* 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.
* All output is now generated in a seperate directory. By default this is
../build/
Currently all .lib / .a files are still build in lib/
So, I guess I need to update all SConscript files to build the lib now also
in the build_dir. TODO
* User configurable options have been added.
When running SCons for the first time, a new config.opts file is generated.
The defaults are taken from each section currently in SConstruct.
Currently implemented options:
- VERSION // Blender version. not used at the moment
- BUILD_BINARY // release or debug
- BUILD_DIR // target directory to build intermediate files
- USE_INTERNATIONAL // true or false
- BUILD_GAMEENGINE // true or false
- USE_PHYSICS // ode or solid
- USE_OPENAL // true or false
- USE_FMOD // true or false
- USE_QUICKTIME // true or false
Note that all options are strings, so quotes are necessary (')
There's currently some duplicate code in the SConstruct and SConscript
files, but this currently works and cleanup can be done in small steps
afterwards.
* Disabled international support on Linux by default for now.
There is something wrong with this currently. I'll fix it in the near
future.
of things with a couple of tweaks. It still needs work but I'm stuck.
Working with Michel to change compiler to gcc for solaris since Sun's c++
compiler is broken and won't compile blender.
Kent
* Windows .exe file now includes the blender icon.
* Builds with game engine on Windows only.
I tried building the game engine on Linux, but I get weird errors when
building with ode. There's a dirty #include path in
Physics/BlOde/OdePhysicsEnvironment.cpp (../ode/src/joint.h). gcc doesn't
like this somehow.
* Other platforms need to add a couple of flags to the SConstruct:
use_sumo, use_ode, solid_include and ode_include
some platform specific sections had link_env.Append(CPPDEFINES=defines)
(darwin was not one of them). I moved that line to the global part of
SConstruct and added "defines = []" to the platforms that didn't have
it (sunos and hp-ux). I hope I didn't break anything...
* Removed debug print in ftfont.
* Added FreeType/FTGL support to the Linux build.
NOTE: This feature is on by default, but depends on the pre-build libraries.
So checkout the lib directory. The lib dir should be on the same level as
the blender dir. (In case you didn't know).
You'll need SCons (www.scons.org) to build.
Platforms currently working:
* Linux (me)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* Windows (jesterKing)
- builds with quicktime (optional)
- builds with openal (optional)
- builds with international support (optional)
- Use the DOS box to build
- builds with precompiled libraries
* Irix (Hos)
- Uses default Irix compiler
- Not all optimization levels correct yet
- options for quicktime, openal and international disabled
- builds with precompiled libraries
* Cygwin (me)
- has a problem in the linking stage
- uses free build tools (gcc)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* MacOS (sgefant)
- builds with quicktime (optional)
- options for openal and international disabled
- builds a nice bundle
- builds with precompiled libraries
Thanks to IanWill for a bugfix in the Linux build.
Note: This is a work in progress. A lot still has to be done - for example the
optional parts are only to be enabled by directly setting 'true' or
'false' in the SConstruct file. This needs to be moved to a user config
file. Also, the .o/.obj files are stored in the source tree. This needs
to be fixed as well.
The game engine is not yet built.