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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3AWeeklyMeetingAgenda%2F2005-03-13th</id>
	<title>Dev:WeeklyMeetingAgenda/2005-03-13th - 版の履歴</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3AWeeklyMeetingAgenda%2F2005-03-13th"/>
	<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:WeeklyMeetingAgenda/2005-03-13th&amp;action=history"/>
	<updated>2026-05-07T20:07:15Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:WeeklyMeetingAgenda/2005-03-13th&amp;diff=51780&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:WeeklyMeetingAgenda/2005-03-13th&amp;diff=51780&amp;oldid=prev"/>
		<updated>2018-06-28T17:49:56Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 17:49時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:WeeklyMeetingAgenda/2005-03-13th&amp;diff=51779&amp;oldid=prev</id>
		<title>wiki&gt;Ideasman42: moved Dev:SundayMeetingAgenda/2005-03-13th to Dev:WeeklyMeetingAgenda/2005-03-13th: No longer sunday</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:WeeklyMeetingAgenda/2005-03-13th&amp;diff=51779&amp;oldid=prev"/>
		<updated>2017-11-14T02:53:00Z</updated>

		<summary type="html">&lt;p&gt;moved &lt;a href=&quot;/Dev:SundayMeetingAgenda/2005-03-13th&quot; class=&quot;mw-redirect&quot; title=&quot;Dev:SundayMeetingAgenda/2005-03-13th&quot;&gt;Dev:SundayMeetingAgenda/2005-03-13th&lt;/a&gt; to &lt;a href=&quot;/Dev:WeeklyMeetingAgenda/2005-03-13th&quot; title=&quot;Dev:WeeklyMeetingAgenda/2005-03-13th&quot;&gt;Dev:WeeklyMeetingAgenda/2005-03-13th&lt;/a&gt;: No longer sunday&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;1)Meeting minutes for external sites&lt;br /&gt;
Tom Musgrove wanted to know whether it would be acceptable to have the&lt;br /&gt;
meeting minutes sent to Linux Weekly News.  Ton suggested that&lt;br /&gt;
'Development Digests' like those that were done on a monthly basis by&lt;br /&gt;
Nathan Letwory would be more appropriate. Tom volunteered to do start&lt;br /&gt;
doing the development digests.&lt;br /&gt;
&lt;br /&gt;
2)Requirements for getting code committed in releases&lt;br /&gt;
Ton felt that 'new functionality in blender all should be in CMS&lt;br /&gt;
before releases' and preferred it be done either the coders submitting&lt;br /&gt;
the new functionality, or it being the responsibility of the coders to&lt;br /&gt;
find someone to do the documentation.  A minimal requirement would be&lt;br /&gt;
a text explanation of what it does and how it works, sample images and&lt;br /&gt;
screen shots, and a blend file to be used for regression tests.&lt;br /&gt;
Martin Poirier stated that the documentation needs to be done earlier&lt;br /&gt;
and not at the last minute, 'so we don't wait for release docs when&lt;br /&gt;
code is release ready'.  Martin also requested that if possible it&lt;br /&gt;
would also be nice to have video demonstrations of the new&lt;br /&gt;
functionality in action.&lt;br /&gt;
For video demonstrations Tom Musgrove suggested wink for usage on windows&lt;br /&gt;
http://www.debugmode.com/wink/&lt;br /&gt;
which can output to flash videos or png (which can then be turned into&lt;br /&gt;
video with blenders sequencer).&lt;br /&gt;
Also a brief reminder that developers who have code/projects they are&lt;br /&gt;
working on should either update the wiki with their projects status&lt;br /&gt;
http://wiki.blender.org/bin/view.pl/Blenderdev/ProjectStatusPage&lt;br /&gt;
or contact Chris Burt or JLuc Peuriere with the status of their code&lt;br /&gt;
and they will update it for you.  Python scripts do not need to be in&lt;br /&gt;
the project status page, however Ton emphasized that they DO need&lt;br /&gt;
documentation (the py-doc plus screenshots should usually be&lt;br /&gt;
adequate.)&lt;br /&gt;
&lt;br /&gt;
3)Current Projects – New Transform&lt;br /&gt;
