[Bf-committers] Round 2: OpenEXR in Blender's CVS

Jiří Hnídek jiri.hnidek at vslib.cz
Fri Jun 24 00:05:33 CEST 2005

it is very good, that you still work on this project. Can you offer any 
patch for testing? 900KB isn't so bas as 11MB ;-), but I can't say, that 
it is acceptable or not (ask ton!). Does Blender use internaly 32 bits 
for color channel or not? ... why only half floats then? ;-)

Best Regards


> Hej !
> I have recently re-designed the OpenEXR I/O plugin according to Ton's
> specifications;
> it provides a small C-wrapper for the OpenEXR C++ calls in
> /source/blender/openexr/openexr_api.* .
> The ImBuf writeimage and readimage calls are still handled by
> /source/blender/imbuf/intern/openexr.c , but this time it delegates all
> the OpenEXR calls to openexr_api.* to keep all C++ stuff encapsulated. The
> functionality is exactly the same as before (RGBAZ write, RGBA read, both
> in half floats).
> OpenEXR compilation is optional (using WITH_OPENEXR in all the rest of
> the Blender code), just like quicktime
> compilation; to the build options: I know only about the SCons integration, but Kent Mein has recently
> finished the corresponding Makefiles.
> To those who complained about the size of the OpenEXR libs:
> It showed that the libs were compiled with -g per default, that's why they
> were at 11 MB size - a simple strip boiled them down to 900 kB, so it is
> thinkable to have static Blender version with OpenEXR :-)
> If the tuhopu guys are interested in OpenEXR support, I will gladly
> help them to integrate it there; but I won't be able to maintain 2
> versions of it.
> Kent and me cooperate now on an SVN version of a recent CVS snapshot (the
> one from saturday, mail Kent or me if you need access to it, I guess Kent
> can arrange that).
> When the patch has been approved, we would then re-integrate it into main
> CVS.
> What I would need help with:
> .) Windows integration: Kent and me have no clue on how Windows
> compilation of OpenEXR files work. Could a Windows tester/builder contact
> me so that we can sort this out ?
> .) Are there any Blender architecture/design requirements we forgot ?
> .) Are there features that absolutely have to be there from the beginning
> ?
> Servus,
>   Gernot

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