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2008-06-03== RED one (redcode) ==Peter Schlaile
This adds redcode (the file format of RED one, R3D) support to blender. Seems to work fine with the footage I found on the web, but keep in mind, that because of the unoptimized nature of libopenjpeg, frame decoding isn't that fast. It is also a rather challenging task, to make 4k-float-footage realtime :)
2007-06-25This commit is a modified version of patch #6860Kent Mein
It adds read only dds support. (Writing will come later) Kent
2006-08-22* Patch #4909 by Joseph Eagar (joeedh)Nathan Letwory
- this patch adds verse support for SCons, which can be enabled by giving WITH_BF_VERSE=1, ie. on command-line - this patch also adds a custom lib dir possibility. From the patch description: "To set a custom ../lib dir, put LCGDIR="path to lib dir, including the platform folder name!" in your user-config.py." * Fixed win32-vc-config.py so that it links to the proper library. Reported by Brandano.
2006-08-14[ #4035 ] patch to make scons compile with ffmpeg in mingwNathan Letwory
Submitted by Joseph Eagar (joeedh). windows/gcc ffmpeg library may need recompiling to support all codecs necessary (ie. H264 doesn't work).
2006-03-12==SCons==Nathan Letwory
* first part of cineon fix commit - after next commit it'll compile also with SCons
2006-03-12Half fix for colorpicker: after using sliders, the redraw callback wasTon Roosendaal
too late... moved it one line up. :) Still unknown; why doesn't HSV color field not redraw?
2006-03-12New: Import/Export of Cineon and DPX image files. The first is Kodak'sTon Roosendaal
standard for film scanning, 10 bits/channel and logarithmic. DPX is derived from Cineon as the ANSI/SMPTE industry standard. DPX supports 16 bits color/channel, linear as well as logarithmic. Code has been gratefully copied from CinePaint and was integrated in Blender by Joe Eagar. According to CinePaint's dev Robin Rowe the DPX code defaults to log colorspace. Can't find in the code clues yet how to enable/disable that. However, tests with write/read of DPX seems to show no visible loss by log conversion code. Might be because it uses the entire 16 bit range... CinePaint dpx files have been succesfully imported in a Quantel IQ HD/2K finishing/grading set without problem, so for now I guess we can use it! :) Changes in code: added tests for image magic numbers before entering the actual reading code. Prevents error prints, and makes it faster too. (Note; this because Blender doesn't check for extensions, but calls reading functions on every file until one accepts it. :)
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 :)
2006-02-06typoPeter Schlaile
2006-02-06FFMPEG defs was initialized as an array, a string was appendedPeter Schlaile
2006-02-05* Add memcache limitor-support to imbufsPeter Schlaile
* Add ffmpeg-read support in anim.c and util.c * Makes ImBufs refcountable. You can now increase an internal refcounter in ImBufs (using IMB_refImBuf) which is decreased by freeImBuf. This makes it possible to simply pass ImBuf pointers around in the sequencer saving a few memcopies.
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
2006-01-09Orange branch: OpenEXR finally in Blender!Ton Roosendaal
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... :/
2005-11-23* Attempting to fix scons for mac os x. It seems to be correct, if I've made aMatt Ebb
mistake, someone can please help fix, just trying to get things to compile here in the studio. You'll need to delete config.opts
2005-11-23- added dynlibtiff.c and tiff.c for compilationNils Thuerey
2005-11-20Patch provided by Alfredo de GreefTon Roosendaal
This adds Radiance HDR image file support. So now at least we can save the 'fbuf' (4x32 bits float colors) in Blender. It doesn't change anything for internal support in imbuf for floa colors, so when reading .hdr files it still converts it to 32 bits RGBA. As an extra I've added that saving images with F3 now also adds the optional extension, when the F10 "Extensions" option is set. One important note; I don't know the proper license for the code, it was provided without... will await feedback from Alfredo about it. For now I've added the standard Blender GPL header.
2005-08-04updates to the OS X build system :Jean-Luc Peurière
- 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
2005-03-14This commit reverses the OpenEXR specific stuff in the OpenEXR commit IKent Mein
did last friday. A patch will be available in the patches tracker that will have the current stuff there until everything is working. Kent
2005-03-11Gernot Ziegler's patch to add OpenEXR support to blender.Kent Mein
To enable it you will need to download OpenEXR and install it. For the Makefiles you will need to set WITH_OPENEXR=true and set NAN_OPENEXR to point to where OpenEXR is installed. For scons you'll need to remove config.opts to get the new options so you can enable OpenEXR, I was not able to get blender to link with scons so the scons stuff may need to be tweaked a little but I think it should work. For other platform managers The OpenEXR stuff is similar to QUICKTIME you need to define WITH_OPENEXR and setup the library stuff and as you'll notice in this commit there are two extra files. Kent
2004-05-16Added #!/usr/bin/python standard script identifier to the start of ↵Kester Maddock
SConscript files. Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-03-01SCons updatesMichel Selten
* 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.
2004-02-21- [win32] updated SConscripts to use new configuration method (config.opts).Nathan Letwory
NOTE: ODE support needs still to be reviewed, so disable gameengine for now.
2004-02-15SCons updatesMichel Selten
* 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.
2004-01-10Added support for outputting bmp'sKent Mein
The padding is slightly messed up, so it produces somewhat trunkcated images however it works. I'll try and fix it later but I have to go home now. Its atleast usable at this stage. I moved bmp_decode.c to bmp.c and cleaned it up a little bit. Kent
2004-01-05SCons build system files added.Michel Selten
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.