Discussion related to the LuxRender Material system, programming API and Scene file format.
Moderators: jromang, tomb, zcott, coordinators
by zsouthboy » Wed Dec 12, 2007 4:29 pm
Can we have a build to test, jromang, or should I just compile from CVS?
Or do you want to wait for RC4 so people can give it all a whack at once?
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zsouthboy
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by jromang » Thu Dec 13, 2007 12:53 pm
I implemented automatic file transfer for textures : you don't have to set up a complex network file sharing system to use textures now
Only restriction : all files (scene, textures) in the same directory (no subdirs).
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jromang

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by PowStudios3 » Sun Feb 21, 2010 11:29 am
jromang wrote:I implemented automatic file transfer for textures : you don't have to set up a complex network file sharing system to use textures now
Only restriction : all files (scene, textures) in the same directory (no subdirs).
Hi jromang, sorry for st*p*d question: Where did you put the transfer code, please?
Thanks a lot,
Pow
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PowStudios3
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by Dade » Sun Feb 21, 2010 6:18 pm
PowStudios3 wrote:jromang wrote:I implemented automatic file transfer for textures : you don't have to set up a complex network file sharing system to use textures now
Only restriction : all files (scene, textures) in the same directory (no subdirs).
Hi jromang, sorry for st*p*d question: Where did you put the transfer code, please?
Nowdays, it is in core/renderfarm.cpp RenderFarm:SendFile method for client side and renderer/renderserver.cpp processFile() function for server side.
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Dade

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by PowStudios3 » Mon Feb 22, 2010 3:26 am
Dade wrote:Nowdays, it is in core/renderfarm.cpp RenderFarm:SendFile method for client side and renderer/renderserver.cpp processFile() function for server side.
Great, thank you. After yesterday I have a brief overview on the rendercore and networking thread, because I tried to luxParse from Python. I think luxParse makes some assumptions that are not given in the pylux environment. Maybe someone could have a look on that? [see
viewtopic.php?f=10&t=3515]
Thanks,
Pow
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PowStudios3
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