(I noticed its not completely gone yet from the blender/source dir)
But its a big step in the right direction if it doesn't enable
all of the functionatlity already...
(Using cscope for LICENSE_KEY_VALID still turns up some stuff)
Kent
--
mein@cs.umn.edu
some people are getting sick of the email and the comments are small.
editmesh.c I added casts in a couple of places to remove a few warnings.
Then I cleaned up configure.ac a bit specifically the checks for
--with-ssl etc... so they work a little nicer.
I also modified source/Makefile.am to add targets for the player
Still needs some work I'm sure but its a start.
Kent
--
mein@cs.umn.edu
(also adding a couple of include pathes)
changes in Ode*.cpp to get it compile with gcc 2.95.4
to make it compile with ./configure --with-gameengine
--enable-gameplayer
Kent
--
mein@cs.umn.edu
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu
+case "$target" in
+ *sparc* )
+ AC_DEFINE(SUN_OGL_NO_VERTEX_MACROS,1,[Fix for Sun's GL])
+ ;;
+esac
+
Also added the include to the above .c files.
I'm going to add it to everything in source just haven't gotten that far yet.
Kent
--with-ssl=PFX Path to ssl files
--with-libjpeg=PFX Path to libjpeg files
--with-libpng=PFX Path to libpng files
--with-libz=PFX Path to libz files
--with-mozilla=PFX Path to mozilla files
(The mozilla one still needs some work but its a start)
I also cleaned up the blender/intern automake files a little as far as
the python stuff goes, it still isn't doing the correct thing in
intern/python/freeze but its a little closer I think.
Anyone that has ideas on this I'm all ears :)
Kent
--
mein@cs.umn.edu
I'm not an expert at this but I think I'm getting the hang of it quite nicely.
I added autoconf stuff for most of the intern dir. I move readme.txt to
README and added the following section to it:
*********************************************************************
*********************************************************************
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 you need to do the
following, inside this dir:
./bootstrap
mkdir ../newdir
cd ../newdir
../blender/configure
Take a look at INSTALL for options you can give to configure.
About half of the intern directory is done so you won't get very far.
If you want to work on fixing it you need to edit Makefile.am's and
configure.ac
after editing those files you need to run bootstrap again.
TODO to finish up the intern dir
Square away how ghost works.
(i.e. would be nice if under windows you could choose X11 or normal windows
libs, same with macos.. right now its a cludge and it doesn't do one explicitly
probably involves changing the way configure.ac picks stuff)
Get intern/python figured out.
Add the following to configure.ac
--with-openssl=dir
--with-mozilla=dir (get it so nspr is autodetected here)
--with-nspr=dir (incase in different dir)
--with-jpeg=dir
--with-png=dir
--with-zlib=dir
figure out why the heck the libtool that gets created is wrong on my
system (mein@cs.umn.edu) :)
Kent
--
mein@cs.umn.edu
batch file that freezes the Blender Python code.
I had to add a dummy.cpp file to the freeze directory to make MSVC
understand it should call the batch file in a post build step. If someone else
has a better idea, feel free to change it!
Maarten
+ python $(PYFLAGS) freeze.py -d -x os -x pprint -I $(SRCDIR) -o $(TARGETDIR) $(SRCDIR)/VRMLmain.py
Freeze the Blender module
(I got this from some other people on #blendersauce and truthfully I have
no idea if this is correct or not so if someone else could look at it
that would be great)
Kent
--
mein@cs.umn.edu