Commit Graph

38 Commits

Author SHA1 Message Date
Peter Schlaile
8fad9e527a FFMPEG defs was initialized as an array, a string was appended 2006-02-06 00:49:25 +00:00
Peter Schlaile
90f0e37263 * Adds configuration buttons for ffmpeg-output
* Large sequencer rewrite to support:
  - Audio-tracks, which are not completely loaded into memory (hdaudio) but
    kept on disk instead.
  - A dependency tree, that builds only the Imbufs, that are really needed
  - Cleaner sequencer code
  - Per instance data in sequencer plugins (without this, the Dynamic
    Noise Reduction plugin would be impossible)
  - A Luma Waveform display
  - A U/V scatter plot display
  - Memcache limiting in sequencer
  - Buttons changed according to the boosted framecount limit
2006-02-05 19:30:37 +00:00
Nathan Letwory
631a8d85d4 * WITH_BF_GETTEXT and WITH_BF_FREETYPE are merged into WITH_BF_INTERNATIONAL
* typo in adding BF_OPENAL_LIBPATH, resulting in it not being added at all
2006-02-05 12:24:52 +00:00
Nathan Letwory
4e82647e86 ==SCons==
+ BF_BUILDINFO=1 (by default) for build info in splash
- remove redundant renderconverter include dir
* check for win32-vc instead of only win32, so MingW compile goes ok
2006-02-04 16:36:37 +00:00
Nathan Letwory
3bb82a27fc == SCons ==
* 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
2006-02-04 14:15:10 +00:00
Ton Roosendaal
9eadefee11 Scons changes needed to get it compile, works here! :) 2006-01-23 22:44:44 +00:00
Ton Roosendaal
042d612df2 Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:

Render:
- Full cleanup of render code, removing *all* globals and bad level calls
  all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
  default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
  tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.

Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
  easier use of movies in Blender

PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
  code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)

3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
  (pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
  rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!

Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
  with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
  done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
  window. (yes, output nodes to render-result, and to files, is on the list!)

The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
  system should be built from scratch. I can't really understand this code...
  I expect it is not much needed, especially with advanced layer/passes
  control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
  recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
  effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
  to check first the option to render to a Image window, so Blender can become
  a true single-window application. :)
  For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again

OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
Ton Roosendaal
ff8ab2d9df Orange: tip from Nathan to get exr working in scons compiles... 2006-01-10 11:39:03 +00:00
Andrea Weikert
80eb4d3b9e Big commit in orange: Interface icons for materials, textures
world and lamp. Also for images in pupmenus.
Also preparation for work on using preview images in imagebrowser.

-- Andrea
2005-12-21 22:21:43 +00:00
Ton Roosendaal
3bba3813bd Orange branch:
Aye, the SConscript files need the new C files too.
Note for later: MSVC needs fix too then!
2005-12-18 13:52:07 +00:00
Matt Ebb
1a59b16b48 Updated the sconscript for new file parametrizer.c 2005-12-01 11:05:52 +00:00
Ton Roosendaal
87365d8d40 Stage two of the giant animation recode project; Ipo/Action/NLA cleanup
-> Note; added 2 new c files (split editipo.c). MSVC needs upgrade.

Impatient people can check the goodies in CMS:
http://www.blender3d.org/cms/Action_and_NLA_editor.706.0.html

Most work was on trying to unwind the spaghetti for editing ipos. Too much
history and bad design got added here. Most evident changes:
- made generic 'context' for detecting which Ipo is being edited, or to
  assign ipos or to retrieve ipo curves.
- made generic insertkey() for all ipo types, including actions
- shuffled a lot of code around to make things more logical. Also made
  sure local functions are not exported

It is far from ready... when action/nla was added in Blender, a lot of
duplicate code was generated. That's for another time.

Now the goodies;
- made Actions to allow any Ipo type
- made NLA to define active actions, for Action window too
- corrected timing for active action, so it shows the 'real time', as
  defined in NLA editor.

I did update python code, but that would require testing. Testing is
needed for this commit in general, too many changes happened on all
levels of the animation system. :)
Will keep track of all reports this evening, hopefully it doesnt break
the pre-release schedule!
2005-10-10 17:42:48 +00:00
Jean-Luc Peurière
e2d577de9e initial commit of the fluid simulator.
Ton reviewed and gave his blessing.
Zr, can you have a look ?

see :
http://projects.blender.org/tracker/?func=detail&atid=127&aid=3039&group_id=9

for initial comments.

N_T : the solver itself (elbeem) needs some works to get rid of
warnings
2005-09-18 13:27:12 +00:00
Jens Ole Wund
42ee04702c having a "mini gimp" in image editor
{ hope it does not break builds .. mscv6 .. scons works fine here }
2005-09-09 22:31:23 +00:00
Ton Roosendaal
f6bd2ad3d0 ACK! Forgot to add the new drawarmature.c file. :) 2005-07-12 16:02:50 +00:00
Ton Roosendaal
28a1e8277b Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs

A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;

- The entire object update system (matrices, geometry) is now
  centralized. Calls to where_is_object and makeDispList are
  forbidden, instead we tag objects 'changed' and let the
  depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
  constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
  flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes

Armatures;

Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!

