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bf-blender / Os X 10.3 - CVS (2005-07-23) 2.38

Posted: Sat Jul 23, 2005 9:51 pm
by ton
Just fresh from the compile machine, it's a debug compiled one, so not the fasted you can get. But, has all the latest goodies!

- armature recode project (no posemode, lasso!)
- modifier system

http://download.blender.org/demo/test/b ... rpc.tar.gz

-Ton-

Posted: Sat Jul 23, 2005 11:38 pm
by ton
Hrms, there were bugs reported in the meantime;

- editmode armature select could crash
- editmode armature didn't transform

Here's the upgrade:

http://download.blender.org/demo/test/b ... rpc.tar.gz

Posted: Tue Jul 26, 2005 2:04 pm
by solmax
:shock: amazing!

one question about b-bones: aren't segments supposed to deform the geometry "as they bend"? right now the deformation looks exactly the same as without segmented bones.

anyways nice improvements (as always over the last two years)

best,

marin

EDIT:

- read abt. b-bbones deformation not being ready
- CTRL+I for adding IK targets seems not to work
- pose-mode specials menu - also WIP?

Posted: Tue Jul 26, 2005 4:23 pm
by JoOngle
solmax wrote: - CTRL+I for adding IK targets seems not to work
- pose-mode specials menu - also WIP?
It's because you don't have the latest CVS version. It was probably added the next
day after Ton compiled the one for OS X.

I've downloaded Ton's version here and it doesn't work for me either.

But I've compiled one for my Linux box (see the linux thread) and that one
works just fine with the Ctrl-I.

I've got OS X too... But for now... I've yet to manage to compile Blender under OS X
for now I can only compile for Linux. But if I get around to somehow easily compile
it for OS X ... I'll upload it here frequently just as I do with Linux.

Posted: Tue Jul 26, 2005 5:01 pm
by solmax
all right - thanks for the info.

are there already a usable (in terms of easy to use and compile) X-code project files? this would make things a lot easier. anyways i would be grateful if there were more frequent OSX updates. if you manage that - two thumbs up :)

marin

Posted: Tue Jul 26, 2005 9:49 pm
by osxrules
Yeah, I compiled one of the 2.37 xcode projects fairly easily - be midful about some compiler settings like optimisation because they break the renderer. With certain settings, you can put it up to max optimisation and it works fine. I tried to get it to optimise with auto-vectorisation for G4/G5 users but unfortunately, most of the loops in the Blender code are not supported by auto-vectorisation so there was no noticeable speed-up. This is the fault of GCC as lots of people are reporting their code isn't compatible.

I did make a smaller binary with xcode though.

I also ran Blender through some of the OpenGL performance tool and there looked like there were areas for significant speed-up but I didn't really look at the code long enough to see exactly where the fixes would go.

I would like to write a new OpenGL wrapper for Blender too because the GHOST OpenGL drawing method has what I think are buffering issues on my machine. Like when I resize the Blender window, the entire window messes up.

I remember that in GLUT when I was making an OpenGL project and I switched to using Cocoa Objective-C NSOpenGL context becaue of those problems among others. One problem is that I reckon Blender probably has a lot of dependancy on GHOST and redoing the entire interface would be a huge task especially for portability.

I was thinking maybe wxwidgets would have been a good idea but then you probably wouldn't get the fancy button scaling and sliding features that the OpenGL interface gives you. Plus the buttons might have to be in a separate window from the 3D scene. But you could get a performance increase that way since the graphics card would no longer be rendering the interface. But then you wouldn't have flexible workspaces.

I dunno, there are advantages and disadvantages to it. I'll maybe have a go at compiling the latest Blender builds.

Hmmm, I just tried to download the daily checkout because I don't really like waiting for the CVS checkout but it seems to be a bit old:

http://download.blender.org/projects/bf ... checkouts/

8th June was the last bundle made. Those nights sure last long in Amsterdam ;).

Posted: Wed Jul 27, 2005 10:39 am
by dmoc
graphics card would no longer be rendering the interface
I'm not sure that is true considering osx's rendering techniques. The standard interface seems heavily reliant on gfx card features (eg, expose)

Posted: Wed Jul 27, 2005 6:35 pm
by osxrules
dmoc wrote:
graphics card would no longer be rendering the interface
I'm not sure that is true considering osx's rendering techniques. The standard interface seems heavily reliant on gfx card features (eg, expose)
True but it's handled differently because you don't manually render to an OpenGL context. I'm sure the Quartz engine handles the transfer to the graphics card much more efficiently than GHOST. In GHOST, every button is an OpenGL object (I think). In Quartz, it's limited to windows and the window contents are textures:

http://en.wikipedia.org/wiki/Quartz_Compositor

I'm probably wrong here but if the there are lots of buttons on display, this would mean that Blender is rendering that many OpenGL objects.

If it was wxobjects or something, it would likely draw the layout on the processor but pass the entire window as a bitmap to the graphics card for display meaning it renders 1 OpenGL object per window.

I wrote an OpenGL program using NSOpenGL like I said and it had an OpenGL context constrained in a window with some cocoa interface elements (sliders, text fields etc) and it didn't have any graphics problems at all. I used it to load in 3D objects with around 65000 verts and from the responsiveness, it seemed to be about double the performance of Blender for a similarly sized model.

It's hard to check that though since I didn't have a frame rate display and I would really have had to use the same models in both. Also, my program wasn't nearly as complex as Blender.

Whoa, I just tried out Ton's build. I can actually pose models now without turning off subdivisions. That is an incredible speed-up. I knew it was coming from the documentation but when you see it in action, it is pretty amazing. Awesome work.

Posted: Wed Jul 27, 2005 6:39 pm
by harkyman
Anyone besides myself wishing for more frequent OS X builds? I'd try to roll it myself (I used to do it on Win32 with free tools), but the links to OS X building intructions in the coding thread apparently got blasted in the server changeover.

I'd love to be able to test the newer features with as much frequency as Windows and Linux users. :cry:

OS X 10.2 Please

Posted: Wed Jul 27, 2005 8:36 pm
by pamtango
Yes, more frequent OS X builds would be great, especially once again in 10.2 for us folks with ancient iBooks.
Thanks,
Pam :roll:

Posted: Wed Jul 27, 2005 9:29 pm
by solmax
harkyman wrote:Anyone besides myself wishing for more frequent OS X builds?
yes, here.

i keep working on both systems (XP, mac), but i tend to prefer apple for most of my work. so, more frequent OS X builds would be great.

does anyone have some experience with XCode and blender? i'd love to see a small tut, some do's and dont's, generally a guidline how to get it compiling. i managed to build blender under windows/cygwin, but failed under OSX (well that was before XCode project files existed).

what about intel-macs? do blender-developers have such a machine? if not, how about another fund-raising in the community? i mean, it's a 1/100th of the money for freeing the sources. I'm very excited about those new macs, also because some developers say they are alredy lighting fast (if my sources are reliable in certain applications faster than dual G5's, and that means something - not only for apples marketing heads ;) )

Posted: Thu Jul 28, 2005 2:05 pm
by Money_YaY!
I am trying to build both Tuhopuu and bf, nither will build :(