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