added #include <ieeefp.h> similar to where its included in
other files. (made an ifdef that matches other includes of the same
file)
solaris does a lot of type overloading so there is no expf its just exp
so I added a #define expf exp wrapped in an ifndef
Finally, I fixed a warning in cfglexer.cpp about multiply defined
yy_wrap functions.
Kent
in this case only the new blenderdummy.cpp and utilities.cpp have to be compiled
- restructured gui:
* domain options split up into 2 sections
* added compressibility and refinement settings
* added inflow/outflow object types
- increased progress bar by 1
added msvc6 project file for builing elbeem
NOTE: it won't build unless some spots in elbeem code are cangend
see -->
fixing elbeem to build on msvc6
http://projects.blender.org/pipermail/bf-committers/2005-September/011952.html
[quote]
And no.. i won't set up a msvc6 project for building blender_elbeem.lib
until things calmed down a bit.
[/quote]
well i did for me to continue work, why not share.
if you do *rebuild all* in this project (release mode) on success will do a
post build step which will copy blender_elbeem.lib to the lib/windows..blah folder
such that the msvc6 (blender) project will find it for happy linking.
it even #defines MSVC6 so all the above changes could be nicly hidden behind that
( my local tree does so ) but it is on Nils to decide if he wants his code to be *pested*.
- debug output now controlled globally by elbeem debug level
(BLENDER_ELBEEMDEBUG environment var), also for fluidsimBake
and read/writeBobj
- debug output is written to file for WIN32
- added "for" and "vector" etc. defines for MSVC6
(I couldnt get hold of the compiler itself, so not tested yet)
(fixed shadowed variables warnings, removed cfgparser.hpp,
added cfgparser.h, removed debugging output)
- added support for env. var BLENDER_ELBEEMDEBUG to enable
debugging output again
- fixed missing triangle display (marching cubes produced v3=0 triangles)
- fixed geometry init bug (nearest intersection check
for intersecting objects was messed up)
- changed position of derived mesh creation in DerivedMesh.c
(for some reason the useDeform code is necessary, without it or
with useDeform=0 nothing is displayed)
- 3dviews now update every 2 seconds to show simulation progress
- note: mesh_strip_loose_faces(me); in ./source/blender/blenkernel/intern/mesh.c:937
not necessary anymore?
IK: needed to change abs() to TNT::abs() (thanks brecht!)
Freetype: FT_ENCODING_UNICODE typecast to FT_CharMap (thanks intrr!)
header_image: missing include for liballoc stuff
Ketsji: needed to declare m_hitObject as public in KX_MouseFocusSensor.h.
This is probably the wrong thing to do, but KX_MouseFocusSensor.cpp
compilation fails on line 279 otherwise.
module -- the previous method could be off pretty far.
- Added drawing of transparent surface for it, instead of just the border.
- Added "stretch IK", allowing bones not only to rotate, but also scale.
The "Stretch" value below the DoF buttons is used to enabled this.
- Some code tweaking: slightly simplified computation of transform for IK,
renamed chain to tree, removed unused pchan->ik_mat, ..
Internal IK module work:
- Do damping per DoF also based on stiffness, hopefully makes it converge
faster with very stiff joints.
- Instead of having two joints types (translational and rotational), now
all 6 DoF's can be enabled for one joint.
- Added limits for translational joints.
- Z-axis rotation limits were not working, was using wrong flag.
- Don't allow min limit to go over max, or vice versa.
- Fix for jacobian getting overwritten with IK clamping.
Fix some warnings.
Merge with latest soc code.
What changed in IK lib:
Fully restructured, with components now as follows:
- IK_Solver: C <=> C++ interface
- IK_QSegment: base class for bone/segment with 0
to 3 DOF
- IK_QTask: base class for a task (currently there's
a position and a rotation task)
- IK_QJacobian: the Jacobian matrix, with SVD
decomposition, damping, etc
- IK_QJacobianSolver: the iterative solver
The exponential map parametrization is no longer used,
instead we have now:
- 3DOF and 2DOF XZ segments: directly update matrix
with Rodrigues' formula
- Other: Euler angles (no worries about singularities
here)
Computation of the Jacobian inverse has also changed:
- The SVD algorithm is now based on LAPACK code,
instead of NR, to avoid some problems with rounding
errors.