Important to note is;

1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
   That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.

- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
  and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
  for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
  the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
  on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.

TODO NOW;

- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
  (wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
  (But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
  position anymore. That system looks nice (no flips) but is not well
  suited for NLA and background render.

TODO LATER;

We now can do loadsa new nifty features as well; like:

- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
  IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...


Bugfixes;

- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change

-Ton-
2005-07-03 17:35:38 +00:00
Johnny Matthews
245acfc909 Updating with lorem.c 2005-06-20 13:37:52 +00:00
Ton Roosendaal
f0a4ce98f9 Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb.
Main change is that it's an own Space type now, not part of the Audio
window... the audio window should restrict to own options. This way
functionality is nicely separated.

Since it's the first time I added a new space (since long!) I've made an
extensive tutorial as well. You can find that here:
http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html

Notes for using timewindow;

- Add time markers with MKey
- CTRL+M gives option to name Marker
- Markers cannot be moved yet...
- Pageup-Pagedown keys moves current frame to next-prev Marker
- Xkey removes Markers

- If an object has Ipos or an Action, it draws key lines
- CTRL+Pageup-Pagedown moves current frame to next-prev Key

- Press S or E to set start/end frame for playback

Notes about the implementation in Tuhopuu:

- Add new Marker now selects new, deselects others
- Selecting Marker didn't work like elsewhere in Blender, on click it
  should deselect all, except the indicated Marker. Not when holding SHIFT
  of course
- Not exported functions are static now
- Removed unused defines (MARKER_NONE NEXT_AVAIL)
- Drawing order was confusing, doing too many matrix calls
- Removed not needed scrollbar, added new function to draw time values.
  (Has advantage the MMB scroll works not confusing on a scrollbar)
- Added proper support for 'frame mapping'
- The string button (name Marker) had a bug (checked str[64] while str
  was only 64 long)
- String button itself didn't allow "OK on enter"
- Made frame buttons in header larger, the arrows overlapped
- Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
Ton Roosendaal
79e333343b Dependency graph patch, provided by Jean-Luc Peuriere.
Works like a charm... well it now replaces the old base-sorting hack. :)
Next stage will be to define how to further integrate it. Plus some
minor code cleanups... static/internal functions versus external, etc.
2005-04-30 21:27:05 +00:00
Martin Poirier
4ea8947ea7 Merged all the internal transform includes into transform.h and moves it to /src to /include.
Split the conversion fonctions and sorting functions from transform.c into transform_conversions.c
Update MSVC 6.0 projectiles and SConscript accordingly.
Editview still included transform.h, replaced that for BIF_transform.h, the external include.
2005-04-10 18:33:19 +00:00
Ton Roosendaal
ecdf0d3412 Forgot to cvs add a file!
Also did the SConscript file.

MSVC users have to add this!
2005-03-17 21:46:05 +00:00
Brecht Van Lommel
3d241fd6cc Small fix for new transform commit, scons complains about missing imagepaint.c.
This file is only in tuhopuu.
2005-02-14 15:19:55 +00:00
Martin Poirier
d2f4ba4549 Initial new transform commit.
Disabled behind defines. Uncomment //#define NEWTRANSFORM in transform.h to enable.

Use at your own risk

For more info, see Wiki: http://wiki.blender.org/bin/view.pl/Blenderdev/TransformRefactoring
And tuhopuu mailing list: http://projects.blender.org/pipermail/tuhopuu-devel/

Notes for Ton (things that could need bulldozing:
- TransData conversions. Objects is ok, but others could be rechecked. (some still use totsel). Need to add pose mode support.
- Need more icons in the PET mode dropdown (in the 3D view header) for the new modes
- Add new transform calls to Toolbox and Menus and the one right after Extrude.

That's pretty much all I can think of now.
2005-02-14 02:53:36 +00:00
Ton Roosendaal
061cde65a6 To end the issues with AA (International) Fonts; the .bfont.tff now is
compiled in (datatoc) and doesn't need installation anymore.

Also reviewed weird path conventions for searching AA fonts;

- U.fontdir is only used as standard search path for fileselecting
- U.fontname stores only full path to AA font if used one
- If a font cannot be found, it always falls back to the compiled in one
- If .B.blend is saved with default font, U.fontname is not set

Also added a button in usermenu "restore default".

When this works as expected, I'll commit changes for installation too.
2004-11-08 15:46:57 +00:00
Nathan Letwory
6203abff06 add outliner.c so new outliner stuff gets actually compiled in :) 2004-10-06 19:04:11 +00:00
Ton Roosendaal
a2e918d831 EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html

EditMesh refactor notes (user)

**** New selection modes

When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).

- Vertex Select
Select vertices as usual, fully compatible with how previous version work

- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.

- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.

While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.

The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:

**** Extrude

Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.

New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.

**** Other things to note

- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.

**** Todo

Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.


EditMesh refactor notes (coder)

**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.

**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT

- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
  if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
  if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
  This because of shared vertices or edges.

