* dxguid is necessary only when building WITH_BF_OPENAL=1. I already added the mingw version to our SVN in lib/windows/openal/lib and now I made sure it is linked against only when needed.
headers <al.h>, <alc.h>, and <alut.h> instead of <AL/al.h>, <AL/alc.h>,
and <AL/alut.h>
(cmake generated makefiles now work out of the box on my intel mac)
This should bring the projectfiles upto date for msvc7.
Moving these to version 7.1 so that the version 8 people don't have such a hard time importing into 2005.
Build intern.sln, extern.sln and then blender.sln. Enjoy. :p
+ 'scons blenderplayer' builds blender AND blenderplayer now (tested on Linux
only, but was only linking issue, so should work on other platforms too).
NOTE: I noticed some compileflags for GE specific libs that were left out -
I re-enabled them in the SConscripts, but I'm going to do a test build my-
self now, so if there are problems with them on win32, I probably already
know about them :)
* This commit is all of the rewrite work done on the SCons system. For
documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt.
Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring
contains valuable information, along with what still needs to be done.
- linux, os x and windows compile now.
- files are compiled to BF_INSTALLDIR (see config/(platform)-config.py)
- NOTE: Jean-Luc P will commit sometime during the weekend proper
appit() for OS X. For now, copy the resulting binary to an
existing .app bundle.
- features:
- cleaner structure for better maintenance
- cleaner output during compile
- better handling of build options
- general overall speed increase
- see the wiki for more info
Cygwin, FreeBSD and Solaris systems still need work. For these systems:
1) copy a config/(platform)-config.py to ie. config/cygwin-config.py
2) set the proper defaults for your platform
3) mail me at jesterking at letwory dot net with you configuration. if
you need any modifications to the system, do send a patch, too.
I'll be giving first-aid today and tomorrow, after that it'll be all
regular development work :)
/Nathan
These should make it so that other people can compile with OpenEXR support.
(I also added the OPENAL fix erwin commited to bf-blender since I
need it for my machine, and this syncs up the file)
Kent
- XCode project
- Scons :
scons stopped working for Os X in the last month (dont know when) :
* the '.' and '..' keywords in CCPPATH
are not recognized anymore for sconscripts compiling files at
a sub level
* when doing a scons clean, the 3 subdirs in build dir are removed
and scons then fail to recreate them (exten, intern, source)
this commit solve the first problem as a temp workaround
for the latter simply recreate the dirs manually
I will investigate that further when on vacations, which i should already
be.
;(
all 3 build systems are now working on Os X
source/creator/creator.c
changed ifdef's around fpe_handler to match when its actually used.
intern/SoundSystem/intern/SND_AudioDevice.cpp
Changed: SND_SoundObject* oldobject = oldobject = pIdObject->GetSoundObject();
to: SND_SoundObject* oldobject = pIdObject->GetSoundObject();
intern/SoundSystem/openal/SND_OpenALDevice.cpp
removed unused var.
source/blender/blenkernel/intern/mball.c
initalized a couple of vars that might have been used uninitalized.
The rest were changing types to match, most of them were something like
was short * should have been unsigned short *.
Kent
- Added correct .libs to be linked to GP_Ghost
- Fixed incorrect library extensions for the linker (*.lib and not unix *.a)
- Projects have been set to be multi-threaded - projects were being linked to different versions of the CRT
- All projects are now linking to python 2.3 (this fixes an error regarding struct sizes in python)
- Removed invalid source paths from inclusion for the compiler
- Fix dependency issues with the GP_Ghost module
- Proper .dll's are now being copied to their respective locations for debug and release version of blender/blenderplayer
- Warnings have been set to level 2
- Import paths have been updated and organized for the compiler
- Duplicate import paths for the compiler have been removed
- Removed silly silly silly silly unix path-separators from window paths
- Post-Build scripts have been updated where neccessary (XCOPY is retatined)
- Fixed the output of various .lib files (PHY_Sumo and Yafray)
- PHY_Sumo now uses a .pch
- Removed #undef _DEBUG from debug builds :p
- FTF_Font is now contains a debug build and is being set to it's correct output path
- Blender/Blenderplayer/3DPlugin all linkto Debug libs where appropriate (instead of static release libs to avoid conflicts with the CRT)
- Python23_d.dll is now loaded into a true debug output of both blenderplayer and blender debug builds
- msvcrtd.dll is now loaded into a true debug output of both blenderplayer and blender debug builds
- Post-builds now clean up their mess
- ActiveX controller now builds
- BlenderPlayer now builds
- Internal libs now using .pch
- Moved the build directory from /blender/obj to ../build/msvc_7/ to follow precedence with scons builds
- Builds are now organized to follow precedence with scons builds with a /libs and a /intern /extern /source obj folders
- Set the proper build path for opennl
