you missed gimp (uncountable) A narrow ornamental fabric or braid of silk, wool, or cotton, often stiffened with metallic wire or coarse cord running through it, used as trimming for dresses, curtains, furniture, etc. Also guimpe. Any coarse or reinforced thread, such as a glazed thread employed in lacemaking to outline designs, or silk thread used as a fishing leader, protected from the bite of fish by a wrapping of fine wire. [quotations ] The plastic cord used in the plaiting and knotting craft Scoubidou (lanyard making); or, the process itself. (dated, chiefly NE US) Gumption; spirit; ambition; vigor; pep. [quotations ]
and Adjective gimp (comparative more gimp, superlative most gimp) (dated, Scotland and N England) Neat; trim; delicate; slender; handsome; spruce; elegant.
I am an Australian and I don't know a single person who finds the name awkward. But then again everybody I know is either intelligent enough from the context to figure out that I am talking about a computer program and not a sex slave or a cripple. Some of them are intelligent enough to know that the word gimp also has meanings other than the American slang meaning.
As best I can tell this essentially boils down to retrofitting directX 11 to an already designed engine after the fact and doing so in a limited time frame. I don't really see it as a big deal as a) the game was originally designed for directX9 hardware so anybody trying to run the game on DirectX11 hardware will probably do just fine anyway and secondly the way that modern graphics cards are designed this extra geometry generated on GPU may not even be the bottleneck.
I think that engines that will really take advantage of these technologies are only really being built now. At work we use one of the engines that has had this feature for the longest (http://www.youtube.com/watch?v=9F6zSgtRnkE). Other companies we know using the same engine aren't using these features because there are not enough people with the Graphics to support it. I think this will mark the beginning though.
Incidently the way that tesselation is implemented in the engine we are using. Is with two maps - the first is a displacement map and the second specifies the level of tesselation which significantly lowers the level of tesselation on flat surfaces.
-the tree of the file manager constantly auto-scrolls left and right (once you manage to discover the setting to actually get a tree in it)
Tree is largely surplanted by the column view mode and view splitting. I used view splitting rather than tree even in 3.5 so I guess I missed that one. Try column view mode though.
-in kate the search for text has its case sensitivity independent per file, and hidden behind something on which you must click first
this option is not hidden in the current version of kate, is still independent per file. down arrow gets you the last search term from any document however and there is a find in files command for searching in multiple documents at the same time.
-by default everything is huge and there don't fit many open window buttons in the panel
This was true of early versions of KDE is much less true now.
-it is extremely frustrating to create a launcher for a program in the taskbar. There are at least 3 systems, and all 3 are annoying, sometimes involving having to manually create a desktop file somewhere. How it should be: a single drag and drop movement
this can be done with drag and drop in the current version of KDE.
Ammendment to previous post... Minimums are set my the arrows pointing towards the center of the panel. Maximums by the arrows pointing towards the screen edges. Alignment is set using "More settings" in your case you will want to align center. The configuration gives you more control than KDE 3.5 but is a little bit harder to figure out.
The taskbar sizing controls lets you set minimum and maximum sizing by default both these sliders are in the same position. Panels will auto expand from the minimum size(indicated by a _) to the maximum size (indicated by a V). Next time you try to set up the panel mouse over the sizing controls to see what they do.
> Also, I could have more than one KDE session without windows appearing clamming that it couldn't lock a file and closing
There are some KDE apps which are single instance only (off the top of my head, KDevelop and Kontact come to mind). Most of these apps (the ones that I use) have gotten a lot better about this over recent releases. They will still complain (if they weren't shutdown properly) but will give you the option to remove the lock file.
It's an improvement but it could be better. Ultimately it's juggling the needs of full-time artists, users familiar with the old blender, the needs of casual and new users and the number of developer man hours available.
In particular the defaults could be set a lot better for new users. You will want to take a look at File->User Preferences and set things to your liking right away.
start moving in the direction you want then hit the middle mouse button. Not easily discoverable but very nice to use. There are other methods but now you know.
FFS blendercookie -> it has pretty moving pictures and everything. While you are at it Blendernation. Announcements of good new tutorials will almost certainly end up there.
1) import the obj file. If that is done right you should show up with the textures on it (you may need to be in textured mode to see it [alt + z] or check the controls at the bottom of the 3d viewport.
2) Just to the right of the menus at the top of the application should be a control that will read default. This lets you switch layouts. Press the icon on the far left and choose UV editing. You can switch layouts using the CTRL key and the left and right arrow keys and create your own custom layouts.