- When the problem is underconstrained (as is the case
most of the time), the SVD is computed for the transpose
of the Jacobian (faster).
- A new damping algorithm called the Selectively Damped
Least Squares is used, result in faster and more
stable convergence.
- Stiffness is implemented as if a weighted psuedo-inverse
was used.
Tree structure support.
Rotation limits:
- 3DOF and 2DOF XZ segments limits are based on a swing
(direct axis-angle over XZ) and twist/roll (rotation
over Y) decomposition. The swing region is an ellipse
on a sphere.
- Rotation limits are implemented using an inner clamping
loop: as long as there is a violation, a violating DOF
is clamped and removed from the Jacobian, and the solution
is recomputed.
Convergence checking is based now on the max norm of angle
change, or the maximum number of iterations.
64 bits systems... weird bug. :)
It now only does a unit-of-4 check, for all systems. This will work fine,
since the malloc code will return aligned anyway, and the guarded alloc
system only stores ints in the headers. Also, the sizeof() call will
correctly do padding, so there's no risk of allocating too small blocks.
- 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
errors, switched MEM_set_error_stream to MEM_set_error_callback
that calls a function to print result instead of just giving
a FILE *
Note: requires intern recompile
Code provided by Matthew Plough. Verified to run OK in OSX, Windows.
Solves bug #2598, which crashed blender on using non-manifold meshes with
decimator.
source/creator/creator.c
changed ifdef's around fpe_handler to match when its actually used.
intern/SoundSystem/intern/SND_AudioDevice.cpp
Changed: SND_SoundObject* oldobject = oldobject = pIdObject->GetSoundObject();
to: SND_SoundObject* oldobject = pIdObject->GetSoundObject();
intern/SoundSystem/openal/SND_OpenALDevice.cpp
removed unused var.
source/blender/blenkernel/intern/mball.c
initalized a couple of vars that might have been used uninitalized.
The rest were changing types to match, most of them were something like
was short * should have been unsigned short *.
Kent
Added the is_a_really_crappy_nvidia_card() call in BMF_DrawString(), this
to solve a bug in NVidia 6800 drivers of MacOSX G5. It is #ifdeffed for
OSX only, and queries for a NVidia 6800 card to activate the patch.
The issue is that these drivers forgot to correctly implement viewport()
offset for drawing bitmap fonts, causing text display in Blender to be
invisible, except for the leftmost/bottom sub window.
This hack will be removed when Apple releases a driver upgrade, which is
unknown when to happen. Has to be decided still if this is worth for a
release, or that we provide the hack as separate download.
Thanks Randall Rickert for all testing, and Daniel for code review! :)
I got rid of a few warnings about blah shadows a previous declaration.
In the gameengine files I fix the following:
removed some unused vars
removed dos style line breaks
added newlines to last line in a couple of files to remove warnings.
Kent
- Added correct .libs to be linked to GP_Ghost
- Fixed incorrect library extensions for the linker (*.lib and not unix *.a)
- Projects have been set to be multi-threaded - projects were being linked to different versions of the CRT
- All projects are now linking to python 2.3 (this fixes an error regarding struct sizes in python)
- Removed invalid source paths from inclusion for the compiler
- Fix dependency issues with the GP_Ghost module
- Proper .dll's are now being copied to their respective locations for debug and release version of blender/blenderplayer
- Warnings have been set to level 2
- Import paths have been updated and organized for the compiler
- Duplicate import paths for the compiler have been removed
- Removed silly silly silly silly unix path-separators from window paths
- Post-Build scripts have been updated where neccessary (XCOPY is retatined)
- Fixed the output of various .lib files (PHY_Sumo and Yafray)
- PHY_Sumo now uses a .pch
- Removed #undef _DEBUG from debug builds :p
- FTF_Font is now contains a debug build and is being set to it's correct output path
- Blender/Blenderplayer/3DPlugin all linkto Debug libs where appropriate (instead of static release libs to avoid conflicts with the CRT)
- Python23_d.dll is now loaded into a true debug output of both blenderplayer and blender debug builds
- msvcrtd.dll is now loaded into a true debug output of both blenderplayer and blender debug builds
- Post-builds now clean up their mess
- ActiveX controller now builds
- BlenderPlayer now builds
- Internal libs now using .pch
- Moved the build directory from /blender/obj to ../build/msvc_7/ to follow precedence with scons builds
- Builds are now organized to follow precedence with scons builds with a /libs and a /intern /extern /source obj folders
