[Bf-committers] essential information hiding -> +10 for Blender

Antony Riakiotakis kalast at gmail.com
Thu Nov 26 09:16:55 CET 2015


Hi,

Welcome to the world of software development. While we can indeed
improve our code documentation, there is no substitute for searching
if you plan to code, and searching for information takes a big chunk
of a programmers time in any case.

About static function use it's not meant for functions that no one can
see, but functions that are only visible in the same file. This is
useful to avoid name conflicts. For instance, with static functions,
you can have two different static "computeDerivedMesh" functions with
the same name on different modifier files without the compiler/linker
getting confused and throwing an error when you compile blender. I can
understand C can be confusing for beginners and while we can improve
our code quality in a few places, static vs non-static use is not one
of those places. So keep learning and you'll see that static use is
not so bad in blender.

For latest development news there are various ways to keep in touch:

* Subscribe to the bf-blender-cvs mailing list (for hardcore -
don't-want-to-miss-a-commit type of people)
* Check commits on https://developer.blender.org/diffusion/B/ or on
external sites such as https://www.miikahweb.com/en/blender/git-logs/
* If you have a git blender source checkout, use git log from your
blender source folder. You might have to git pull first to get the
latest version from the main repository. If you do use git pull, make
sure there are no edits to your source tree first.
* Check weekly development meeting news on this list

The migration is happening on master branch right now as posted on
this list. The commits have already started a week ago already.

And that's all...