3) in the 3d Viewport (right half of the screen) select the model and put it in Edit mode ([TAB] or use the controls at the bottom of this viewport). while you are at it check that the viewport is in textured mode (alt + z will toggle this also there are controls at the bottom of the viewport). Once in Edit mode the UVs should turn up in the UV/Image window.
4) if your texture doesn't show up you can select it by pressing the button to the very left of the set of controls at the bottom of the UV/Image window. Or you can create a new Image if you don't have one.
5) You need to enable texture paint mode. There is a button near the end of the controls at the bottom of the UV/Image window. You can pan these controls using the middle mouse button or you can hit CTRL + down arrow to maximise this view (the same keycombination will unmaximise it). Alternatively you can hit space which will bring up a menu. make sure that Image->Image Painting is selected.
6) if you want to paint directly onto the model then use the controls at the bottom of that viewport to enter Texture Paint mode.
If you check the blendernation website you will see a few good texture painting video tutorials have been put up in the last week or so.
It wasn't so much reinventing the wheel. The core blender engine was written before the wheel was invented so to speak. This release Well 2.5 really marks the first rewrite of the ui code since then.
Yeah I have noticed a slowness on some workstations and not on other very similiar workstations. Basically KDE isn't perceptibly slow on my home computer or my work computer. But a friend set one up on his spare workstation and it felt like molasses (basically same video card as the work computer) while I was there we did a system update and the problem went away. I suspect video driver update was the culprite. I while back the oxygen theme was having issues with nVidia cards (not really familiar with running KDE on anything else. These machines are all 3d graphics/dev workstations and I don't trust anybody body else to give me a smooth experience)
I think this applies to a certain part of the KDE community. I liked kde3 a lot but I like kde4 better. I don't particularly like the menu, the old menu is available just not the default. I like the desktop a lot better - I never was one for cluttering my desktop with icons. Currently I use a small amount of desktop space to view my work links folder. a task list applet and an applet for logging my hours at work. It looks and works great and I can use win + tab to switch to a different configuration if (when I am not working). You can switch to desktop activity to folderview if you prefer the old behaviour.
Compositing is a major step forward for me especially in conjunction with screen corners. I use top left corner to switch applications, top right to switch virtual desktops and bottom left to get to the desktop. I cluster the links I want to use around this corner.
My desktop looks and works better, runs plenty fast enough. I have some stability problems with dolphin but going back to kde3 is not something I could even imagine doing.
1) This is mostly because Blender is undergoing a complete UI rewrite. Lightwave is undergoing the same for the version after 9. It was a mature application from 5.6->9. This is similar to the Power Animator -> Maya transition or SoftImage -> XSI transition.
2) This would depend quite heavily on what kind of lighting effect you were trying to achieve without knowing what specific lighting techniques you were trying to use it's really hard to quantify this. Certainly Light wave probably does have some quick and dirty lighting setup options that blender may not.
3) See 1 - Blender is currently in the middle of a massive application rewrite this means that all addons like importers and exporters need to be rewritten. LWO is probably of interest to a small number of people but nobody has come forwards to make sure it works. I would suggest using a n old copy of blender to convert the models into blend, dae or even filmbox files.
Both BlenderCookie and Blender Guru have a large number of video tutorials which have been targeted at 2.5 for some time now. I would suggest either of these as a good place to learn the new version.
I use Unigine on Linux at work. Everybody else uses it on Windows. OpenGL performance is slightly faster on Linux than Windows but DirectX11 runs a bit faster than OpenGL/Linux I think this is down to DirectX11 multi-threading better thus the CPU becoming less of a bottleneck. This is with the nVidia drivers.
Unigine is really targeted at DirectX10+ class hardware and is one of the first engines to support new DirectX11/OpenGL 4 features. Our most recent project involves perhaps 100kms of Railway track with animated crowds of people and thousands of animated cars. We have it running on about as fast a systems as you can get. But we don't do optimisation either unless we have to.
Unigine is really good at cross compatible too. All the tools are equally available on Windows/Linux and almost all the code I write under Linux will work the same on Windows.
Not really - think of it like a buffer... You can take more out than you put in - the buffer gets smaller... When it starts getting really small things will get ugly but that could take some time.
you missed
gimp (uncountable)
A narrow ornamental fabric or braid of silk, wool, or cotton, often stiffened with metallic wire or coarse cord running through it, used as trimming for dresses, curtains, furniture, etc. Also guimpe.