- Set the proper build path for opennl
- Forcing BLO_loader source files to follow project defaults
- Added an 'extern' project that mimics the /make build of the 'intern' project
- Extern build includes solid and it's associated builds, ftgl, and freetype
- Added .vcproj files to /extern directory
- Added new extern.sln file to /extern directory
- All project now link to the built solid.lib from the extern project instead of lib/windows
- Removed uneeded XCOPYs commands from post-builds
- Added conditional Directory building to post-builds
- Freetype2 source commit (this is need for the building of a correct MFC linked version of the activeX controller as well as a correct release and debug build of the blender project)
- Ftgl is built and linked by the 'extern' project
- Intern/Extern project are now exporting their proper header files
- PHY_Physics is now linking to the correct set of header files (in build path not source)
- Makesdna builds object files into build directory now
- Projects are now ignoring the CORRECT versions of the CRT's :)
- Renderconverter is now outputting it's obj file to it's own directory instead of /render
- Gen_system is now being built to ../kernel
- BL_src_cre is now being built to /creator
- *.exp and *.ilk are now being cleaned up from linkers
- Libpng.dll and zlib.dll are now being copied to the /bin
- MTDLL build are now available for the correct projects
- ActiveX 3D Plugin now links correctly to solid and freetype2
- Corrected the Preprocessor #define that was labeled incorrectly in FTF_Font and Blender that was causing the FTGL libs to export dll calling conventions.
- Changed the solution configurations to 3D Plugin Release, Debug and Blender Release, Debug for internal and external librarys
- Changed the solution configurations to 3D Plugin Release, Debug and Blender Release, Debug for blender and added 2 new solutions configurations BlenderPlayer Release, Debug
-
- set build_install_all as the default project (if you give me a quarter ill tell you how :)
- set SoundSystem to it's proper dependencies
- updated those silly silly unix path separators
- set project warning levels to something not so noisy
It will attempt to break into the debugger instead of aborting the program. On Windows you have a nice MessageBox function, so you can choose to break, ignore, or permanently ignore the assert.
Floating point imprecision made MT_Quaternion::angle return NaN, since acos(x) is NaN for |x| > 1.
Because of the way NaN's propagate through float math, the view pos would be set to [NaN, NaN, NaN] resulting in a grey screen.
behaves very unpredictable (ask google) and seems to clear pending events
as well (fly mode, shift event dissappears).
The now used call, CGWarpMouseCursorPosition, creates no event so it has
to be combined with updating mouse cursor location in ghostwinlay.c
under linux / x11 / KDE.
The new behaviour in 2.34, not recreating the render window on re-render,
revealed that raising windows did not work under some window managers. Now the
"net wm extensions" are used if available, otherwise it will work the same way
as before (e.g. Gtk+ does this as well).
More info:
http://www.freedesktop.org/Standards/wm-spec
Caught from the following warning:
In file included from IK_QChain.h:47,
from IK_QChain.cpp:44:
TNT/cmat.h: In function `void TNT::matmultdiag(TNT::Matrix<T>&, const TNT::Matri
x<T>&, const TNT::Vector<T>&)':
TNT/cmat.h:593: warning: left-hand operand of comma has no effect
Kent
those who work with visible dock where experimenting slowdown of UI when
blender window was overlapping dock.
now :
- check available space excluding dock
- create window with a 10 pixels border
- maximised mode is only 1 click away
This code is fixing only. Will review that when consensus will be found
about how we should create the window.
if video card is open GL accelerated and has 16 Mo or more
start window in maximized mode wich is a full screen mode
but keeping access to other windows and sytem menu items
older comps start as usual
intern/SoundSystem/intern/SND_AudioDevice.cpp
Initalized a var that could fall through with no value.
source/blender/readblenfile/intern/BLO_readblenfile.c
source/blender/src/space.c
intern/SoundSystem/intern/SND_Scene.cpp
source/gameengine/Converter/BL_MeshDeformer.cpp
removed unused var's
intern/SoundSystem/openal/pthread_cancel.cpp
fixed a nested /*
source/blender/imbuf/IMB_imbuf.h
added static to the type returned for addzbufImBuf
source/blender/imbuf/intern/IMB_bmp.h
had a wrong prototype
source/blender/src/view.c
added newline at end of file.
source/blender/src/sequence.c
removed unused var
added #include <stdlib.h> to avoid:
warning: implicit declaration of function `abs'
initalized a var that could have been used without being set.
