuf, AO probes, and
display in Image window
Hope this commit won't screwup syncing with bf-blender... :/
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intensity, color and/or normal.
Patch provided by Guillermo, thanks!
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- XCode project
- Scons :
scons stopped working for Os X in the last month (dont know when) :
* the '.' and '..' keywords in CCPPATH
are not recognized anymore for sconscripts compiling files at
a sub level
* when doing a scons clean, the 3 subdirs in build dir are removed
and scons then fail to recreate them (exten, intern, source)
this commit solve the first problem as a temp workaround
for the latter simply recreate the dirs manually
I will investigate that further when on vacations, which i should already
be.
;(
all 3 build systems are now working on Os X
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Kent
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lot of casts, added prototypes, missing includes and some true errors
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I changed them so that they have CPPFLAGS += LEVEL(X)_CPP_WARNINGS
instead.
Kent
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Fix done by LetterRip.
Kent
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We should probably add some more there are a lot missing but I'll
save that for after release.
Kent
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SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
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* Blender static now links. By default this option is disabled on all
platforms. Simply set the option in config.opts to 'true'.
* Added the following flags to config.opts:
- HOST_CC. This is the C compiler for the host platform. This value is the
same as TARGET_CC when not cross compiling.
- HOST_CXX. This is the C++ compiler for the host platform. This value is
the same as TARGET_CXX when not cross compiling.
- TARGET_CC. This is the C compiler for the target platform.
- TARGET_CXX. This is the C++ compiler for the target platform.
- TARGET_AR. This is the linker command for linking libraries.
- PATH This is the standard search path
All SConscript files have been updated to reflect these changes. Now it's
possible to change only the root SConstruct file, and all compiler specific
variables are passed automatically to all SConscript files. Of course, this
does not apply to makesdna because there the host and target platform is
different from all other libraries.
To pass a variable that applies to all platforms, all we now have to do is
set the correct value in library_env
Note: as usual, to get the latest options in the config.opts file, first
remove your version.
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* libraries are now generated in [BUILD_DIR]/lib
* passed the user_options to all libraries now.
This means I could remove a couple of Export/Import lines.
* Changed the order in source/blender/src/SConscript and
source/gameengine/SConscript.
All libraries are now sorted alphabetically. This has no impact on the build
process.
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Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.
We added a panel in render space to adjust some yafray settings (GI and so)
Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.
Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)
We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.
So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
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You'll need SCons (www.scons.org) to build.
Platforms currently working:
* Linux (me)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* Windows (jesterKing)
- builds with quicktime (optional)
- builds with openal (optional)
- builds with international support (optional)
- Use the DOS box to build
- builds with precompiled libraries
* Irix (Hos)
- Uses default Irix compiler
- Not all optimization levels correct yet
- options for quicktime, openal and international disabled
- builds with precompiled libraries
* Cygwin (me)
- has a problem in the linking stage
- uses free build tools (gcc)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* MacOS (sgefant)
- builds with quicktime (optional)
- options for openal and international disabled
- builds a nice bundle
- builds with precompiled libraries
Thanks to IanWill for a bugfix in the Linux build.
Note: This is a work in progress. A lot still has to be done - for example the
optional parts are only to be enabled by directly setting 'true' or
'false' in the SConstruct file. This needs to be moved to a user config
file. Also, the .o/.obj files are stored in the source tree. This needs
to be fixed as well.
The game engine is not yet built.
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this fixes zbuffer reading for plugins again
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source/blender/blenpluginapi So I removed the stuff in the release dir
after merging changes and updated the Makefile.
Kent
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for the plugins)
Kent
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Might be possible I mised an .h or so, just notify me in that case.
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