Search found 20 matches
- Wed Feb 25, 2004 7:40 pm
- Forum: News & Chat
- Topic: Animation length
- Replies: 18
- Views: 10070
At 60fps, it will only takes 5 minutes to run out of frames. ;-) Even worse, I've tried running video at 120fps. :P Unsuccessfully, I might add. Maybe with a PCI-Express 16x GFX card on an A64... monitor can handle it though: 1280 x 960 @ 120Hz ;-) Point is, 18000 frames is an arbitrary restriction ...
- Thu Feb 19, 2004 12:30 am
- Forum: News & Chat
- Topic: Fall From Good Manners
- Replies: 20
- Views: 8004
I dont know if any of this refers to me at all, i admit that recently i have caused some controversy on the forums, but i never use foul language. And i never direct insults to people. I myself i have seen this manifest itself in several bad language posts. Ands thats all. A bit of controversy here...
- Tue Feb 17, 2004 4:05 am
- Forum: News & Chat
- Topic: Bounty for a feature. Double dollars cold cash. Ver 2.1
- Replies: 51
- Views: 14693
I have mixed feelings about this idea. If the stakes are too high, it could be a cause of lots of trouble and contention among developers. If the stakes are too low, they may not really be much of an incentive, and bounties not acted upon could cause frustration and bad feelings among those who cont...
- Mon Oct 13, 2003 2:28 am
- Forum: News & Chat
- Topic: Linux version 2.28c in trouble!!
- Replies: 41
- Views: 17720
dittohead,
Try using this one I built from CVS (9/27). I wasn't able to get the download version working either.
blender-2.28c-linux-glibc2.3.1-i586.tar.bz2
Try using this one I built from CVS (9/27). I wasn't able to get the download version working either.

blender-2.28c-linux-glibc2.3.1-i586.tar.bz2
- Mon May 05, 2003 5:00 am
- Forum: News & Chat
- Topic: verse 2.0 finaly out.
- Replies: 62
- Views: 17079
Hello Eskil, I've tracked down what is causing verse to crash. The pack functions are overrunning their buffers. :( For example, in vll_send_connect: void vll_send_connect(char *name, char *pass, void *address, VSession * *connection) { uint8 *buf; uint buffer_pos = 0; VCMDBufHead *head; head = v_cm...
- Sat Apr 12, 2003 9:36 pm
- Forum: News & Chat
- Topic: Regular UV is Passé
- Replies: 25
- Views: 7304
It begs the question, why do we ever use pixels at all... I'm going to pose an answer to this rehtorical question, not because I don't think your idea is great, but because I think it's overlooking something. Pixels are oft used because they are simple. Think of an artist working on a painting of a...
- Thu Apr 10, 2003 10:26 pm
- Forum: News & Chat
- Topic: Regular UV is Passé
- Replies: 25
- Views: 7304
Oky, I'm trying to wrap my head around this 3D texture idea. I'm going to make a play off of the armed gaurd example you gave, as I think that is what really made it click what you are picturing. This will be a sort of a different implementation of what you are refering to, to get an idea of what th...
- Thu Apr 10, 2003 1:39 am
- Forum: News & Chat
- Topic: Regular UV is Passé
- Replies: 25
- Views: 7304
thorax, Something like vertex painting, but at a subsurface level? If you took a model and divided each polygon into a number of subsurfaces (each vertex representing a color sample). At first, each polygon would being divided in a way to try to create as uniform distribution of samples as possible,...
- Mon Apr 07, 2003 9:44 pm
- Forum: News & Chat
- Topic: verse 2.0 finaly out.
- Replies: 62
- Views: 17079
:) The server seems to work (without vs_node_curve.c :P ). I tested it using the v_test.c program. They connect, v_test sends some vll_send_g_vertex_set_real64_xyz , which the server receives with no problems. I did notice that the server consumes all available cpu time, but not forcefully (other ap...
- Mon Apr 07, 2003 8:35 pm
- Forum: News & Chat
- Topic: verse 2.0 finaly out.
- Replies: 62
- Views: 17079
Here's the contents of vs_node_curve.c
Oops!
Code: Select all
<HTML>
<HEAD>
<META NAME="GENERATOR" Content="Microsoft Developer Studio">
<META HTTP-EQUIV="Content-Type" content="text/html; charset=iso-8859-1">
<TITLE>Document Title</TITLE>
</HEAD>
<BODY>
<!-- Insert HTML here -->
</BODY>
</HTML>
- Sun Apr 06, 2003 1:08 am
- Forum: News & Chat
- Topic: verse 2.0 finaly out.
- Replies: 62
- Views: 17079
- Thu Apr 03, 2003 11:27 pm
- Forum: News & Chat
- Topic: verse 2.0 finaly out.
- Replies: 62
- Views: 17079
According to C89 and C99 the float value INFINITY is supposed to be defined in <math.h> :?: :!: Really? I'll have to look again this evening. I thought there should be something of the sort, but could find nothing meaningful to that effect yesterday. I cannot find it defined under Solaris right now...
- Thu Apr 03, 2003 11:50 am
- Forum: News & Chat
- Topic: verse 2.0 finaly out.
- Replies: 62
- Views: 17079
float a, b; double c, d; *((long *) &a) = 0x7f800000; // set a to INF *((long *) &b) = 0xff800000; // set b to -INF *((long long *) &c) = 0x7ff0000000000000; // set c to INF *((long long *) &d) = 0xfff0000000000000; // set d to -INF I really don't know it this is the best (or easiest to read) way t...
- Mon Mar 10, 2003 9:59 am
- Forum: News & Chat
- Topic: Oren-Nayar-Blinn material model Blender version.
- Replies: 85
- Views: 40210
- Tue Feb 18, 2003 2:37 am
- Forum: News & Chat
- Topic: Waargh! what is this...
- Replies: 4
- Views: 3285
Does not appear it is including the glu library. It needs a -lGLU somewhere in there. Maybe add /usr/X11R6/lib/libGLU.so also to be consistant with what's already there. :P You may want to add a few -lm also to keep the ratio correct. (I'm joking on that last one, if you couldn't tell.) A quick way ...