SGI: Computer Graphics

Blender 2.33 is here !!!

psergiu wrote: Get your Blender 2.33 from:
http://www.blender3d.org/cms/Blender.31.0.html
... and Yafray render engine:
http://download.blender.org/release/yafray.0.0.6/

Release-info:
http://www.blender3d.org/cms/Blender_2_33.66.0.html

The Game Engine is back !!!


Very cool!

Very good with IRIX >6.5.20...
but don't get resolved a few symbols under IRIX 6.5.17...
just wanted to try it out again after some years and i get "rld: Fatal error: attempted access to unresolvable symbol in ./blender: _xpg5_vsnprintf"

how to make it work?

edit: blender 2.33 on 6.5.12
sounds like you'll have to upgrade your Irix.
ubi dubium ibi libertas
maybe, but it isn't worth it for just having a look. will get windows binary instead.
well, i would disagree mostly because there is a lot of recent software 6.5.12 will have issues with..

but to each...
ubi dubium ibi libertas
well, all the software i acquired the machine for runs without flaws. in my experience a lot of freeware causes troubles though. that's why i try to stay away from that as much as i can.
As Diego mentioned above, the new version requires IRIX 6.5.17+
Twitter: @neko_no_ko
IRIX Release 4.0.5 IP12 Version 06151813 System V
Copyright 1987-1992 Silicon Graphics, Inc.
All Rights Reserved.
GIJoe wrote: just wanted to try it out again after some years and i get "rld: Fatal error: attempted access to unresolvable symbol in ./blender: _xpg5_vsnprintf"

how to make it work?

edit: blender 2.33 on 6.5.12


That missing symbol problem was a result of the move to Python 2.3.
The configure script in Python 2.3 looks for that symbol in libc, which
it finds in Irix >= 6.5.20, and the dependency gets compiled in.

I've built a version of python that doesn't depend on that symbol
and compiled recent cvs with it. You might want to test if it
works on your system (also try out some of the latest features
-- new unwrapper, creased subsurfs, etc -- to ensure they run on Irix):

http://bebop.cns.ualberta.ca/~cwant/ble ... ips.tar.gz

You may wish to report any problems you find to the blender
bug tracker (be sure to specify that the problem is with recent cvs,
and include as much information about your system as possible):

http://projects.blender.org/tracker/?at ... unc=browse

Regards,
Chris
Fantastic, I'll give the CVS version a try this weekend!
Twitter: @neko_no_ko
IRIX Release 4.0.5 IP12 Version 06151813 System V
Copyright 1987-1992 Silicon Graphics, Inc.
All Rights Reserved.
http://bebop.cns.ualberta.ca/~cwant/ble ... ips.tar.gz

this is good. it even runs on 6.5.15. are the lib/iris-6.5.mips files fixed then?
it would be nice to know how the new features worked without having to dredge through the blender.org forum drek. any new feature documentation available?
skywriter wrote: this is good. it even runs on 6.5.15. are the lib/iris-6.5.mips files fixed then?


Not yet ... I had hoped to get some feedback about whether the binary
was usable first before committing the modified python libs. Will commit soon.

Unfortunately we've hit another snag: The current CVS compiles the
solid/qhull collision detection libs, which seems to only want to
compile with MipsPro 7.4 (unless somebody knows how to process
lines like "#include <cmath>" wth MipsPro 7.3.1.3m?).

Here is a cvs compile from today that was compiled with the 7.4 compiler
if anybody would like to test it:

http://bebop.cns.ualberta.ca/~cwant/ble ... ips.tar.gz

(MipsPro 7.4 will probably be the compiler used to produce the 2.34 binary that
is expected out in a couple of weeks.)

BTW: how does our old friend 'sequence.blend' fare with that binary?

skywriter wrote: it would be nice to know how the new features worked without having to dredge through the blender.org forum drek. any new feature documentation available?