Kent
http://crd.lbl.gov/~xiaoye/SuperLU/
This is a library to solve sparse matrix systems (type A*x=B). It is able
to solve large systems very FAST. Only the necessary parts of the library
are included to limit file size and compilation time. This means the example
files, fortran interface, test files, matlab interface, cblas library,
complex number part and build system have been left out. All (gcc) warnings
have been fixed too.
This library will be used for LSCM UV unwrapping. With this library, LSCM
unwrapping can be calculated in a split second, making the unwrapping proces
much more interactive.
Added OpenNL (Open Numerical Libary):
http://www.loria.fr/~levy/OpenNL/
OpenNL is a library to easily construct and solve sparse linear systems. We
use a stripped down version, as an interface to SuperLU.
This library was kindly given to use by Bruno Levy.
So now by default, assert is not used in moto code.
If you want to use assert (and stop blender if one fail),
define MT_DEBUG.
solve bug #1292 and better fix for #1260
as there is a conflict between openal and sdl (when compiled with cdrom
support), i had to disable support for cd playing using sdl on os x
for the time being.
Now we're on the root of the problem. Ghost (OSX) didn't accept rawkeys
for the 1-2-...0 keys on a french keyboard. These have apparently different
symbols on it. (these silly french! :)
This commit intercepts the rawkeys in convertKey() call, and manually
makes sure theyre correctly mapped.
So: now french (spanish, etc) OSX users can finally use layer hotkeys! And
the popup menu shortcuts! :)
Tested & verified by Lukep. Merci!
var instead) return (float)atof(something);
is now float x=atof(something); return x;
There is still another one(warning)in this file but hey its a start.
Kent
* 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.
* OpenAL support is now available on Linux. By default this feature is
disabled since it is only necessary when building the game engine. And the
game engine is disabled by default as well, so...
* Added 3 configurable options to config.opts. These apply to OpenAL settings.
NOTE: remove your current config.opts file to get the new options. (remember
your current settings though ;) )
2nd NOTE: All options* are now configurable via the config.opts file. If the
default settings for your platform are not correct, you should be
able to only update the config.opts file.
* FMOD is still not available - and I do not know if it is necessary to
enable this feature.
* 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.
- Fixed up the paths for "/lib/..." in csg.dsp
Quick note: Currently intern still builds the old lib (bsplib).
To compile the new lib (when everything is ready for it), uncheck
bsplib from the dependancies in build_install_all and replace with csg.
Will eventually drop bsplib completely - but not just yet :)
As mentioned earlier on bf-commiters mailing list, there is no current *nix make file only an msvc60 project file. I only have a linux box at work and to be honest I want to avoid doing any commits from there! So if some kind soul could sort it out that would be great.
Dependencies:
This code only depends on other stuff in the intern library, moto and memutils the CSG lib needs to have their include paths to compile. Other than that its completely self contained.
Acknowledgements:
To speed up the polygon-polygon intersection queries I've used some code (under the GPL) from freesolid2.0 this clearly marked in the appropriate files and Gino van den Bergen still owns the copyright to that material. The algorithm I used in based on one from Paul Nettle described on flipcode (www.flipcode.com) and I think his work was a derivative of the "Laidlaw algorithm"
There is also some basic 'ear clipping' triangulation code that unfortunately remains unatributable. I have no right to publish this code under the GPL nor BPL for that matter as I have no idea who the original authors are. Its just one of those random bits of internet code.
Warning!
The stuff used a lot of C++ template features, which on one hand makes it very generic but on the other means that some work will need to be done to get working with other compilters. The msvc60 compiler is not very compliant to the C++ standards with respect to templates so its very difficult to say if this code will compile out of the box on other platforms.
