http://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win64/Personal%20Builds/ray_linn/GCC-4.7.0-with-ada/mingw-w64-gcc-4.7.0-runtime-2.0.1-static-ada-20120330.7z/download
Other builds may also work but due to the constantly changing nature of the compiler this cannot be guaranteed. I often had to change compilers while building the libraries and this one is the one that did the job for most of them.
This first support is experimental and considered "advanced". To enable pass -DWITH_MINGW64 during cmake configuration. Also make sure to extract the compiler on C:/MinGW and that MinGW/bin is in your path. To build check out lib/mingw64.
Initially the support is lacking until I get every library compiled correctly. For now you should disable WITH_CYCLES(sorry, I know some people are dying to do benchmarks, but still a few libs to go), WITH_IMAGE_OPENEXR, WITH_OPENCOLLADA, WITH_LIBMV and WITH_CODEC_FFMPEG(links but hangs on startup).
Still the tools are working, the memory limit is increased and due to the experimental nature of the setup, full optimization with SSE2 is available, which makes the build quite fast. Also the compiler and especially, the linker are way faster than regular MinGW.
The wiki docs have also updated. Happy testing!
Remark: I think that "!(nbored & CFBnd)" would be correct but it introduced other bugs so, I just quiet compiler warnings leaving the running system untouched.
Note: Supporting obstacles which can be enabled/disabled as animated propoerty is not likely to happen. So I marked this as "Won't fix"/TODO.
I also reverted last commit on this bug because it didn't work and disabled the property from UI to avoid confusion.
correct with instancing.
Actually such object will not work in many places, e.g. transforming vertices
in edit mode doesn't work and textures will be misapplied in Blender Internal,
so these should be avoided.
* Reverted the general activation of __KERNEL_SHADING__.
Better to handle this in the device file. This way each platform gets specifically what it is capable of atm.
* Nvidia has Shading + Multi Closure
* AMD (Apple) has only Clay Render
* AMD (non Apple) has Basic Shading
- memset(..., -1) is used incorrectly even though it worked: MOD_solidify.c - thanks Halley from IRC for noticing this. use fill_vn_i() instead.
- quiet warnings in editmesh_slide.c
- cleanup comments in bmesh and some other minor comment additions.
* Enable __KERNEL_SHADING__ per default for OpenCL.
This enables basic shading (color, emission, textures...) for AMD cards.
You need the latest AMD catalyst driver in order to have this work.
but this makes it more reliable for now.
Also add an integrator "Clamp" option, to clamp very light samples to a maximum
value. This will reduce accuracy but may help reducing noise and speed up
convergence.
emitting objects or world lighting do not contribute to the shadow pass.
Consider this more as a pass useful for some compositing tricks, unlike
other lighting passes this pass can't be used to exactly reconstruct the
combined pass.