There are some preliminary docs about the latest changes/features here:

http://www.blender3d.org/cms/Changes_si ... 319.0.html

Chris
ChiaHos wrote: BTW: how does our old friend 'sequence.blend' fare with that binary?


I doubt it's a problem anymore. I'm pretty certain the problem stemmed from a mismatch between 7.3.1.3m development components, and 6.5.21's partial upgrade of those systems, and the state of the precompiled blender libs. I never had time to sort it out (or do anything else for that matter). I've upped to 6.5.23 (the EOL for indy/indigo2) and will be sorting out my 7.4 compile platform. all takes time.

the unfortunate side effect of having more than one machine is you have to maintain them all as well.
ChiaHos wrote: Unfortunately we've hit another snag: The current CVS compiles the solid/qhull collision detection libs, which seems to only want to compile with MipsPro 7.4 (unless somebody knows how to process lines like "#include <cmath>" wth MipsPro 7.3.1.3m?).


This has been covered in an old thread about Octave builds on IRIX:
viewtopic.php?t=710

The trick is to get separate CC-isoheaders to augment your MIPSPro 7.3.1.3m. There are also patches from SGI about this, but are behind support contracts. :( Unfortunately the tarball mentioned in the above thread is gone, but, i found an Octave reference:
http://wiki.octave.org/wiki.pl?PaulKienzleIrixConf

And here is the CC-isoheaders link:
http://octave.sourceforge.net/MIPS73-isoheaders.tar.gz
dexter1 wrote: The trick is to get separate CC-isoheaders to augment your MIPSPro 7.3.1.3m. There are also patches from SGI about this, but are behind support contracts. :( Unfortunately the tarball mentioned in the above thread is gone, but, i found an Octave reference:
http://wiki.octave.org/wiki.pl?PaulKienzleIrixConf


Thanks for the great tip!

Ideally I'd like to find a source level solution that
could be sent upstream to the solid library author,
i.e., some thing like

#ifdef GOT_ISOHEADERS
#include <cmath>
#else
/* do something else here */
#endif

Unfortunately my C++ knowledge is novice at best,
but my guess is that the source is probably too
dependent on the new-fangled C++ stuff for such a
solution to exist.

There is one last workaround that would allow 7.3.1.3m
compatibility: blender has a cvs module of pre-compiled
libs, so the solid stuff could be compiled with 7.4
and committed to that module, with the build system
altered to use that lib under irix rather than trying to compile
the library itself (this was the behavior of the build system
up until about a week ago, but the gameengine
maintainer wants to move away from this practice).

Chris
ChiaHos wrote:
workaround that would allow 7.3.1.3m
compatibility: blender has a cvs module of pre-compiled
libs, so the solid stuff could be compiled with 7.4
and committed to that module, with the build system
altered to use that lib under irix rather than trying to compile
the library itself (this was the behavior of the build system
up until about a week ago, but the gameengine
maintainer wants to move away from this practice).

Chris


or to make the gameengine optional, since IMHO it's worthless aggravation.

oh, and also to make the version reported by blender only the offical version for the offical release. the practice of leaving the release at 2.33a (for instance) ever since it's been release (for months) is idiotic for bug tracking purposes (i found a bug! which version? 2.33a! which 2.33a? I donno i compiled it last week! oh download the latest and try again!). seriously put CVS versions into the header, and directory. it's only freeking software, the rest is people valuable time (for the non-linux crowd anyway).
There is an interesting demo for those of us working with or learning finite element analysis that comes with Irix called SolidView 6D (written by Jim Winget). It visualises FEA results with plane constantly cutting the object. There are two saved files, one showing animated piston and other showing upper part of human body with organs. After reading system manual page about file formats for this demo I decided to modify the ANSYS piston, putting only 8 nodes, thus making one brick element, no displacements and no stresses. However, it did not work. Demo failed to start or started and then crashed after a few seconds. I also tried other combinations in engine.fea and body.fea files but nothing worked. Has anyone tried something like that? Looks like this demo is useless for everything else but those two demo files.