27e4fd1e4e
Kent -- mein@cs.umn.edu
190 lines
7.5 KiB
Plaintext
190 lines
7.5 KiB
Plaintext
Welcome to the fun world of open-source.
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This file is to help you get started using the source and will hopefully
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answer most questions.
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Here are some links to external packages you may or maynot need:
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openssl: http://www.openssl.org
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python: http://www.python.org
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mxtexttools:http://www.egenix.com/files/python/mxTextTools.html (python lib)
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libjpeg: http://www.ijg.org/
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libpng: http://www.libpng.org/pub/png/
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zlib: http://www.gzip.org/zlib/
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ode: http://q12.org/ode/ode.html
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openal: http://www.openal.org/home/ (for linux/windows)
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sdl: http://www.libsdl.org/index.php (for openal)
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smpeg: http://www.lokigames.com/development/smpeg.php3 (for openal)
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fmod: http://www.fmod.org/
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mozilla: http://www.mozilla.org/
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nspr: ftp://ftp.mozilla.org/pub/nspr/releases
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(side note: on debian linux you will need mozilla-dev and libnspr-dev)
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glut: http://www.opengl.org/developers/documentation/glut.html
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If you do not have GL you will also need mesa:
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mesa: http://www.mesa3d.org
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*********************************************************************
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*********************************************************************
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We are in the process of moving things over to automake/autoconf
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The old makefiles are still in place and will work.
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If you want to get a working blender skip down to the next section
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and use this readme as a guide.
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If you want to play with the new autoconf environment take a look at
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doc/autoconfig.txt
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*********************************************************************
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*********************************************************************
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--Notes on compiling mxTextTools----------------------------------------------
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To get the latest version to compile on my machine I had to
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edit mxSetup.py and remove /usr/include from INCLPATH for it to build
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properly.
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(after doing this you need to edit blender/source/Makefile and
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fix the pointer to it I'm still working on automating this)
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--------------Basic Makefile TIPS---------------------------------------
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Assuming you are using tcsh/csh do the following before compiling.
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#Set this to wherever you have extracted the source.
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setenv NANBLENDERHOME `pwd`
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setenv MAKEFLAGS "-w -I$NANBLENDERHOME/source"
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Or for bash/sh do this:
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NANBLENDERHOME=`pwd`
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export NANBLENDERHOME
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MAKEFLAGS="-w -I$NANBLENDERHOME/source"
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export MAKEFLAGS
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Then edit source/nan_definitions.mk to fit you're environment.
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(You'll want to change things like NAN_OPENSSL,NAN_JPEG, NAN_PNG etc..
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to point to where you have it installed)
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If you want to integrate the game-engine in Blender, you might want
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to uncomment the following line in nan_compile.mk:
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#CFLAGS += -DGAMEBLENDER=1
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The define is disabled by default because there still are still some
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problems with this at the moment.
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If you tried to just have a go at making stuff you might wind up with
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an empty file /tmp/.nanguess
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You need to remove the empty file and it will get created automatically
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by $NANBLENDERHOME/source/tools/guess/guessconfig after you have
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setup the NANBLENDERHOME variable.
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After that cd $NANBLENDERHOME/intern
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make
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make install
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cd $NANBLENDERHOME/source/ode
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Look at the README_BLENDER and follow instructions
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Then cd $NANBLENDERHOME/source
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make
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If you have any problems with the above post a message to the Forums on
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www.blender.org
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----------------------WINDOWS TIPS--------------------------------------
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If you have any problems with the above post a message to the Forums on
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www.blender.org
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----------------------Mac OSX TIPS--------------------------------------
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When building Blender on OSX you have three choices:
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METHOD 1. Build using the old NaN Makefiles.
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METHOD 2. Build using the new automake/autoconf files
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METHOD 3. Use the Project Builder project
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METHOD 1 and 3
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The first 4 steps are th same for methods 1 and 3. Only the actual Blender
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build step number 5 is different.
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Step1:
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If you want to follow method 1 and 3, follow the instructions above to set the
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environment variables. You don't need to edit the Makefiles. They should work
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out of the box in combinations with some external libraries that should be on
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your system in a fixed location.
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Step 2:
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You can use the package installer fink (http://fink.sourceforge.net/) for some
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of the external libraries:
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1. openssl (fink install openssl)
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2. jpeg (fink install jpeg)
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3. png (fink install png)
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Step 3:
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The rest of the external libraries are present in CVS in binary format so you
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don't have to download them. Precompiled libraries are found in CVS in
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directory:
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$NANBLENDERHOME/lib/darwin-6.1-powerpc
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If you are not running on a darwing kernel 6.1 (which is likely if you auto-
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update your system, you might want to add a symbolic link in the
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$NANBLENDERHOME/lib/ directory. For example, if you work on a 6.2 kernel:
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ln -s darwin-6.1-powerpc darwin-6.2-powerpc
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Step 4:
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Start the build process by building Blender's "intern" libraries. Navigate to
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$NANBLENDERHOME/intern and type make. This will build the intern libaries which
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will be installed into the $NANBLENDERHOME/lib/darwin-6.1-powerpc (thanks to
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the symbolic link).
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Now you can choose how to build Blender itself; using the Makefiles or the
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Project Builder project.
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Step 5 METHOD 1:
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Navigate to $NANBLENDERHOME/source and type make.
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Step 5 METHOD 3:
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The project Builder project can be found in the directory:
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$NANBLENDERHOME/projectfiles/pb_2_0_1
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Start Project Builder open the blender.pbproj project, choose a target (blender
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or player) and build.
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Step 6:
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Although the Makefiles in the intern directory run ranlib on the libraries
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built, the gcc linker complains about ranlib not being run. Until there is a
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solution, you will need to run ranlib by hand once in a while when the make
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breaks. Luckily, the error message lists the full path of the file to run
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ranlib on... Anybody out there with a real solution? I guess the problem arises
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from copying the files from one location to the other...
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BUILDING EXTERNAL LIBRARIES
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If you don't want to use the precompiled libraries you can download and/or
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build them yourself. Here are some directions.
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PYHON:
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Mac OSX 10.2 (Jaguar) now comes with Python (2.2.1) pre-installed. This is fine
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for producing the "frozen" Python code found in the intern directory. However,
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the installation does not contain the python library to link against (at least
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I could not find it). You could use fink to install Python but that Python
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installation depends on X being installed and that is a large installation.
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If you prefer the easy way: download Python 2.2.2 from http://www.python.org.
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Follow the instructions to in the documentation to install it on your box. If
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you run OSX 10.2 it should install just fine. Basically a configure and a
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"make" will do the job. The result is a Python library that should be copied to
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the library tree together with the associated header files.
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Create the following directories:
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$NANBLENDERHOME/lib/darwin-6.1-powerpc/python/include/python2.2
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$NANBLENDERHOME/lib/darwin-6.1-powerpc/python/lib/python2.2/config
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Now copy the include files and the libpython2.2.a library to those locations.
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FMOD:
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Download FMOD from http://www.fmod.org/ and unpack with StuffIt Expander. The
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archive contains header files and a library. Copy those to these directories
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(that you need to create first):
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$NANBLENDERHOME/lib/darwin-6.1-powerpc/fmod/include
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$NANBLENDERHOME/lib/darwin-6.1-powerpc/fmod/lib
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ODE:
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Ode is currently included in the source tree of Blender. This might change in
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the close future. But for now you don't need to download Ode.
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If you want to build ODE yourself, you'll have to edit a config file of ODE first.
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go to $NANBLENDERHOME/source/ode/config and edit the file "user-settings" so
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that platform is equal to osx (PLATFORM=osx).
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Success!
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