I still haven't committed modifications to booleanops.c in the blender code as without a working library to link to it will break the current build. This needs to be done first!
Improvements
This code is much simpler than the previous bsp implementation see intern/bsp and this old code should be deprectated/removed. However, whilst this implementation produces less triangles in the output than the bps algo, its still not an optimal solution. This is just hard to do and beyond my humble skills.
License:
Just to make it clear this stuff for the reasons mentioned above and for the fact I'm to mean to give the copyright away to BF is licensed under the GPL only.
Cheers,
Laurence.
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.
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.
This function just calls another function which returns a success value, so I'm just passing that value directly as a return value.
Slap me with a trout if I wasn't suppose to fix this.
a gcc/cygwin built Blender from showing the Blender app icon in the
main window title bar.
Only a minor issue, but it annoyed me long enough to want to fix it!
well... probably OK, got it from a python mailing list.
When starting from commandline, the window doesnt pop to the front. this
was really bad for the play function in blender, which opens a new blender
thread.
solved with SetFrontProcess()
I've mailed Maarten to verify it, this commit is for test at other
OSX platforms.
- this was the baddie:
setDrawingContextType(GHOST_kDrawingContextTypeNone);
it was called in the window destructor, for each window closed.
I've hacked in a temporal global var to store the mainwindow. When this
line is only called for mainwindow, it all works smoothly.
- next commit is needed too!
(seems half of the references were one way, the other half were
the other way). Also made irix link to $(OCGDIR)/intern/*SoundSystem/*
instead of $(OCGDIR)/gameengine/*SoundSystem/*
I need to get openal working on my machine before I can test it so
if it doesn't work feel free to fix it. Hopefully this will be
the majority of the stuff though.
Kent
SoundSystem has been moved from source/gameengine to intern. This was needed
because functionality from SoundSystem was needed by
source/blender/src/editsound.c.
* Removed the option for the openal check in configure.ac. It's needed now by
SoundSystem
* Removed the functionality for checking if 'noaudio' was provied on the
commandline. Now audio is default on.
* this apple method to do it generates unwanted events, so it could not
be used for the menu mouse-move trick. this is #ifdeffed
* we should re-evaluate if this mousemove should remain in blender...
there are better ways (scrolling contents of pup)
* plus: removed warnings from drawview.c
the text below as comment:
adding a glFinish() here is to prevent Geforce in 'full scene antialias' mode
from antialising the Blender window. Officially a swapbuffers does a glFinish
itself, so this feels really like a hack... but it won't harm. (ton)
Removes ssl from blender.
makes the following directorys not needed anymore:
blender/intern/keymaker
blender/source/blender/src/pub
blender/source/blender/encrypt
blender/source/blender/decrypt
blender/source/blender/sign
blender/source/blender/verify
It works with The Nan Makefiles and autoconf, could whoever is working
on the other build systems update them so we can nuke those directorys?
They won't do anything but I figured I'd leave them in for a week or so
to make things easyer on people.
Kent
For some real idiot reason, osx only has the left-right arrow cursor builtin, and not an up-down arrowed one. The little hand cursor seems to be used in other apps, so let's stick with that!
-Ton-
Florian Eggenburger).
Full instructions are in doc/README.windows-gcc.
Main differences from Florian's patch:
- the 'lib' dir should now be the same level as the 'blender' dir (rather
than being a subdir of 'blender'). This is consistent with the other
platforms that bf-blender supports (tuhopuu will also adopt this convention
hopefully soon).
- the script 'free_windows-env.mk' is no longer needed ... see the
docs about how this is overcome (again, tuhopuu will hopefully
also follow this route soon).
- the dlltool dir has it's own Makefile that builds all of the
needed stub libraries from the dll's in cvs.
I wasn't sure maybe the two license files should be put in the root dir
instead....
I also reformated the bf-members.txt file a little to nuke extra spaces and
newlines (as well as updated my entry to include my name instead of just
sirdude... It looks like there are some special chars in it that someone
should fixup, not sure what they are suppose to be though)
Kent
directories exist. They don't exist for a standard Python 2.3 installation
but they aren't needed either... this is really a hack, I wish someone
who understood the freeze process better could look at this.
