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Re: Compiling OpenShadingLanguage under Windows
I too have been trying to build under windows and ran across the same
problem with the t variable.
Assuming gcc allows it for some reason, by default is_closure() is
false so that is what i set it
I too have been trying to build under windows and ran across the same
problem with the t variable.
Assuming gcc allows it for some reason, by default is_closure() is
false so that is what i set it
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By
wormszer <worm...@...>
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#82
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Realy funny jokes about director)
aaa))))that is sooooo cool))thx) http://gwy.in/jokesoffice
aaa))))that is sooooo cool))thx) http://gwy.in/jokesoffice
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By
NormanKolins <hyep...@...>
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#79
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Re: problem building on macos
I do a most of my day-to-day development on Snow Leopard, so I know this can be made to work.
Are you building OIIO by checking out the "external" project and trying to build the whole thing? If so,
I do a most of my day-to-day development on Snow Leopard, so I know this can be made to work.
Are you building OIIO by checking out the "external" project and trying to build the whole thing? If so,
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By
Larry Gritz <l...@...>
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#78
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Re: Compiling OpenShadingLanguage under Windows
Hi Chris,
Thank you very much for your reply. It works!
Here comes the next problem compiling the "osllex.cpp" file generated
by flex from "osllex.l"
Hi Chris,
Thank you very much for your reply. It works!
Here comes the next problem compiling the "osllex.cpp" file generated
by flex from "osllex.l"
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By
Oleg <ode...@...>
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#77
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problem building on macos
I'm having some difficulty building OpenImageIO on macos (Snow
Leopard), as a required pre-requisite for building OSL. The build of
the external packages fails because libtiff doesn't build.
I'm having some difficulty building OpenImageIO on macos (Snow
Leopard), as a required pre-requisite for building OSL. The build of
the external packages fails because libtiff doesn't build.
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By
Nick Porcino <nick....@...>
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#76
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Re: Compiling OpenShadingLanguage under Windows
The chunk of code between the '{' and '}' is just C++ (mostly, except for the
$ markers of course). Looking at this, the line
TypeSpec t (simple, t.is_closure());
doesn't make any sense to me,
The chunk of code between the '{' and '}' is just C++ (mostly, except for the
$ markers of course). Looking at this, the line
TypeSpec t (simple, t.is_closure());
doesn't make any sense to me,
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By
Chris Foster <chri...@...>
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#81
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Compiling OpenShadingLanguage under Windows
Hi All,
I'm trying to compile the OpenShadingLanguage library under Windows
using VisualStudio 2008. I was able to compile the following projects
so
far:
- oslquery
- oslinfo
There is a
Hi All,
I'm trying to compile the OpenShadingLanguage library under Windows
using VisualStudio 2008. I was able to compile the following projects
so
far:
- oslquery
- oslinfo
There is a
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By
Oleg <ode...@...>
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#75
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Re: Review: fix derivatives of mod()
Hi guys,
After quite some thought I agree that
d/dx mod(x,a) == 1
is about about the best you can do, even though it doesn't make sense at
the discontinuity.
It is possible to make sense of the
Hi guys,
After quite some thought I agree that
d/dx mod(x,a) == 1
is about about the best you can do, even though it doesn't make sense at
the discontinuity.
It is possible to make sense of the
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By
Chris Foster <chri...@...>
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#80
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Re: Review: fix derivatives of mod()
Agreed. You answer seems the most useful one.
--jono
Agreed. You answer seems the most useful one.
--jono
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By
Jonathan Gibbs <jono...@...>
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#74
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Re: Review: fix derivatives of mod()
Well, there's "math" and then there's "what's useful in shaders." In the strict mathematical sense, the derivative is undefined at the discontinuity (x==d), though you could speak of the limit as you
Well, there's "math" and then there's "what's useful in shaders." In the strict mathematical sense, the derivative is undefined at the discontinuity (x==d), though you could speak of the limit as you
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By
Larry Gritz <l...@...>
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#73
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Re: Review: fix derivatives of mod()
Well, I'm not sure what to think. The derivatives of mod(x,y) is the
same as x most of the time, but at the discontinuity? Not sure what
else you could really do since the function isn't
Well, I'm not sure what to think. The derivatives of mod(x,y) is the
same as x most of the time, but at the discontinuity? Not sure what
else you could really do since the function isn't
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By
Jonathan Gibbs <jono...@...>
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#72
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Re: Review: fix derivatives of mod()
Anybody?
