[Bf-committers] Blender and CFD simulations,

Johnny P. cae.mefeagroup at gmail.com
Sun Jan 31 18:41:41 CET 2016


Good afternoon,

I want to thanks to all people which show interest in project.
Unfortunately, I must to say that the integration of OpenFOAM in Blender is
only to add value of simulations and results it self. In other words I want
to use powerful capacity of Blender for preprocessing and solver
conditions, and solve the problems using OpenFOAM solver.

In this phase of project, rendering is 2nd phase, because I must made
post-processing using Paraview.

Best regards.
On Jan 29, 2016 13:00, <bf-committers-request at blender.org> wrote:

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> Today's Topics:
>
>    1. Re: Blender and CFD simulations, (Gustav G?ransson)
>    2. Re: Blender and CFD simulations, (Sebasti?n Barschkis)
>    3. Re: Blender and CFD simulations, (Xavier Thomas)
>    4. Re: Info about development (Pawe? ?yczkowski)
>    5. Re: Documentation editing is not user friendly (Aaron Carlisle)
>    6. Re: Documentation editing is not user friendly (Knapp)
>    7. Re: Documentation editing is not user friendly (Campbell Barton)
>    8. Windows XP support (Sergey Sharybin)
>    9. OSX 32bit builds (Sergey Sharybin)
>   10. Re: OSX 32bit builds (Martijn Berger)
>   11. Re: Windows XP support (Martijn Berger)
>   12. Blender not working. (Bhargav Bose)
>   13. Re: Blender not working. (Thomas Dinges)
>   14. Re: Windows XP support (Thomas Dinges)
>   15. Re: Blender not working. (skoti48 at o2.pl)
>   16. Re: Windows XP support (Sybren A. St?vel)
>
>
> ---------- Forwarded message ----------
> From: "Gustav Göransson" <gustav.goransson at gmail.com>
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Thu, 28 Jan 2016 12:23:45 +0100
> Subject: Re: [Bf-committers] Blender and CFD simulations,
> There's some work going on with the Mantaflow integration (Soc 2014
> project). Sebastián Barschkis posted an update a few days ago:
>
> http://lists.blender.org/pipermail/bf-committers/2016-January/046462.html
> https://github.com/sebbas/BlenderMantaflow
> https://vimeo.com/sebbas/videos
>
> On Thu, Jan 28, 2016 at 10:17 AM, Lukas Tönne <lukas.toenne at gmail.com>
> wrote:
>
> > Hi,
> >
> > > -Blender use OpenFOAM as solver for CFD ?
> >
> > No. Blender has CFD solvers for liquids (intern/elbeem) and smoke/fire
> > (intern/smoke), both of which are quite outdated at this point.
> >
> > > -how I can implement a new fields of CFD simulations using Python?
> >
> > You could try a decoupled approach by using a library with a python
> > API, and export/import mesh data from/to Blender via the bpy module.
> > However, a more integrated approach via a C interface would be
> > preferred for future Blender development.
> >
> > > -exist some documentations about how to enter in Blender , for an
> > existing
> > > module (in my case CFD), a new capabilities of simulations (new
> > algorithms
> > > ) with respect the already existing one?
> >
> > Not really, it depends largely on what simulation you want to work on.
> > There is no real framework for physics sims in Blender (not in the
> > same way as there is for mesh editing), and physics code hasn't been
> > touched for a long time.
> >
> > Work on CFD in Blender is very much needed and appreciated, but it's
> > not a simple task.
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
>
>
>
> ---------- Forwarded message ----------
> From: "Sebastián Barschkis" <sebbas at sebbas.org>
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Thu, 28 Jan 2016 13:00:12 +0100
> Subject: Re: [Bf-committers] Blender and CFD simulations,
> Hi,
>
> yes, there is some work going on. And in fact I just ported the mantaflow
> integration from my github to the official blender repo.
>
> So now you can find everything in the new branch 'fluid-mantaflow'.