- use for selecting vertices:
  eve->f &= SELECT
- use for selecting edges always:
  void EM_select_edge(eed, 1)  // 1 = select, 0 = deselect
- use for selecting faces always:
  void EM_select_face(efa, 1)  // 1 = select, 0 = deselect

- To set the 'f' flags in all of the data:
  void EM_set_flag_all(int flag);
  void EM_clear_flag_all(int flag);

- the old faceselectedOR() and faceselectedAND() are still there, but only
  to be used for evaluating its vertices

**** Code hints for handling selection

If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.

However, by using the above calls, at least selections flush downward (to vertex level). You then can call:

void EM_selectmode_flush(void);

Which flushes selections back upward, based on the selectmode setting. This function does the following:

- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges

This works fine in nice controlled situations.

However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:

void EM_select_flush(void);

Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.


**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h

- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.

**** Unified undo for editmode

New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.

Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.

**** Going in/out editmode

As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.

ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
Ton Roosendaal
790a34e9a6 Service: SConscript file! 2004-09-19 11:50:38 +00:00
Brecht Van Lommel
e077328122 Added LSCM UV Unwrapping:
http://www.loria.fr/~levy/Galleries/LSCM/index.html
http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf

Implementation Least Squares Conformal Maps parameterization, based on
chapter 2 of:
Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares
Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002,
July 2002.

Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define
where a mesh will be cut when executing LSCM unwrapping. Seams can be marked
and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark
the selected edges as seams.

Select Linked in Face Select Mode now only selects linked faces if no seams
separate them. So if seams are defined, this will now select the 'face group'
defined by the seams. Hotkey is still LKEY.

LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local
angles). Based on seams, the selected faces will be 'cut'. If multiple
'face groups' are selected, they will be unwrapped separately and packed in
the image rectangle in the UV Editor. Packing uses a simple and fast
algorithm, only designed to avoid having overlapping faces.

LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel.

Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then
executed, these UV's will stay in place, allowing to tweak the solution.
PKEY and ALT+PKEY will respectively pin and unpin selected UV's.

Face Select Mode Drawing Changes:
- Draw Seams option to enable disable drawing of seams
- Draw Faces option to enable drawing of selected faces in transparent purple
- Draw Hidden Edges option to enable drawing of edges of hidden faces
- Draw Edges option to enable drawing of edges of visible faces

The colors for these seams, faces and edges are themeable.
2004-07-13 11:48:52 +00:00
Kester Maddock
d5fde6c48b Added #!/usr/bin/python standard script identifier to the start of SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-05-16 13:07:20 +00:00
Nathan Letwory
af2c3a4c10 Added OpenBSD3.x to the SCons build system. 2004-03-02 08:40:19 +00:00
Michel Selten
70a4ead0ae SCons updates
* 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.
2004-02-29 21:40:48 +00:00
Michel Selten
8023fb4282 SCons updates
* Added the options to build (configurable via config.opts):
  - blender dynamic (default enabled),
  - blender static (default disabled). Not working because of a linking order
    problem. The /usr/lib/libGL.a and /usr/lib/libGLU.a flags need to be
    appended at the end of the link command, not directly after the linker.
    Mailed the SCons mail list for a possible solution.
  - blender player (default disabled). Not implemented yet anyway.
  - blender plugin (default disabled). Not implemented yet anyway.
* Added the following variables to the config.opts:
  - OPENGL_STATIC. This flag is only needed when building blender static.
  - USE_BUILDINFO (true/false). Display build information in the splash
    screen. When enabled, it will always rebuild source/creator/buildinfo.c,
    so for compilation speed reasons, it is not adviced to enable this all the
    time.

I had to make some adjustments specifically for the windows build
(winblender.res) file. This file is only compiled when building the dynamic
blender. I hope this is correct.
2004-02-24 20:03:27 +00:00
Michel Selten
874d454d67 SCons updates
* Removed the I18N_DEFINES from the config.opts file. This define is not a
  user setting. The defines depend on what options the user enables in the top
  of the config.opts file (USE_INTERNATIONAL).
* Moved the defines to the correct SConscript files.
  Only the relevant libraries now use these defines.
* Windows fix for the python settings. There were missing brackets [ and ] for
  these settings.
2004-02-23 14:39:08 +00:00
Michel Selten
9e238d385d SCons updates
* Almost all library settings are now available in the config.opts user option
  file.
* All platform variables had to be updated to make this possible. Things are
  much clearer now, but I only was able to test the changes on Linux. I've
  tried to update all other platform variables, but things are most likely to
  be broken. Please contact me how to resolve the issues.


Note: Before running scons, remove your existing config.opts file to get all
      new options.
2004-02-21 15:13:15 +00:00
Michel Selten
9330e553e8 SCons updates
* 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.
2004-02-15 19:25:32 +00:00
Stefan Gartner
3cf499e044 update scons files to build with yafray support 2004-01-05 15:33:32 +00:00
Stefan Gartner
e3282df48e added yafray_Render.cpp to scons files 2004-01-05 14:48:59 +00:00
Michel Selten
d3e1fc8870 SCons build system files added.
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.
2004-01-04 21:11:59 +00:00