--
Larry Gritz
l...@...
Anybody?
--
Larry Gritz
l...@...
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By
Larry Gritz <l...@...>
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#71
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Re: Question about BSDFClosure functions
Well, is Larry's baby. I'm in the group that makes the render using
OSL.
That's right.
Yeah
That's more of a question for Larry. I know osl closures are in the
roadmap, but he is the one to talk to
Well, is Larry's baby. I'm in the group that makes the render using
OSL.
That's right.
Yeah
That's more of a question for Larry. I know osl closures are in the
roadmap, but he is the one to talk to
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By
Alex Conty <aco...@...>
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#70
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Re: Question about BSDFClosure functions
Hey Alejandro!
Great to hear from you, I had no idea you were involved in this
project.
I incorrectly interpreted what would actually be given to the
renderer, I thought it would be a single
Hey Alejandro!
Great to hear from you, I had no idea you were involved in this
project.
I incorrectly interpreted what would actually be given to the
renderer, I thought it would be a single
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By
brecht <brechtv...@...>
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#69
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Tickets not in mail list
In an effort to keep the mail list free of clutter, I think we're deciding NOT to CC the list on every ticket. Instead, those of you who want to follow the gory details of every ticket and every
In an effort to keep the mail list free of clutter, I think we're deciding NOT to CC the list on every ticket. Instead, those of you who want to follow the gory details of every ticket and every
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By
Larry Gritz <l...@...>
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#64
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Re: Issue 48 in openshadinglanguage: texture() should take optional param for missing texture
Comment #3 on issue 48 by larrygritz: texture() should take optional param for missing texture
http://code.google.com/p/openshadinglanguage/issues/detail?id=48
Agreed. After I posted that, I was
Comment #3 on issue 48 by larrygritz: texture() should take optional param for missing texture
http://code.google.com/p/openshadinglanguage/issues/detail?id=48
Agreed. After I posted that, I was
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By
openshadi...@...
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#68
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Re: Issue 48 in openshadinglanguage: texture() should take optional param for missing texture
Comment #2 on issue 48 by jonogibbs: texture() should take optional param for missing texture
http://code.google.com/p/openshadinglanguage/issues/detail?id=48
I would want a separate color per
Comment #2 on issue 48 by jonogibbs: texture() should take optional param for missing texture
http://code.google.com/p/openshadinglanguage/issues/detail?id=48
I would want a separate color per
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By
openshadi...@...
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#67
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Patch crediting
Now that OSL is open source (congrats!), I recommend using the following guide on crediting patches from non-core developers in log
Now that OSL is open source (congrats!), I recommend using the following guide on crediting patches from non-core developers in log
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By
Blair Zajac <bl...@...>
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#63
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Re: Issue 48 in openshadinglanguage: texture() should take optional param for missing texture
Updates:
Cc: larrygritz
Labels: Type-Enhancement Priority-Medium Milestone-20100210
Comment #1 on issue 48 by larrygritz: texture() should take optional param for missing
Updates:
Cc: larrygritz
Labels: Type-Enhancement Priority-Medium Milestone-20100210
Comment #1 on issue 48 by larrygritz: texture() should take optional param for missing
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By
openshadi...@...
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#66
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Issue 48 in openshadinglanguage: texture() should take optional param for missing texture
Status: New
Owner: larrygritz
CC: os...@...
New issue 48 by larrygritz: texture() should take optional param for missing
Status: New
Owner: larrygritz
CC: os...@...
New issue 48 by larrygritz: texture() should take optional param for missing
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By
openshadi...@...
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#65
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