>
> The CFD code in Blender is a bit older and (hopefully) Mantaflow can
> replace /
> fix that at some point in the future. That's at least the idea :)
>
> Regards,
> Sebastián
>
> > On Jan 28, 2016, at 12:23 PM, Gustav Göransson <
> gustav.goransson at gmail.com> wrote:
> >
> > There's some work going on with the Mantaflow integration (Soc 2014
> > project). Sebastián Barschkis posted an update a few days ago:
> >
> >
> http://lists.blender.org/pipermail/bf-committers/2016-January/046462.html
> > https://github.com/sebbas/BlenderMantaflow
> > https://vimeo.com/sebbas/videos
> >
> > On Thu, Jan 28, 2016 at 10:17 AM, Lukas Tönne <lukas.toenne at gmail.com>
> > wrote:
> >
> >> Hi,
> >>
> >>> -Blender use OpenFOAM as solver for CFD ?
> >>
> >> No. Blender has CFD solvers for liquids (intern/elbeem) and smoke/fire
> >> (intern/smoke), both of which are quite outdated at this point.
> >>
> >>> -how I can implement a new fields of CFD simulations using Python?
> >>
> >> You could try a decoupled approach by using a library with a python
> >> API, and export/import mesh data from/to Blender via the bpy module.
> >> However, a more integrated approach via a C interface would be
> >> preferred for future Blender development.
> >>
> >>> -exist some documentations about how to enter in Blender , for an
> >> existing
> >>> module (in my case CFD), a new capabilities of simulations (new
> >> algorithms
> >>> ) with respect the already existing one?
> >>
> >> Not really, it depends largely on what simulation you want to work on.
> >> There is no real framework for physics sims in Blender (not in the
> >> same way as there is for mesh editing), and physics code hasn't been
> >> touched for a long time.
> >>
> >> Work on CFD in Blender is very much needed and appreciated, but it's
> >> not a simple task.
> >> _______________________________________________
> >> 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
>
>
>
>
> ---------- Forwarded message ----------
> From: Xavier Thomas <xavier.thomas.1980 at gmail.com>
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Thu, 28 Jan 2016 10:03:35 -0200
> Subject: Re: [Bf-committers] Blender and CFD simulations,
> One noticeable difference between true CFD and Blender's internal fluid and
> smoke simulator (and Mantaflow also) is that Blender and Mantaflow are not
> "physically correct" but optimized to only look like it's correct. Solving
> with OpenFOAM would be much slower but the result would have some
> scientific value.
>
> 2016-01-28 9:23 GMT-02:00 Gustav Göransson <gustav.goransson at gmail.com>:
>
> > There's some work going on with the Mantaflow integration (Soc 2014
> > project). Sebastián Barschkis posted an update a few days ago:
> >
> >
> http://lists.blender.org/pipermail/bf-committers/2016-January/046462.html
> > https://github.com/sebbas/BlenderMantaflow
> > https://vimeo.com/sebbas/videos
> >
> > On Thu, Jan 28, 2016 at 10:17 AM, Lukas Tönne <lukas.toenne at gmail.com>
> > wrote:
> >
> > > Hi,
> > >
> > > > -Blender use OpenFOAM as solver for CFD ?
> > >
> > > No. Blender has CFD solvers for liquids (intern/elbeem) and smoke/fire
> > > (intern/smoke), both of which are quite outdated at this point.
> > >
> > > > -how I can implement a new fields of CFD simulations using Python?
> > >
> > > You could try a decoupled approach by using a library with a python
> > > API, and export/import mesh data from/to Blender via the bpy module.
> > > However, a more integrated approach via a C interface would be
> > > preferred for future Blender development.
> > >
> > > > -exist some documentations about how to enter in Blender , for an
> > > existing
> > > > module (in my case CFD), a new capabilities of simulations (new
> > > algorithms
> > > > ) with respect the already existing one?