- fix make/shell buglet to make use of --no-print-directory for cleaner logs
- Conform to the nan_subdirs.mk mechanism of building
intern/Makefile
- include nan_subdirs.mk again
This enables people to run make clean and all those other targets from the top
level dir again, 'make source' has been lost for now
I added a check if the output directory (../frozen) exists and will create
the directory if it does not exist.
This time I tested it also with the NaN make environment :)
Michel
is updated.
* modulefinder creates a file src.list which contains all the *.py files
needed for the python suport in Blender.
* Makefile.am is able to depend on the files listed in src.list.
* makemakefile_ac.py is reverted to the previous version. The old version
contained my first attempt to get the make freeze trick working. It was
wrong.
Michel
build systems (auto, msvc, PB) do not seem to have this problem.
- Change intern/python/freeze/Makefile to freeze outside of the source/ tree
- Change source/blender/bpython/Makefile to not build the frozen stuff anymore
- Change source/blender/bpython/intern/Makefile to use CURRENT_PYTHON_API
instead of FUTURE_PYTHON_API, damage control
I'm guessing its safe.
Basically it fixes a warning about typedef usage.
Reading the docs on gcc-3.2 it says that classes that use a typedef
need to have the keyword "typename" infront of them according to the c++
standard. Currently it only produces a warning but it may be an
error later, so I figured why not fix it.
Kent
*Fixed boolean buglet in the bsp lib. I have not committed any libraries so you'll
have to do this to see the changes in blender.
*Got the bsp test program working again with the new GHOST createWindow
interface.
*(Visual C++) Modfied some of the dsp in the intern library to NOT prompt when
overwirting old libs and header files. This is the /Y option after XCOPY
Cheers
Laurence.
didn't exist instead of installing it as it should.
- @../tools/cpifdiff.sh blenkey.h $(LCGDIR)/$(LIBNAME)/include/blenkey.h
+ @../tools/cpifdiff.sh blenkey.h $(LCGDIR)/$(LIBNAME)/include/
sgefant
clicking on it. The mouse up was already generated. They
are now balanced by mouse downs. The behaviour of the
OSX target now matches that of the WIN32 target.
Maarten
---------------------------->8----------------------------------------------
g++ -DHAVE_CONFIG_H -I. -I../../../blender/intern/bsp -I../.. -I../../../blender/intern/container -I../../../blender/intern/moto/include -I../../../blender/intern/memutil -I/usr/freeware/include -g -funsigned-char -c ../../../blender/intern/bsp/intern/BSP_CSGMesh.cpp -MT BSP_CSGMesh.lo -MD -MP -MF .deps/BSP_CSGMesh.TPlo -DPIC -o .libs/BSP_CSGMesh.lo
/usr/freeware/lib/gcc-lib/mips-sgi-irix6.5/3.0.4/include/g++/bits/stl_iterator.h: In
constructor `std::__normal_iterator<_Iterator,
_Container>::__normal_iterator(const std::__normal_iterator<_Iter,
_Container>&) [with _Iter = const BSP_MFace*, _Iterator = BSP_MFace*,
_Container = std::vector<BSP_MFace, std::allocator<BSP_MFace> >]':
../../../blender/intern/bsp/intern/BSP_CSGMesh.cpp:270: instantiated from here
/usr/freeware/lib/gcc-lib/mips-sgi-irix6.5/3.0.4/include/g++/bits/stl_iterator.h:474: cannot
convert `const BSP_MFace* const' to `BSP_MFace*' in initialization
*** Error code 1 (bu21)
*** Error code 1 (bu21)
*** Error code 1 (bu21)
*** Error code 1 (bu21)
---------------------------->8----------------------------------------------
The line in question that causes the error is the middle one in this group:
vector<BSP_MFace>::const_iterator f_it_end = FaceSet().end();
vector<BSP_MFace>::const_iterator f_it_begin = FaceSet().begin();
vector<BSP_MFace>::iterator f_it = FaceSet().begin();
Dropping the 'const_' from that middle line enables gcc to compile the
file correctly (this is also consistent with what is going on with other
parts of the file, i.e., stuff that is returned from a begin() method is
declared as vector<BSP_MFace>::iterator instead of
vector<BSP_MFace>::const_iterator.