According to Martin Poirier the new code has about 90% of the&lt;br /&gt;
functionality of the old code.  Still missing are shrink/fatten, free&lt;br /&gt;
rotate, 'extrude by vector', and moving the camera in camera view, and&lt;br /&gt;
assorted api work for exposing constraints, and context. Ton will do&lt;br /&gt;
pose mode and dependency update related work, and cameragrab.  Ton&lt;br /&gt;
stated that new transform code should should now be the default&lt;br /&gt;
compile.  Emilie Brown will help Martin with the documentation of the&lt;br /&gt;
new Transform functionality.&lt;br /&gt;
&lt;br /&gt;
4)Current Projects – OpenEXR&lt;br /&gt;
Ton stated that while supporting an open hidef image format is&lt;br /&gt;
desirable 'it should be properly wrapped in a C library' and that 'we&lt;br /&gt;
have to keep all exr dependencies external' - 'it should either work&lt;br /&gt;
like quicktime, or as static lib'.  For now 'OpenEXR goes back to the&lt;br /&gt;
drawing board, to design a good compiling lib for blender first'.&lt;br /&gt;
&lt;br /&gt;
5)Current Projects – HEMesh&lt;br /&gt;
Joe Eager states that his HEMesh work is going well and is currently&lt;br /&gt;
waiting on feedback from JLuc Peuriere on what 'major rewrites' will&lt;br /&gt;
be needed.  Ton queried whether it was ready for conclusion in&lt;br /&gt;
tuhopuu.  It was decided that JLuc will review the code this week and&lt;br /&gt;
then a decision on suitability for inclusion on tuhopuu will be made&lt;br /&gt;
at the next meeting.&lt;br /&gt;
&lt;br /&gt;
6)Bug Tracker&lt;br /&gt;
It was noted that the majority of bug reports in the tracker (or that&lt;br /&gt;
have been moved to a separate tracker) fall in three categories 1)&lt;br /&gt;
OpenGL compatibility issues with video accelerator cards both on Linux&lt;br /&gt;
and Windows 2) Game Engine 3) Python&lt;br /&gt;
&lt;br /&gt;
Python – not much was said regarding the python bug count other than&lt;br /&gt;
it is of concern to Ton.&lt;br /&gt;
&lt;br /&gt;
OpenGL - For OpenGL issues there is a need for individuals who are&lt;br /&gt;
capable in OpenGL and who have access to the cards that have problems&lt;br /&gt;
(ATI on Windows and Linux).  Ton stated that OpenGL is 'easy'.  Martin&lt;br /&gt;
Poirier has the OpenGL Redbook on his Amazon.com wishlist (it was&lt;br /&gt;
pointed out that it can be downloaded in PDF or html format here -&lt;br /&gt;
http://www.opengl.org/documentation/red_book_1.0/ )&lt;br /&gt;
Christ Burt and Emilie Brown will try learning OpenGL to try and&lt;br /&gt;
contribute in that respect, but other developers are strongly&lt;br /&gt;
encouraged to do so.  (Ton claims it is easier to learn and use than&lt;br /&gt;
python.  Also Blender only uses widely supported OpenGL so just&lt;br /&gt;
version 1.2 of the API is sufficient)&lt;br /&gt;
&lt;br /&gt;
Game Engine- There is really only one active developer of the game&lt;br /&gt;
engine, Kester Maddock, and a single part time developer is not&lt;br /&gt;
sufficient to maintain the game engine.  A number of suggestions were&lt;br /&gt;
made about 'what to do about the game engine problem'.  Suggestions&lt;br /&gt;
ranged from – issue a call for developers, to temporary removal, to&lt;br /&gt;
complete removal, to potentially integrating a different open source&lt;br /&gt;
engine.  Jens Ole Wund noted that 'i don't see much difference between&lt;br /&gt;
a good physics driven animation system and a game engine'.  Ton&lt;br /&gt;
believes that Kester needs to be consulted before any decision is&lt;br /&gt;
made.&lt;br /&gt;
If separation does happen, sufficient code for doing things like&lt;br /&gt;
walkthroughs will be kept in the main blender tree.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Ideasman42</name></author>
		
	</entry>
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