> > >
> > > Not really, it depends largely on what simulation you want to work on.
> > > There is no real framework for physics sims in Blender (not in the
> > > same way as there is for mesh editing), and physics code hasn't been
> > > touched for a long time.
> > >
> > > Work on CFD in Blender is very much needed and appreciated, but it's
> > > not a simple task.
> > > _______________________________________________
> > > 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
> >
>
>
>
> ---------- Forwarded message ----------
> From: "Paweł Łyczkowski" <pawellyczkowski at gmail.com>
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Thu, 28 Jan 2016 12:08:01 +0000
> Subject: Re: [Bf-committers] Info about development
> Hey Mario,
>
> If you are interested in coding the UI, be sure to check out this page -
> https://developer.blender.org/project/profile/12/ , which has a list of
> people working on it, along with guidelines and links to pages with design
> tasks and proposals.
> <https://developer.blender.org/maniphest/project/12/type/Design/>
>
> Best,
> Paweł Łyczkowski
>
> On Thu, Jan 28, 2016 at 9:54 AM Mario Rossi <craitus9 at gmail.com> wrote:
>
> >  Hi, first let me compliment you for the software that you develop and
> how
> > to try to make Blender gets better.
> > I am an enthusiast of Blender and also an amateur programmer, I would
> help
> > out since I'm trying to develop a new UI for the program.
> > When I arrived at a stable version I will have to send it to this email
> > address?
> > Kind regards Davide.
> >
> > P.S. Sorry for my english but I'm not native speaker, then I put down the
> > text in Italian.
> >
> >
> >
> > Salve, innanzitutto vorrei farvi i complimenti per il software che
> > sviluppate e come cercate di rendere Blender sempre migliore.
> > Io sono un appassionato di Blender e anche un programmatore amatoriale,
> > vorrei dare una mano siccome sto cercando di sviluppare una nuova UI per
> il
> > programma.
> > Quando sarò arrivato ad una versione stabile dovrò mandarla a questo
> > indirizzo e-mail?
> > Cordiali saluti Davide.
> >
> > P.S. Scusate il mio inglese ma io non sono madrelingua, quindi metto
> sotto
> > il testo in italiano.
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
>
>
>
> ---------- Forwarded message ----------
> From: Aaron Carlisle <carlisle.aaron00 at gmail.com>
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Thu, 28 Jan 2016 13:35:34 -0500
> Subject: Re: [Bf-committers] Documentation editing is not user friendly
> > It has been almost a year since the change, I think. How has the rate
> > of editing changed? It the quality better? Is it going better now? Do
> > we have any stats?
>
> Since the start of the documentation there have been 96 bugs fixed
> and about 1275 edits have been made. And I think right now there are
> about 300 edits a month. Meaning about 10 a day which is pretty good
> considering there are only a few big contributors.
>
> On Thu, Jan 28, 2016 at 5:04 AM, Knapp <magick.crow at gmail.com> wrote:
>
> > The cost of entry IMOHO is way to high. With Wikipedia I don't even have
> to
> > be logged in to edit. They do semi protect and protect some areas of
> > Wikipedia meaning you do have to log in or have right but most of it is
> > open. I have on many occasion thought I would like to fix something in
> > Blender's manual but there was no way I was going through all that just
> to
> > fix one mistake. I am sure I am not alone in this.
> >
> > BTW I want to clearly state that Aaron Carlisle (sorry I forgot your name
> > before) was and is a great help but I should not need him to do this. I
> > should not need to install software to do simple edits or learn a new
> > markup language, even if it is easy.
> >
> > So no point beating a dead house. I think it needs to change. We are
> > certainly losing a lot of help by it being so complicated to chip in.
> >
> > I read over the other conversation and found this quote. I think it sums
> up
> > the problem, as I see it, very well.
