- Make FFmpeg initialization called from creator, not from functions
which requires FFmpeg. Makes it easier to follow when initialization
should happen.
- Enable DNxHD codec. It was commented a while ago due to some strange
behavior on some platforms. Re-tested it on Linux and Windows and
it seemd to be working quite nice. Would let it be tested further,
if it wouldn't be stable enough, easy to comment it again.
- Make non-error messages from writeffmpeg.c printed only if ffmpeg
debug argument was passed to blender. Reduces console pollution
with messages which are not useful for general troubleshooting.
Error messages would still be printed to the console.
- Show FFmpeg error message when video stream failed to allocate.
makes it easier to understand what exactly is wrong from Blender
interface, no need to restart blender with FFmpeg debug flag and
check for console messages.
Used custom log callback for this which stores last error message
in static variable. This is not thread safe, but with current
design FFmpeg routines could not be called form several threads
anyway, so think it's fine solution/
Carve proved it's a way to go, so the time have came to get rid of old
boolean operation module which isn't used anymore.
Still kept BOP interface but move it to BSP module. At some point it
could be cleaned up further (like perhaps removed extra abstraction
level or so) but would be nice to combine such a refactor with making
BSP aware of NGons.
Tested on linux using both cmake and scons, possible regressions on
windows/osx. Would check windoes build just after commit.
Currently only put sources of Ceres library into extern/libmv/third_party and
setup CMake and SCons building systems.
Integration details:
- Even CMake build files are not re-used from Ceres's trunk: they're using some
automatic stuff detection like glog, pthreads, protobuf and so and it's not
so clear how to re-use that files without modifications.
And IMO it's easier if build files are getting re-generated automatically to
match Blender-specific setup rather than keeping changes made locally in
Blender in sync when re-bundling Ceres library. Especially in case when it's
already needed to support SCons build system.
- Integrated only actual sources, all tests were stripped. Probably it'll be nice
to have them, but they'll need clear integration with current module test stuff
in Blender.
- Suitesparse was disabled. It'll help a lot having it, but there are some difficulties
making cholmod working fine on windows. Would be added in future
- collections_port.cc was also stripped. It's not used by Ceres's upstream and
it gives compilation error (undefined uint32 -- looks like namespace issue).
- Currently all schur eliminators are included. Not sure if it makes sense,
also not sure if it makes sense having them switchable on and off -- IMO better
to have single configuration which works and does not require special tweaks
after everything was set up.
To bundle updated version of Ceres:
- Go to extern/libmv/third_party/ceres folder
- Run ./bundle.sh
This will checkout fresh Ceres snapshot of Windows branch (which is currently
most interesting from integration into Blender POV), apply all patches listed
in patches/series and copy needed files into Blender's working copy. This will
also re-generate CMake/SCons build rules.
If you'll need extra files from Ceres repository which are not present in
Blender, you'll need to copy them manually and then run ./mkfiles.sh from
extern/libmv/third_party/ceres folder which will update list of files used
by Blender.
Thanks to Leir Mierle and Sameer Agarwal (and all others who helped developing
Ceres) this library and thanks to Keir Mierle with help integrating it into Blender!
* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore.
* DNA structures are kept, all read/writefile code is gone.
`````|````` | | | ..''''
| | | |______ .''
| | | | ..'
| | |_______ |___________ ....''
merge to TRUNK!
