BGE: Tweaking the linking order of the Blenderplayer (CMake) to avoid needing to put BLI code in stubs.c. This fixes an infinite loop with the Edge Split modifier in the Blenderplayer. SCons still has to be tested.

This commit is contained in:
Mitchell Stokes 2013-05-13 02:49:18 +00:00
parent c961c56c64
commit e5bbf2441a
2 changed files with 1 additions and 22 deletions

@ -93,7 +93,6 @@ endif()
bf_intern_string
bf_intern_ghost
bf_rna
bf_bmesh
bf_blenkernel
bf_intern_rigidbody
bf_blenloader
@ -127,7 +126,6 @@ endif()
bf_python_ext
bf_python_mathutils
bf_python_bmesh
bf_blenlib
bf_intern_utfconv
bf_imbuf_cineon
bf_imbuf_openexr
@ -140,6 +138,7 @@ endif()
bf_intern_audaspace
blenkernel_blc
bf_bmesh
bf_blenlib
extern_binreloc
extern_minilzo
bf_intern_ghost # duplicate for linking

@ -81,7 +81,6 @@ struct Nurb;
struct Object;
struct PBVHNode;
struct PyObject;
struct Quadric;
struct Render;
struct RenderEngine;
struct RenderEngineType;
@ -96,8 +95,6 @@ struct ScrArea;
struct SculptSession;
struct ShadeInput;
struct ShadeResult;
struct SmallHash;
struct SmallHashIter;
struct SpaceClip;
struct SpaceImage;
struct SpaceNode;
@ -138,23 +135,6 @@ void EDBM_mesh_make(struct ToolSettings *ts, struct Scene *scene, struct Object
void EDBM_mesh_normals_update(struct BMEditMesh *em) {}
void *g_system;
void BLI_smallhash_init(struct SmallHash *hash) {}
void BLI_smallhash_release(struct SmallHash *hash) {}
void BLI_smallhash_insert(struct SmallHash *hash, uintptr_t key, void *item) {}
void BLI_smallhash_remove(struct SmallHash *hash, uintptr_t key) {}
void *BLI_smallhash_lookup(struct SmallHash *hash, uintptr_t key) { return NULL; }
int BLI_smallhash_haskey(struct SmallHash *hash, uintptr_t key) { return 0; }
int BLI_smallhash_count(struct SmallHash *hash) { return 0; }
void *BLI_smallhash_iternext(struct SmallHashIter *iter, uintptr_t *key) { return NULL; }
void *BLI_smallhash_iternew(struct SmallHash *hash, struct SmallHashIter *iter, uintptr_t *key) { return NULL; }
void BLI_quadric_from_v3_dist(struct Quadric *q, const float v[3], const float offset) {}
void BLI_quadric_add_qu_qu(struct Quadric *a, const struct Quadric *b) {}
void BLI_quadric_add_qu_ququ(struct Quadric *r, const struct Quadric *a, const struct Quadric *b) {}
void BLI_quadric_mul(struct Quadric *a, const float scalar) {}
float BLI_quadric_evaluate(const struct Quadric *q, const float v[3]) {return 0.0f;}
int BLI_quadric_optimize(const struct Quadric *q, float v[3]) {return 0;}
float *RE_RenderLayerGetPass(struct RenderLayer *rl, int passtype) {return (float *) NULL;}
float RE_filter_value(int type, float x) {return 0.0f;}
struct RenderLayer *RE_GetRenderLayer(struct RenderResult *rr, const char *name) {return (struct RenderLayer *)NULL;}