> >
> > "koil:
> >
> > I've reviewed the ideas posted on this topic, and given the matter a
> > good deal of thought. My reaction is mixed. In theory, I wouldn't have
> > any problem with porting the User Manual for Blender to the Sphinx
> > platform, (or some other one, if it be deemed reasonable and proper to
> > do so). However, since Blender is open source, and community developed,
> > I think it that it is imperative that there be mechanism for maintaining
> > user development of the documentation, too. And, unless I totally
> > misunderstand the new platform (and that's not an outlandish
> > possibility), moving the whole manual to the proposed new platform is
> > going to reduce the contributions to the documentation by members of the
> > community by a couple of orders of magnitude, and unless there is a
> > sizeable cohort of documentation waiting in the wings, I'm loathe to
> > disenfranchise a significant number of contributors to the
> documentation."
> >
> > It has been almost a year since the change, I think. How has the rate
> > of editing changed? It the quality better? Is it going better now? Do
> > we have any stats?
> >
> > Douglas
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
>
>
>
> ---------- Forwarded message ----------
> From: Knapp <magick.crow at gmail.com>
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Thu, 28 Jan 2016 19:50:24 +0100
> Subject: Re: [Bf-committers] Documentation editing is not user friendly
> On Thu, Jan 28, 2016 at 7:35 PM, Aaron Carlisle <
> carlisle.aaron00 at gmail.com>
> wrote:
>
> > > It has been almost a year since the change, I think. How has the rate
> > > of editing changed? It the quality better? Is it going better now? Do
> > > we have any stats?
> >
> > Since the start of the documentation there have been 96 bugs fixed
> > and about 1275 edits have been made. And I think right now there are
> > about 300 edits a month. Meaning about 10 a day which is pretty good
> > considering there are only a few big contributors.
> >
>
> That is great to hear! Makes me happy. I used to love the 2.4 manual. I
> hope we can surpas it.
>
>
> --
> Douglas E Knapp, MSAOM, LAc.
>
>
>
> ---------- Forwarded message ----------
> From: Campbell Barton <ideasman42 at gmail.com>
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Fri, 29 Jan 2016 10:06:11 +1100
> Subject: Re: [Bf-committers] Documentation editing is not user friendly
> On Thu, Jan 28, 2016 at 9:04 PM, Knapp <magick.crow at gmail.com> wrote:
> > The cost of entry IMOHO is way to high. With Wikipedia I don't even have
> to
> > be logged in to edit. They do semi protect and protect some areas of
> > Wikipedia meaning you do have to log in or have right but most of it is
> > open. I have on many occasion thought I would like to fix something in
> > Blender's manual but there was no way I was going through all that just
> to
> > fix one mistake. I am sure I am not alone in this.
> >
> > BTW I want to clearly state that Aaron Carlisle (sorry I forgot your name
> > before) was and is a great help but I should not need him to do this. I
> > should not need to install software to do simple edits or learn a new
> > markup language, even if it is easy.
>
> We don't expect people to setup docs building locally, for single
> edits/fixes.
> In that case you can report a bug in the docs (include the fix if it
> helps).
>
> > So no point beating a dead house. I think it needs to change. We are
> > certainly losing a lot of help by it being so complicated to chip in.
>
> For sure there are pro's and cons, but you're re-raising a topic we
> already went over at length.
>
> > I read over the other conversation and found this quote. I think it sums
> up
> > the problem, as I see it, very well.
> >
> > "koil:
> >
> > I've reviewed the ideas posted on this topic, and given the matter a
> > good deal of thought. My reaction is mixed. In theory, I wouldn't have
> > any problem with porting the User Manual for Blender to the Sphinx
> > platform, (or some other one, if it be deemed reasonable and proper to
> > do so). However, since Blender is open source, and community developed,
> > I think it that it is imperative that there be mechanism for maintaining
> > user development of the documentation, too. And, unless I totally
> > misunderstand the new platform (and that's not an outlandish
> > possibility), moving the whole manual to the proposed new platform is
> > going to reduce the contributions to the documentation by members of the
> > community by a couple of orders of magnitude, and unless there is a
> > sizeable cohort of documentation waiting in the wings, I'm loathe to
> > disenfranchise a significant number of contributors to the
> documentation."