Any coarse or reinforced thread, such as a glazed thread employed in lacemaking to outline designs, or silk thread used as a fishing leader, protected from the bite of fish by a wrapping of fine wire. [quotations ]
The plastic cord used in the plaiting and knotting craft Scoubidou (lanyard making); or, the process itself.
(dated, chiefly NE US) Gumption; spirit; ambition; vigor; pep. [quotations ]
and
Adjective
gimp (comparative more gimp, superlative most gimp)
(dated, Scotland and N England) Neat; trim; delicate; slender; handsome; spruce; elegant.
I am an Australian and I don't know a single person who finds the name awkward. But then again everybody I know is either intelligent enough from the context to figure out that I am talking about a computer program and not a sex slave or a cripple. Some of them are intelligent enough to know that the word gimp also has meanings other than the American slang meaning.
As best I can tell this essentially boils down to retrofitting directX 11 to an already designed engine after the fact and doing so in a limited time frame.
I don't really see it as a big deal as a) the game was originally designed for directX9 hardware so anybody trying to run the game on DirectX11 hardware will probably do just fine anyway and secondly the way that modern graphics cards are designed this extra geometry generated on GPU may not even be the bottleneck.
I think that engines that will really take advantage of these technologies are only really being built now. At work we use one of the engines that has had this feature for the longest (http://www.youtube.com/watch?v=9F6zSgtRnkE). Other companies we know using the same engine aren't using these features because there are not enough people with the Graphics to support it. I think this will mark the beginning though.
Incidently the way that tesselation is implemented in the engine we are using. Is with two maps - the first is a displacement map and the second specifies the level of tesselation which significantly lowers the level of tesselation on flat surfaces.
Linux has supported USB3 since 2009 or kernel version 2.6.31... If your kernel is newer than that you should have usb3 supported.
-the tree of the file manager constantly auto-scrolls left and right (once you manage to discover the setting to actually get a tree in it)
Tree is largely surplanted by the column view mode and view splitting. I used view splitting rather than tree even in 3.5 so I guess I missed that one. Try column view mode though.
-in kate the search for text has its case sensitivity independent per file, and hidden behind something on which you must click first
this option is not hidden in the current version of kate, is still independent per file. down arrow gets you the last search term from any document however and there is a find in files command for searching in multiple documents at the same time.
-by default everything is huge and there don't fit many open window buttons in the panel
This was true of early versions of KDE is much less true now.
-it is extremely frustrating to create a launcher for a program in the taskbar. There are at least 3 systems, and all 3 are annoying, sometimes involving having to manually create a desktop file somewhere. How it should be: a single drag and drop movement
this can be done with drag and drop in the current version of KDE.
Ammendment to previous post ... Minimums are set my the arrows pointing towards the center of the panel. Maximums by the arrows pointing towards the screen edges. Alignment is set using "More settings" in your case you will want to align center.
The configuration gives you more control than KDE 3.5 but is a little bit harder to figure out.
The taskbar sizing controls lets you set minimum and maximum sizing by default both these sliders are in the same position. Panels will auto expand from the minimum size(indicated by a _) to the maximum size (indicated by a V). Next time you try to set up the panel mouse over the sizing controls to see what they do.
> Also, I could have more than one KDE session without windows appearing clamming that it couldn't lock a file and closing
There are some KDE apps which are single instance only (off the top of my head, KDevelop and Kontact come to mind). Most of these apps (the ones that I use) have gotten a lot better about this over recent releases. They will still complain (if they weren't shutdown properly) but will give you the option to remove the lock file.
It's an improvement but it could be better.
Ultimately it's juggling the needs of full-time artists, users familiar with the old blender, the needs of casual and new users and the number of developer man hours available.
In particular the defaults could be set a lot better for new users. You will want to take a look at File->User Preferences and set things to your liking right away.
or you can hit middle mouse to constrain things to the closest axis.
start moving in the direction you want then hit the middle mouse button.
Not easily discoverable but very nice to use.
There are other methods but now you know.
FFS blendercookie -> it has pretty moving pictures and everything.
While you are at it Blendernation. Announcements of good new tutorials will almost certainly end up there.
1) import the obj file.
If that is done right you should show up with the textures on it (you may need to be in textured mode to see it [alt + z] or check the controls at the bottom of the 3d viewport.
2) Just to the right of the menus at the top of the application should be a control that will read default. This lets you switch layouts. Press the icon on the far left and choose UV editing. You can switch layouts using the CTRL key and the left and right arrow keys and create your own custom layouts.
