[Bf-committers] Blender, CSG and Carve.

Jean-Luc Peurière jlp at nerim.net
Wed Feb 13 10:36:34 CET 2008

Le 13 févr. 08 à 00:43, Tobias Sargeant a écrit :

> Hi,
> I'm the developer of Carve, a fast and robust CSG library (there's
> some information here: http://carve-csg.com/). It is currently a
> commercial product, licensed to a major mining software company. For a
> long time I've considered dual licensing Carve along the same lines of
> Qt (free for non-commercial use, separate license for commercial use),
> specifically so that it could be incorporated into Blender. I believe
> that Carve improves significantly on the CSG code currently available
> in Blender.

Second license need to be GPL compatible for inclusion in blender.
That means it must be copyleft and you cannot restrict ulterior uses. A
company, if it is prepared to publish his own code could take your
lib from there and abbid to the GPL, and you would have no right to

The first license can be anything
> I'd like to know, first, whether there's any interest from blender
> developers in pursuing this (maybe CSG isn't an important enough
> feature; I'm not sure). If there is, is there anyone who has
> experience or advice regarding the associated licensing issues?

CSG isnt important for the moment because of the weakness of the library
we use.  But CSG is a very imporant tool in a modelling package,  
if it can also support trim operations.

So yes, I'm (and i think all of us) interested if you can improve the  
situation in
that area.

Jean-Luc Peurière
jlp at nerim.net

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