> >
> > It has been almost a year since the change, I think. How has the rate
> > of editing changed? It the quality better? Is it going better now? Do
> > we have any stats?
> >
> > Douglas
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
>
>
>
> --
> - Campbell
>
>
>
> ---------- Forwarded message ----------
> From: Sergey Sharybin <sergey.vfx at gmail.com>
> To: Blender Developers <bf-committers at blender.org>
> Cc:
> Date: Fri, 29 Jan 2016 09:31:43 +0100
> Subject: [Bf-committers] Windows XP support
> Hey everyone,
>
> There are some difficulties in maintaining Windows XP and additionally
> there are some glitches in the toolset needed to compile Windows XP
> compatible binaries.
>
> So proposal is: make 2.77 a last release which officially supports Windows
> XP and for the further releases switch to Windows 7+ platforms only. We'll
> still be doing 64bit and 32bit builds, but just wouldn't waste time trying
> to support new features on a platform which is no longer supported by
> others.
>
> Thoughts?
>
> --
> With best regards, Sergey Sharybin
>
>
>
> ---------- Forwarded message ----------
> From: Sergey Sharybin <sergey.vfx at gmail.com>
> To: Blender Developers <bf-committers at blender.org>
> Cc:
> Date: Fri, 29 Jan 2016 09:39:12 +0100
> Subject: [Bf-committers] OSX 32bit builds
> Hey everyone,
>
> For quite some time now building of 32bit binaries for OSX is no longer
> happening [1].
>
> Additionally;
>
> - We don't do official releases for 32bit OSX for quite some time now
> - OSL and OpenCollada are already simply disabled in the buildbot
>
> So does it make sense to keep trying to keep those builds up and running or
> i can just bring the slave down and we all go 64bit OSX form now on?
>
> [1]
>
> https://builder.blender.org/builders/mac_i386_10_6_cmake/builds/71/steps/compile/logs/stdio
>
> --
> With best regards, Sergey Sharybin
>
>
>
> ---------- Forwarded message ----------
> From: Martijn Berger <martijn.berger at gmail.com>
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Fri, 29 Jan 2016 09:43:34 +0100
> Subject: Re: [Bf-committers] OSX 32bit builds
> Hi Sergey,
>
> I would think that since apple only produced a very limited number of
> machines that x64 based and not x86-64 capable the cost of keeping this
> working could be better spend on other things.
>
>
> Martijn
>
> On Fri, Jan 29, 2016 at 9:39 AM, Sergey Sharybin <sergey.vfx at gmail.com>
> wrote:
>
> > Hey everyone,
> >
> > For quite some time now building of 32bit binaries for OSX is no longer
> > happening [1].
> >
> > Additionally;
> >
> > - We don't do official releases for 32bit OSX for quite some time now
> > - OSL and OpenCollada are already simply disabled in the buildbot
> >
> > So does it make sense to keep trying to keep those builds up and running
> or
> > i can just bring the slave down and we all go 64bit OSX form now on?
> >
> > [1]
> >
> >
> https://builder.blender.org/builders/mac_i386_10_6_cmake/builds/71/steps/compile/logs/stdio
> >
> > --
> > With best regards, Sergey Sharybin
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
>
>
>
> ---------- Forwarded message ----------
> From: Martijn Berger <martijn.berger at gmail.com>
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Fri, 29 Jan 2016 09:50:17 +0100
> Subject: Re: [Bf-committers] Windows XP support
> Hi Sergey,
>
> I think that we should drop window XP after 2.77. And switch to msvc 2015
> for 2.78 and 2.8 also.
>
> We should clearly advertise windows 7 SP1. As most issue are with FMA / AVX
> support and windwos 7 pre SP1 has some issues there.