But I'll be honest: I have no idea what this code does, so if somebody with
better C++ skills wants to check it, then please do.
This change was also tested to compile and run on debian linux/x86
(well, booleans are broken right now, so I wasn't able to do too much
testing).
Chris
I took out the following from the includes in the intern dir that still had
it:
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
Kent
--
mein@cs.umn.edu
too -- a user reported crashing while using decimation and rolling back
the modifications between rev 1.2 and rev 1.3 for this file fixed it.
Regards,
Chris
(to stop gcc compiler warnings) caused segfaults when
performing intersections (and possibly while doing other
boolean operations). I felt it was best to revert these
changes (I also got rid of the DOS line terminators in
the files). Some more info about the matter can be found
in the first 10 or so posts for Novembor on the old
mailing list:
http://www.soze.com/mailman/private/bf-committers/2002-November/date.html
Chris (Merry Christmas!)
+static void SleepTillEvent(Display *display, GHOST_TInt64 maxSleep) {
maxSleep is checked against -1 so it needs to have a sign.
This could even fix some stability problems since -1 is passed in sometimes
in the code.
Kent
--
mein@cs.umn.edu
IK_QSegment.h: In constructor `IK_QSegment::IK_QSegment(MT_Point3,
MT_Matrix3x3, double, MT_ExpMap)':
IK_QSegment.h:271: warning: member initializers for `MT_Scalar
IK_QSegment::m_length'
IK_QSegment.h:270: warning: and `MT_ExpMap IK_QSegment::m_q'
IK_QSegment.cpp:56: warning: will be re-ordered to match declaration order
IK_QSegment.h: In constructor `IK_QSegment::IK_QSegment()':
IK_QSegment.h:271: warning: member initializers for `MT_Scalar
IK_QSegment::m_length'
IK_QSegment.h:270: warning: and `MT_ExpMap IK_QSegment::m_q'
IK_QSegment.cpp:73: warning: will be re-ordered to match declaration order
Kind of goofy its just the order of which 2 private vars are defined.
Kent
--
mein@cs.umn.edu
Had to add an argument to Create_window... (it was missing the sterio flag)
Also cleaned up some variable overloading warnings...
(i.e. window shadows previous def)
Kent
(I noticed its not completely gone yet from the blender/source dir)
But its a big step in the right direction if it doesn't enable
all of the functionatlity already...
(Using cscope for LICENSE_KEY_VALID still turns up some stuff)
Kent
--
mein@cs.umn.edu
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu
batch file that freezes the Blender Python code.
I had to add a dummy.cpp file to the freeze directory to make MSVC
understand it should call the batch file in a post build step. If someone else
has a better idea, feel free to change it!
Maarten
+ python $(PYFLAGS) freeze.py -d -x os -x pprint -I $(SRCDIR) -o $(TARGETDIR) $(SRCDIR)/VRMLmain.py
Freeze the Blender module
(I got this from some other people on #blendersauce and truthfully I have
no idea if this is correct or not so if someone else could look at it
that would be great)
Kent
--
mein@cs.umn.edu
intern/make/msvc_6_0. Changed paths in all these files to build to
lib/windows and use obj/window/intern for object files and other temporary
stuff.
Added project files for guardedalloc and blenkey (in keymaker directory).
blenkey still assumes openssl being installed in lib/windows.
The only thing not automated is is the frozen Python stuff.
Maarten
This saves other OSX developers the trouble of manually running ranlib.
This is not a good solution (because I don't know the correct one) but it works.
Maarten
I also moved it so that it gets put in:
$(OCGDIR)/blender/bpython/$(DEBUG_DIR)libfrozen.a
and removed the stuff from the readme on how to do it by hand.
(I made one other small change and that was to comment
out the ssr target on solaris and freebsd in source/Makefile
I forgot to commit it yesterday)
Kent
--
mein@cs.umn.edu
removed the action library not used by Blender (actually this was that start of
UNDO in Blender that was never finished)
Maarten (mail@maartengribnau.com)
it wasn't detected before because everyone had a blenkey.h in their dirs also.
also I added an #include "key.h" to key_internal.h so that I didn't
get problems with undefined type byte...
mein@cs.umn.edu