3) in the 3d Viewport (right half of the screen) select the model and put it in Edit mode ([TAB] or use the controls at the bottom of this viewport). while you are at it check that the viewport is in textured mode (alt + z will toggle this also there are controls at the bottom of the viewport). Once in Edit mode the UVs should turn up in the UV/Image window.
4) if your texture doesn't show up you can select it by pressing the button to the very left of the set of controls at the bottom of the UV/Image window. Or you can create a new Image if you don't have one.
5) You need to enable texture paint mode. There is a button near the end of the controls at the bottom of the UV/Image window. You can pan these controls using the middle mouse button or you can hit CTRL + down arrow to maximise this view (the same keycombination will unmaximise it). Alternatively you can hit space which will bring up a menu. make sure that Image->Image Painting is selected.
6) if you want to paint directly onto the model then use the controls at the bottom of that viewport to enter Texture Paint mode.
If you check the blendernation website you will see a few good texture painting video tutorials have been put up in the last week or so.
blendercookie is not a terrible place to pick up video tutorials.
It wasn't so much reinventing the wheel. The core blender engine was written before the wheel was invented so to speak. This release Well 2.5 really marks the first rewrite of the ui code since then.
Yeah I have noticed a slowness on some workstations and not on other very similiar workstations. Basically KDE isn't perceptibly slow on my home computer or my work computer. But a friend set one up on his spare workstation and it felt like molasses (basically same video card as the work computer) while I was there we did a system update and the problem went away. I suspect video driver update was the culprite. I while back the oxygen theme was having issues with nVidia cards (not really familiar with running KDE on anything else. These machines are all 3d graphics/dev workstations and I don't trust anybody body else to give me a smooth experience)
I think this applies to a certain part of the KDE community. I liked kde3 a lot but I like kde4 better. I don't particularly like the menu, the old menu is available just not the default. I like the desktop a lot better - I never was one for cluttering my desktop with icons. Currently I use a small amount of desktop space to view my work links folder. a task list applet and an applet for logging my hours at work. It looks and works great and I can use win + tab to switch to a different configuration if (when I am not working). You can switch to desktop activity to folderview if you prefer the old behaviour.
Compositing is a major step forward for me especially in conjunction with screen corners. I use top left corner to switch applications, top right to switch virtual desktops and bottom left to get to the desktop. I cluster the links I want to use around this corner.
My desktop looks and works better, runs plenty fast enough. I have some stability problems with dolphin but going back to kde3 is not something I could even imagine doing.
1) This is mostly because Blender is undergoing a complete UI rewrite. Lightwave is undergoing the same for the version after 9. It was a mature application from 5.6->9. This is similar to the Power Animator -> Maya transition or SoftImage -> XSI transition.
2) This would depend quite heavily on what kind of lighting effect you were trying to achieve without knowing what specific lighting techniques you were trying to use it's really hard to quantify this. Certainly Light wave probably does have some quick and dirty lighting setup options that blender may not.
3) See 1 - Blender is currently in the middle of a massive application rewrite this means that all addons like importers and exporters need to be rewritten. LWO is probably of interest to a small number of people but nobody has come forwards to make sure it works. I would suggest using a n old copy of blender to convert the models into blend, dae or even filmbox files.
Both BlenderCookie and Blender Guru have a large number of video tutorials which have been targeted at 2.5 for some time now. I would suggest either of these as a good place to learn the new version.
I use Unigine on Linux at work. Everybody else uses it on Windows. OpenGL performance is slightly faster on Linux than Windows but DirectX11 runs a bit faster than OpenGL/Linux I think this is down to DirectX11 multi-threading better thus the CPU becoming less of a bottleneck.
This is with the nVidia drivers.
Unigine is really targeted at DirectX10+ class hardware and is one of the first engines to support new DirectX11/OpenGL 4 features. Our most recent project involves perhaps 100kms of Railway track with animated crowds of people and thousands of animated cars. We have it running on about as fast a systems as you can get. But we don't do optimisation either unless we have to.
Unigine is really good at cross compatible too. All the tools are equally available on Windows/Linux and almost all the code I write under Linux will work the same on Windows.
Please point me to a GPL game engine that supports DirectX11/OpenGL4 features.
Not really - think of it like a buffer... You can take more out than you put in - the buffer gets smaller... When it starts getting really small things will get ugly but that could take some time.
The story deliberately plays with your sense of timescale... There is a difference
Tree organised layers are in the current development version of GIMP. But are still not feature complete (I think?)
Yes they have written a 35mm version