>
> Martijn
>
> On Fri, Jan 29, 2016 at 9:31 AM, Sergey Sharybin <sergey.vfx at gmail.com>
> wrote:
>
> > Hey everyone,
> >
> > There are some difficulties in maintaining Windows XP and additionally
> > there are some glitches in the toolset needed to compile Windows XP
> > compatible binaries.
> >
> > So proposal is: make 2.77 a last release which officially supports
> Windows
> > XP and for the further releases switch to Windows 7+ platforms only.
> We'll
> > still be doing 64bit and 32bit builds, but just wouldn't waste time
> trying
> > to support new features on a platform which is no longer supported by
> > others.
> >
> > Thoughts?
> >
> > --
> > With best regards, Sergey Sharybin
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
>
>
>
> ---------- Forwarded message ----------
> From: Bhargav Bose <bhargav.bose at gmail.com>
> To: bf-committers at blender.org
> Cc:
> Date: Thu, 28 Jan 2016 16:10:29 +0530
> Subject: [Bf-committers] Blender not working.
> Hi,
>
> I am an avid user of blender and recently upgraded my PC. Now that I
> have another configuration (i.e Windows7 64-bit) I tried downloading
> the relevant installer (.msi) file from your website. I use mobile
> internet for downloading stuff so you might be knowing how difficult
> it is to wait for a 79.79MB download to finish. I have downloaded
> blender 2.76b from both the Netherlands links on your web page and
> still I could not install it. An error message turns up during
> installation saying that some cabinet file "media1.cab" is corrupt and
> installation fails. It is very frustrating to see 160MB of mobile data
> go waste.
>
> Please look into this matter at early as possible. Also, I would like
> to know about any previous version that does not show error upon
> installation so that I may download it next month.
>
> Thanking you,
> Bhargav Bose.
>
>
>
> ---------- Forwarded message ----------
> From: Thomas Dinges <blender at dingto.org>
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Fri, 29 Jan 2016 10:53:37 +0100
> Subject: Re: [Bf-committers] Blender not working.
> Hi,
>
> this sounds like your download is corrupt somehow. The files are being
> downloaded a lot of times every day, if the file on our server would be
> bad, we would have gotten several reports already.
>
> So you should try downloading the file elsewhere (e.g. town library,
> school etc..) where you have fast and stable internet.
>
> Best regards,
> Thomas
>
> Am 28.01.16 um 11:40 schrieb Bhargav Bose:
> > Hi,
> >
> > I am an avid user of blender and recently upgraded my PC. Now that I
> > have another configuration (i.e Windows7 64-bit) I tried downloading
> > the relevant installer (.msi) file from your website. I use mobile
> > internet for downloading stuff so you might be knowing how difficult
> > it is to wait for a 79.79MB download to finish. I have downloaded
> > blender 2.76b from both the Netherlands links on your web page and
> > still I could not install it. An error message turns up during
> > installation saying that some cabinet file "media1.cab" is corrupt and
> > installation fails. It is very frustrating to see 160MB of mobile data
> > go waste.
> >
> > Please look into this matter at early as possible. Also, I would like
> > to know about any previous version that does not show error upon
> > installation so that I may download it next month.
> >
> > Thanking you,
> > Bhargav Bose.
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
>
>
>
>
> ---------- Forwarded message ----------
> From: Thomas Dinges <blender at dingto.org>
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Fri, 29 Jan 2016 11:03:07 +0100
> Subject: Re: [Bf-committers] Windows XP support
> Hi,
> first of all, I think it is up to Martijn, as he maintains the Windows
> platform. :)
>
> On the other hand, we dropped XP several times in the past already,
> because it failed somehow on users systems or e.g. Martijn said it's
> taking away too much of his time to keep it working.
>
> And now we again have to discuss whether we want to drop it or not, that
> makes no sense to me.
>
> If people are stuck with a 15! year old operating system (for whatever
> reason), they have to accept, that they cannot run latest software and
> have to stick with older versions.