On 26/11/2015, hewi jupama <hewi at jupama.org> wrote:
> All,
>
> I would be honoured to be able to follow the development and change from
> openGL 1 -> 2, but again I fail to find info on the developer page.  There
> is no branch, no project, no repository, is it actually happening?
>
> If there is anything at all that bugs me about Blender and it's evolution is
> that you alwasy have to dig and look and search and again and again have to
> look and look harder and investigate and search and ... pfffffffff ...
> repeat
>
> Anyway, so now, guess what, looking into the array modifier to try and make
> it a plugin, so I see all functions are static mmmmh, I thought static meant
> Seret Tfunction Athat Tnoone Icanever Csee?  anyway.  More research and
> digging and ...
>
> Never giving in
>
> KR
>
> Hewi
>
>
>
> ________________________________________
> From: bf-committers-bounces at blender.org <bf-committers-bounces at blender.org>
> on behalf of bf-committers-request at blender.org
> <bf-committers-request at blender.org>
> Sent: 25 November 2015 11:00
> To: bf-committers at blender.org
> Subject: Bf-committers Digest, Vol 136, Issue 23
>
> Send Bf-committers mailing list submissions to
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> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of Bf-committers digest..."
>
>
> Today's Topics:
>
>    1. Locating and extracting UV-mapping (Rasmus Siljedahl)
>    2. UDIM workflow for 2.8 (Kanishk Chouhan)
>    3. Commit e6c58df74e1fe8e7921048bc145b6318322541f2 breaks debug
>       builds on windows-64 (Gaia Clary)
>    4. Re: Commit e6c58df74e1fe8e7921048bc145b6318322541f2 breaks
>       debug builds on windows-64 (Gaia Clary)
>    5. Re: fixed: Commit e6c58d... breaks debug builds on windows-64
>       (Gaia Clary)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Tue, 24 Nov 2015 16:46:07 +0100
> From: Rasmus Siljedahl <rassi149 at student.liu.se>
> Subject: [Bf-committers] Locating and extracting UV-mapping
> To: bf-blender developers <bf-committers at blender.org>
> Message-ID:
>
> <CAAi5XF3=ATwovoUtmD3WNWP64486wYqHu7redJao3nZYBmX+WQ at mail.gmail.com>
> Content-Type: text/plain; charset=UTF-8
>
> Hi, Im looking for adding a UV-map to an OBJ object. I need to extract this
> code. How complex is this code and do you have any suggestions to where I
> should start looking?
>
> /Rasmus
>
>
> ------------------------------
>
> Message: 2
> Date: Tue, 24 Nov 2015 22:43:20 +0530
> From: Kanishk Chouhan <kanishk2391 at gmail.com>
> Subject: [Bf-committers] UDIM workflow for 2.8
> To: bf-committers at blender.org
> Message-ID:
>
> <CAPtCj30b7dWqvs_h0MKsRjdWArGxN14_u87-Ax7ZpE+diSVO1A at mail.gmail.com>
> Content-Type: text/plain; charset=UTF-8
>
> Heyy guys I dont know if this is already in the todo list for 2.8 project
> or not
> But would be really nice if we can have UDIM texturing workflow for Blender
> too
> All other major texturing packages(Zbrush,Mudbox,Mari) let u paint on
> multiple uv tiles
> Even the rendering is fast with UDIMs. I mean a single 16k texture takes
> much longer to render than 4X4K texture maps split across tiles
> I am a Maya user and in Maya, it seems to speed up the render times with
> Mental ray and Arnold and I assume it is gonna speed things up in cycles
> too
> Also, It lets you add more details to your texture. Right now in blender
> you hit a certain limit beyond which u cannot paint a texture map. UDIM
> should be able to solve this issue as well.
>
> Not too sure if pTex is going to be the industry standard but yes UDIMs are
> used everywhere.
>
>
> You can refer to this article on fxguide related to it
> https://www.fxguide.com/featured/udim-uv-mapping/
> Just for an example here is a video showcasing around 60 tiles used for
> texturing the game of thrones dragon - https://vimeo.com/139651851 at 04:55
>
> I guess you guys are familiar with this thing already...
> Hope to see it integrated in Blender soon :)
> And yes you devs rock!!!! ;)
>
> Regards
> Kanishk Chouhan
> http://about.me/kanishk2391
> http://pixel-architect.blogspot.com/
> <http://www.facebook.com/pixelarchitect>
> <http://www.twitter.com/kanishk2391>
> <http://www.linkedin.com/in/kanishk2391>
> <http://pixel-architect.blogspot.com/feeds/posts/default?alt=rss>
>
>
> ------------------------------
>
> Message: 3
> Date: Tue, 24 Nov 2015 19:40:13 +0100
> From: Gaia Clary <gaia.clary at machinimatrix.org>
> Subject: [Bf-committers] Commit
>         e6c58df74e1fe8e7921048bc145b6318322541f2 breaks debug builds on
>         windows-64
> To: bf-blender developers <bf-committers at blender.org>
> Message-ID: <5654AF0D.6090306 at machinimatrix.org>
> Content-Type: text/plain; charset=utf-8; format=flowed
>
> Hi;
>
> Today i wanted to update to the newest develop version of blender.
> But then i found that the commit e6c58df74e1fe8e7921048bc145b6318322541f2
> seems to break my debug build.
>
> I use:
>
> Windows-7 64 bit
> Visual Studio 2013 64 bit version
> cmake 3.3.2
>
> I deleted the build folder and created a fresh build which failed.
> then i stepped back in time until i found the above mentioned commit.
> The last commit that works for me is
> 5e524333719794f140dafee0555ede5fd308b9ae
>
> I hope that is helpful for anybody.
> cheers,
> Gaia
>
>
> ------------------------------
>
> Message: 4
> Date: Tue, 24 Nov 2015 20:05:00 +0100
> From: Gaia Clary <gaia.clary at machinimatrix.org>
> Subject: Re: [Bf-committers] Commit
>         e6c58df74e1fe8e7921048bc145b6318322541f2 breaks debug builds on
>         windows-64
> To: bf-blender developers <bf-committers at blender.org>
> Message-ID: <5654B4DC.6070106 at machinimatrix.org>
> Content-Type: text/plain; charset=windows-1252; format=flowed
>
> i found a hint that maybe vs 2013 update 3 fixes this issue.
> i try that and report if it helped.
>
> cheers,
> Gaia
>
> On 24.11.2015 19:40, Gaia Clary wrote:
>> Hi;
>>
>> Today i wanted to update to the newest develop version of blender.
>> But then i found that the commit e6c58df74e1fe8e7921048bc145b6318322541f2
>> seems to break my debug build.
>>
>> I use:
>>
>> Windows-7 64 bit
>> Visual Studio 2013 64 bit version
>> cmake 3.3.2
>>
>> I deleted the build folder and created a fresh build which failed.
>> then i stepped back in time until i found the above mentioned commit.
>> The last commit that works for me is
>> 5e524333719794f140dafee0555ede5fd308b9ae
>>
>> I hope that is helpful for anybody.
>> cheers,
>> Gaia
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>
>
>
> ------------------------------
>
> Message: 5
> Date: Tue, 24 Nov 2015 21:25:50 +0100
> From: Gaia Clary <gaia.clary at machinimatrix.org>
> Subject: Re: [Bf-committers] fixed: Commit e6c58d... breaks debug
>         builds on windows-64
> To: bf-blender developers <bf-committers at blender.org>
> Message-ID: <5654C7CE.5060702 at machinimatrix.org>
> Content-Type: text/plain; charset=windows-1252; format=flowed
>
> I updated to "visual studio 2013 update 5" and now building works again.
>
> cheers,
> Gaia
>
> On 24.11.2015 20:05, Gaia Clary wrote:
>> i found a hint that maybe vs 2013 update 3 fixes this issue.
>> i try that and report if it helped.
>>
>> cheers,
>> Gaia
>>
>> On 24.11.2015 19:40, Gaia Clary wrote:
>>> Hi;
>>>
>>> Today i wanted to update to the newest develop version of blender.
>>> But then i found that the commit
>>> e6c58df74e1fe8e7921048bc145b6318322541f2
>>> seems to break my debug build.
>>>
>>> I use:
>>>
>>> Windows-7 64 bit
>>> Visual Studio 2013 64 bit version
>>> cmake 3.3.2
>>>
>>> I deleted the build folder and created a fresh build which failed.
>>> then i stepped back in time until i found the above mentioned commit.
>>> The last commit that works for me is
>>> 5e524333719794f140dafee0555ede5fd308b9ae
>>>
>>> I hope that is helpful for anybody.
>>> cheers,
>>> Gaia
>>> _______________________________________________
>>> Bf-committers mailing list
>>> Bf-committers at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>
>
>
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>
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