* The old compositor is still available (Debug Menu: 200)
This commit was brought to you by:
Developers:
* Monique Dewanchand
* Jeroen Bakker
* Dalai Felinto
* Lukas Tönne
Review:
* Brecht van Lommel
Testers:
* Nate Wiebe
* Wolfgang Faehnle
* Carlo Andreacchio
* Daniel Salazar
* Artur Mag
* Christian Krupa
* Francesco Siddi
* Dan McGrath
* Bassam Kurdali
But mostly by the community:
Gold:
Joshua Faulkner
Michael Tiemann
Francesco Paglia
Blender Guru
Blender Developers Fund
Silver:
Pablo Vazquez
Joel Heethaar
Amrein Olivier
Ilias Karasavvidis
Thomas Kumlehn
Sebastian Koenig
Hannu Hoffrén
Benjamin Dansie
Fred M'ule
Michel Vilain
Bradley Cathey
Gianmichele Mariani
Gottfried Hofmann
Bjørnar Frøyse
Valentijn Bruning
Paul Holmes
Clemens Rudolph
Juris Graphix
David Strebel
Ronan Zeegers
François Tarlier
Felipe Andres Esquivel Reed
Olaf Beckman
Jesus Alberto Olmos Linares
Kajimba
Maria Figueiredo
Alexandr Galperin
Francesco Siddi
Julio Iglesias Lopez
Kjartan Tysdal
Thomas Torfs
Film Works
Teruyuki Nakamura
Roger Luethi
Benoit Bolsee
Stefan Abrahamsen
Andreas Mattijat
Xavier Bouchoux
Blender 3D Graphics and Animation
Henk Vostermans
Daniel Blanco Delgado
BlenderDay/2011
Bradley Cathey
Matthieu Dupont de Dinechin
Gianmichele Mariani
Jérôme Scaillet
Bronze (Ivo Grigull, Dylan Urquidi, Philippe Derungs, Phil Beauchamp, Bruce Parrott, Mathieu Quiblier, Daniel Martinez, Leandro Inocencio, Lluc Romaní Brasó,
Jonathan Williamson, Michael Ehlen, Karlis Stigis, Dreamsteep, Martin Lindelöf, Filippo Saracino, Douwe van der Veen, Olli Äkräs, Bruno D'Arcangeli,
Francisco Sedrez Warmling, Watchmike.ca, peter lener, Matteo Novellino, Martin Kirsch, Austars Schnore, KC Elliott, Massimiliano Puliero, Karl Stein,
Wood Design Studios, Omer Khan, Jyrki Kanto, Michał Krupa, Lars Brubaker, Neil Richmond, Adam Kalisz, Robert Garlington, Ian Wilson, Carlo Andreacchio,
Jeremias Boos, Robert Holcomb, Gabriel Zöller, Robert Cude, Natibel de Leon, Nathan Turnage, Nicolas Vergnes, Philipp Kleinhenz, Norman Hartig, Louis Kreusel,
Christopher Taylor, Giovanni Remondini, Daniel Rentzsch, Nico Partipilo, Thomas Ventresco, Johannes Schwarz, Александр Коротеев, Brendon Harvey,
Marcelo G. Malheiros, Marius Giurgi, Richard Burns, Perttu Iso-Metsälä, Steve Bazin, Radoslav Borisov, Yoshiyuki Shida, Julien Guigner, Andrew Hunter,
Philipp Oeser, Daniel Thul, Thobias Johansson, Mauro Bonecchi, Georg Piorczynski, Sebastian Michailidis, L M Weedy, Gen X, Stefan Hinze, Nicolò Zubbini,
Erik Pusch, Rob Scott, Florian Koch, Charles Razack, Adrian Baker, Oliver Villar Diz, David Revoy, Julio Iglesias Lopez, Coen Spoor, Carlos Folch,
Joseph Christie, Victor Hernández García, David Mcsween, James Finnerty, Cory Kruckenberg, Giacomo Graziosi, Olivier Saraja, Lars Brubaker, Eric Hudson,
Johannes Schwarz, David Elguea, Marcus Schulderinsky, Karel De Bruijn, Lucas van Wijngaarden, Stefano Ciarrocchi, Mehmet Eribol, Thomas Berglund, Zuofei Song,
Dylan Urquidi )
Note that there is still a problem, destination ("site-packages") is not in blender's python path, so you have to edit sys.path before being able to import numpy... but at least it installs again.
http://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win64/Personal%20Builds/ray_linn/GCC-4.7.0-with-ada/mingw-w64-gcc-4.7.0-runtime-2.0.1-static-ada-20120330.7z/download
Other builds may also work but due to the constantly changing nature of the compiler this cannot be guaranteed. I often had to change compilers while building the libraries and this one is the one that did the job for most of them.
This first support is experimental and considered "advanced". To enable pass -DWITH_MINGW64 during cmake configuration. Also make sure to extract the compiler on C:/MinGW and that MinGW/bin is in your path. To build check out lib/mingw64.
Initially the support is lacking until I get every library compiled correctly. For now you should disable WITH_CYCLES(sorry, I know some people are dying to do benchmarks, but still a few libs to go), WITH_IMAGE_OPENEXR, WITH_OPENCOLLADA, WITH_LIBMV and WITH_CODEC_FFMPEG(links but hangs on startup).
Still the tools are working, the memory limit is increased and due to the experimental nature of the setup, full optimization with SSE2 is available, which makes the build quite fast. Also the compiler and especially, the linker are way faster than regular MinGW.
The wiki docs have also updated. Happy testing!