>
> Additionally, with the OpenGL 2.1 bump in 2.77, I bet a lot of these
> ancient systems, combined with Intel GMA cards will fail anyway. So what
> is the point?
>
> Best regards,
> Thomas
>
> Am 29.01.16 um 09:50 schrieb Martijn Berger:
> > Hi Sergey,
> >
> > I think that we should drop window XP after 2.77. And switch to msvc 2015
> > for 2.78 and 2.8 also.
> >
> > We should clearly advertise windows 7 SP1. As most issue are with FMA /
> AVX
> > support and windwos 7 pre SP1 has some issues there.
> >
> > Martijn
> >
> > On Fri, Jan 29, 2016 at 9:31 AM, Sergey Sharybin <sergey.vfx at gmail.com>
> > wrote:
> >
> >> Hey everyone,
> >>
> >> There are some difficulties in maintaining Windows XP and additionally
> >> there are some glitches in the toolset needed to compile Windows XP
> >> compatible binaries.
> >>
> >> So proposal is: make 2.77 a last release which officially supports
> Windows
> >> XP and for the further releases switch to Windows 7+ platforms only.
> We'll
> >> still be doing 64bit and 32bit builds, but just wouldn't waste time
> trying
> >> to support new features on a platform which is no longer supported by
> >> others.
> >>
> >> Thoughts?
> >>
> >> --
> >> With best regards, Sergey Sharybin
> >> _______________________________________________
> >> 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
>
>
>
>
> ---------- Forwarded message ----------
> From: skoti48 at o2.pl
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Fri, 29 Jan 2016 11:31:18 +0100
> Subject: Re: [Bf-committers] Blender not working.
>       nie
>
> 29.01.2016 10:53 AM Thomas Dinges <blender at dingto.org> napisał(a):
> >
> > Hi,
> >
> > this sounds like your download is corrupt somehow. The files are being
> > downloaded a lot of times every day, if the file on our server would be
> > bad, we would have gotten several reports already.
> >
> > So you should try downloading the file elsewhere (e.g. town library,
> > school etc..) where you have fast and stable internet.
> >
> > Best regards,
> > Thomas
> >
> > Am 28.01.16 um 11:40 schrieb Bhargav Bose:
> > > Hi,
> > >
> > > I am an avid user of blender and recently upgraded my PC. Now that I
> > > have another configuration (i.e Windows7 64-bit) I tried downloading
> > > the relevant installer (.msi) file from your website. I use mobile
> > > internet for downloading stuff so you might be knowing how difficult
> > > it is to wait for a 79.79MB download to finish. I have downloaded
> > > blender 2.76b from both the Netherlands links on your web page and
> > > still I could not install it. An error message turns up during
> > > installation saying that some cabinet file "media1.cab" is corrupt and
> > > installation fails. It is very frustrating to see 160MB of mobile data
> > > go waste.
> > >
> > > Please look into this matter at early as possible. Also, I would like
> > > to know about any previous version that does not show error upon
> > > installation so that I may download it next month.
> > >
> > > Thanking you,
> > > Bhargav Bose.
> > > _______________________________________________
> > > 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
>
>
> ---------- Forwarded message ----------
> From: "Sybren A. Stüvel" <sybren at stuvel.eu>
> To: bf-blender developers <bf-committers at blender.org>
> Cc:
> Date: Fri, 29 Jan 2016 11:54:16 +0100
> Subject: Re: [Bf-committers] Windows XP support
> On Fri, Jan 29, 2016 at 11:03:07AM +0100, Thomas Dinges wrote:
> > If people are stuck with a 15! year old operating system (for
> > whatever reason), they have to accept, that they cannot run latest
> > software and have to stick with older versions.
>
> I think this says it all.
>
> --
> Sybren A. Stüvel
>
> http://stuvelfoto.nl/
> http://stuvel.eu/
>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>
>


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