Search found 31 matches

by rwenzlaff
Thu Dec 19, 2002 7:24 am
Forum: Interface & Tools
Topic: Proposed feature for editmode
Replies: 10
Views: 4523

Proposed feature for editmode

http://www.soylent-green.com/snapshot3.png

Note how I change the color of the edge/vert to signify depth. (Lighter edges are rear)

Good Idea? Should I submit a patch?

Bob (aka Det. Thorn)
by rwenzlaff
Thu Dec 19, 2002 6:27 am
Forum: Interface & Tools
Topic: Suggestions on improving EditMode
Replies: 7
Views: 2940

Hmmmm.....

Number 2 might not be that hard to impliment since the hidden flag is stored in a SHORT, but currently uses only 1 bit. Could have upto 32k levels of hide. (Need to reserve bit 0 for compatability, ie bit 0 = ANYHIDDEN, bits[7..1] = HIDELEVEL )

Bob
by rwenzlaff
Wed Nov 27, 2002 3:33 am
Forum: Rendering
Topic: Renderman Support Started
Replies: 96
Views: 38822

This describes the situation we have. Wo do not only have modeler users, which want to have a nice ui and do not want to deal with the internal shader/renderer functionality, we also have users that want to change shaders and scenes after creation by a modeler. So I think, it's a bad idea to handle...
by rwenzlaff
Mon Nov 25, 2002 11:04 pm
Forum: Rendering
Topic: Renderman Support Started
Replies: 96
Views: 38822

An Idea on using shaders

An idea I had the other night on making shaders (Actually, how to handle ANY object not native to Blender). If we dynamically linked to a lib that exported a new object type (eg shader), the object could carry all the data specific to the new shader. You could then apply a Blender material to this o...
by rwenzlaff
Fri Nov 22, 2002 6:06 am
Forum: Rendering
Topic: No AVI_JPEG in 2.25 With Fix.
Replies: 0
Views: 4227

No AVI_JPEG in 2.25 With Fix.

Under Linux 2.25 does not do AVI_JPEG. Selecting AVI_JPEG from the Pull Down renders anim in AVI_Raw. Problem buttons.c and writeavi.c use different defines for the anim types. Fix: in blender/blenkernel/src/writeavi.c ADD: #include "DNA_scene_types.h" CHANGE LINE 95 FROM : if (R.r.imtype != AVI_FOR...
by rwenzlaff
Sun Oct 27, 2002 11:18 pm
Forum: Foundation and Websites
Topic: Mailing list
Replies: 2
Views: 4600

We've opened cvs and a maillist for a group of active developers here, representing as much Blender platforms as possible. (BTW: we still need a Solaris and BeOS expert for advice)
Sorry, I took the past tense to mean "already done"...

Bob
by rwenzlaff
Sun Oct 27, 2002 8:09 pm
Forum: Coding Blender
Topic: EditVert, Edge and Vlak (face) structs.
Replies: 7
Views: 2915

How well contained is this module?

A quick search showed only a few calls made to it from outside (mostly from buttons.c, space.c, and editobject.c). Are the flags etc ever manipulated outside this module?

Bob
by rwenzlaff
Sun Oct 27, 2002 7:19 pm
Forum: Foundation and Websites
Topic: Mailing list
Replies: 2
Views: 4600

Mailing list

Where the heck is the info on the mailing list you keep talking about?

Bob
by rwenzlaff
Sun Oct 27, 2002 1:54 am
Forum: Coding Blender
Topic: EditVert, Edge and Vlak (face) structs.
Replies: 7
Views: 2915

Another one solved.

dir in the edges is a flag to indicate direction (I figured that, but didn't know how 'direction' would be defined.) dir = 0 if the lowest valued pointer is the first vert of an edge. dir = 1 if the higher valued pointer is the first vert. I look further to see why you'd ever need to know this..... ...
by rwenzlaff
Fri Oct 25, 2002 2:43 pm
Forum: Coding Blender
Topic: EditVert, Edge and Vlak (face) structs.
Replies: 7
Views: 2915

Found one. xs and ys are the screen coords of the vert.

bob
by rwenzlaff
Fri Oct 25, 2002 2:22 pm
Forum: Coding Blender
Topic: EditVert, Edge and Vlak (face) structs.
Replies: 7
Views: 2915

EditVert, Edge and Vlak (face) structs.

Can someone shed light on this (BLI_editVert.h): typedef struct EditVert { struct EditVert *next, *prev, *vn; float no[3]; float co[3]; short xs, ys; unsigned char f, h, f1, hash; int totweight; /* __NLA */ struct MDeformWeight *dw; /* __NLA */ } EditVert; I can see that co[] an no[] are coords and ...
by rwenzlaff
Fri Oct 25, 2002 2:13 pm
Forum: Foundation and Websites
Topic: Login from forums
Replies: 1
Views: 4724

Login from forums

You need to add a login from the forums section. If you browse the forums w/o logging in, you have to go back 3 or more pages to get to a login screen (or if there's one hidden in the forums it's too well hidden).

Bob
by rwenzlaff
Wed Oct 23, 2002 3:27 pm
Forum: Rendering
Topic: What's going to become of the renderer?
Replies: 30
Views: 20614

Re plug-in Renderer

While this is a good general idea, remember that plugin renderers need to export the same interface to the program calling it. Renderman already has specified such an interface. I haven't looked deeply enough to see whether Blender could neatly provide it's scene data to such an interface. Otherwise...
by rwenzlaff
Wed Oct 23, 2002 3:02 pm
Forum: Rendering
Topic: Dynamics in Movie Rendering?
Replies: 8
Views: 9113

But dynamics was never supported in non-realtime. If you make a particle stream fall with a Z force, that stream will take the same number of FRAMES to fall reguardless of the grav setting or even the framerate. So particle animations have to be completely reworked if you render once in PAL and once...
by rwenzlaff
Wed Oct 23, 2002 2:46 pm
Forum: Interface & Tools
Topic: Plugin interface
Replies: 4
Views: 7404

Acctually I diasgree with you, MrMunkily. Comeing up with a good system now, means we won't have two independant types of plugins that end up needing to be presented in totally different way... Once we have an interface, then any new development on the plugin API should try to fit that interface. If...