- Forcing BLO_loader source files to follow project defaults
- Added an 'extern' project that mimics the /make build of the 'intern' project
- Extern build includes solid and it's associated builds, ftgl, and freetype
- Added .vcproj files to /extern directory
- Added new extern.sln file to /extern directory
- All project now link to the built solid.lib from the extern project instead of lib/windows
- Removed uneeded XCOPYs commands from post-builds
- Added conditional Directory building to post-builds
- Freetype2 source commit (this is need for the building of a correct MFC linked version of the activeX controller as well as a correct release and debug build of the blender project)
- Ftgl is built and linked by the 'extern' project
- Intern/Extern project are now exporting their proper header files
- PHY_Physics is now linking to the correct set of header files (in build path not source)
- Makesdna builds object files into build directory now
- Projects are now ignoring the CORRECT versions of the CRT's :)
- Renderconverter is now outputting it's obj file to it's own directory instead of /render
- Gen_system is now being built to ../kernel
- BL_src_cre is now being built to /creator
- *.exp and *.ilk are now being cleaned up from linkers
- Libpng.dll and zlib.dll are now being copied to the /bin
- MTDLL build are now available for the correct projects
- ActiveX 3D Plugin now links correctly to solid and freetype2
- Corrected the Preprocessor #define that was labeled incorrectly in FTF_Font and Blender that was causing the FTGL libs to export dll calling conventions.
- Changed the solution configurations to 3D Plugin Release, Debug and Blender Release, Debug for internal and external librarys
- Changed the solution configurations to 3D Plugin Release, Debug and Blender Release, Debug for blender and added 2 new solutions configurations BlenderPlayer Release, Debug
-
- set build_install_all as the default project (if you give me a quarter ill tell you how :)
- set SoundSystem to it's proper dependencies
- updated those silly silly unix path separators
- set project warning levels to something not so noisy
intern/SoundSystem/intern/SND_AudioDevice.cpp
Initalized a var that could fall through with no value.
source/blender/readblenfile/intern/BLO_readblenfile.c
source/blender/src/space.c
intern/SoundSystem/intern/SND_Scene.cpp
source/gameengine/Converter/BL_MeshDeformer.cpp
removed unused var's
intern/SoundSystem/openal/pthread_cancel.cpp
fixed a nested /*
source/blender/imbuf/IMB_imbuf.h
added static to the type returned for addzbufImBuf
source/blender/imbuf/intern/IMB_bmp.h
had a wrong prototype
source/blender/src/view.c
added newline at end of file.
source/blender/src/sequence.c
removed unused var
added #include <stdlib.h> to avoid:
warning: implicit declaration of function `abs'
initalized a var that could have been used without being set.
Kent
as there is a conflict between openal and sdl (when compiled with cdrom
support), i had to disable support for cd playing using sdl on os x
for the time being.
* Blender static now links. By default this option is disabled on all
platforms. Simply set the option in config.opts to 'true'.
* Added the following flags to config.opts:
- HOST_CC. This is the C compiler for the host platform. This value is the
same as TARGET_CC when not cross compiling.
- HOST_CXX. This is the C++ compiler for the host platform. This value is
the same as TARGET_CXX when not cross compiling.
- TARGET_CC. This is the C compiler for the target platform.
- TARGET_CXX. This is the C++ compiler for the target platform.
- TARGET_AR. This is the linker command for linking libraries.
- PATH This is the standard search path
All SConscript files have been updated to reflect these changes. Now it's
possible to change only the root SConstruct file, and all compiler specific
variables are passed automatically to all SConscript files. Of course, this
does not apply to makesdna because there the host and target platform is
different from all other libraries.
To pass a variable that applies to all platforms, all we now have to do is
set the correct value in library_env
Note: as usual, to get the latest options in the config.opts file, first
remove your version.
* OpenAL support is now available on Linux. By default this feature is
disabled since it is only necessary when building the game engine. And the
game engine is disabled by default as well, so...
* Added 3 configurable options to config.opts. These apply to OpenAL settings.
NOTE: remove your current config.opts file to get the new options. (remember
your current settings though ;) )
2nd NOTE: All options* are now configurable via the config.opts file. If the
default settings for your platform are not correct, you should be
able to only update the config.opts file.
* FMOD is still not available - and I do not know if it is necessary to
enable this feature.
* libraries are now generated in [BUILD_DIR]/lib
* passed the user_options to all libraries now.
This means I could remove a couple of Export/Import lines.
* Changed the order in source/blender/src/SConscript and
source/gameengine/SConscript.
All libraries are now sorted alphabetically. This has no impact on the build
process.