Commit Graph

53 Commits

Author SHA1 Message Date
Ton Roosendaal
46545ac575 64 bits safety:
- makesdna now checks for struct-in-struct alignment (default 8 byte align)
- fixed two occurances of such struct-in-struct align errors
2007-04-24 14:52:35 +00:00
Nathan Letwory
0326ec77a9 === SCons ===
Bugfix #6168

* instead of compiling mallocn manually for makesdna, use the bf_guardedalloc lib
 that was already created looooooong time ago.
2007-03-27 10:50:03 +00:00
Kent Mein
8d95e59fea extra space in CCFLAGS was causing problems on some systems.
reported on irc... by bdiego

Kent
2007-03-05 20:50:36 +00:00
Nathan Letwory
b3d8c7a97a === SCons ==
* fix by Malcolm Tredinnick for #6148
* some other misc changes by myself.
2007-03-05 06:38:30 +00:00
Jacques Beuarain
bd1fe441d4 CMake: Move genrated dna.c and cmake_blender_libs.txt to binary directories to keep source dir pristine. Also flag removed libraries as status and not "error" messages. 2006-12-07 00:18:57 +00:00
Ton Roosendaal
ced3b0fd6f SculptMode fix:
DNA definition of Sculpt structs in Scene were not properly aligned,
causing memory errors on quit ("Memoryblock reconstruct: end corrupt").

More testing reveiled padding errors in two other DNA_ includes, for
sound and gamelogic. Both potentially crashers... and caused by
commenting out struct members with a C++ comment, that seems to not
work...

I've revived the DNA padding test method, which saves out a simple C
file you can compile to see where padding issues are. This now works
as follows:

- change line 991 in makesdna.c to become (1) (true).
- recompile makesdna.c
- you now have a padding.c in the same dir as makesdna.c
- compile it, command line: "gcc -o padding padding.c"
- now run it (./padding), and it will print out errors, if there are.

For me, the DNA files are now 100% padding free. Might be interesting to
check it in 64 bits though!
2006-11-26 12:23:21 +00:00
Brecht Van Lommel
e435fbc3c5 Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.

Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData


Replaced TFace by MTFace:

This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.


Removed DispListMesh:

This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.


Removed ssDM and meshDM DerivedMesh backends:

The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.


This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
Jacques Beuarain
0b036eb2d1 CMake: Fix post build action for makesdna on other systems. This was broken during Windows work. 2006-11-18 13:26:05 +00:00
Jacques Beuarain
24f4440d05 CMake lists initial submission. Documentationand further verification for different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on. 2006-11-17 02:27:12 +00:00
Brecht Van Lommel
4ee3515bf1 Brush Datablock:
- Added a new Brush datablock, only used by image paint, but intended
  to be used in texture paint, vertex paint, weight paint and sculpt
  mode also.
- Being a datablock, these brushes can be saved, appended and linked.
  They have a fake user by default, to make sure they are saved even if
  not selected.

Image Painting:

- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
  be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
  added, code taken directly from vertex paint.

Note to project files maintainers:

- The img module was removed from SCons and Makefiles, and this should
  be done in other build systems also. I'll wait to remove the module
  from cvs, to not break compilation.
2006-07-26 22:29:23 +00:00
Nathan Letwory
36a4af22c3 ==SCons==
* These changes bring cross-compiling Blender for Windows on Linux one step
  closer to reality. The 'biggest' change is in makesdna SConscript to make
  sure a linux native makesdna is built, that can be run, too. Next to that
  proper checks for env['OURPLATFORM']=='linuxcross' are added in various
  places.

  Switch change in pluginapi.c was necessary, and AFAIK it should work like
  that also on WIN32, if not, slap me.

  Note: everything *compiles* now nicely, it is just that the final *linking*
  doesn't work (yet). Anyone who fixes this will be the
  hero of cross-compilers :)
2006-03-13 11:42:49 +00:00
Nathan Letwory
3ab31078df ==SCons==
* The only lib that needs change in more than one place (two), and I forgot
  that, of course.
2006-02-07 21:47:11 +00:00
Nathan Letwory
c0234bd9ec ==SCons==
* add REL_CFLAGS and REL_CCFLAGS when not building debug. This adds NDEBUG
  to compile on Win32
* fix path to makesdna binary
2006-02-04 15:44:34 +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
104ab9b103 Orange:
- New UI element: the "Curve Button".

For mapping ranges (like 0 - 1) to another range, the curve button can be
used for proportional falloff, bone influences, painting density, etc.
Most evident use is of course to map RGB color with curves.

To be able to use it, you have to allocate a CurveMapping struct and pass
this on to the button. The CurveMapping API is in the new C file
blenkernel/intern/colortools.c
It's as simple as calling:

   curvemap= curvemapping_add(3, 0, 0, 1, 1)

Which will create 3 curves, and sets a default 0-1 range. The current code
only supports up to 4 curves maximum per mapping struct.
The CurveMap button in Blender than handles allmost all  editing.
Evaluating a single channel:

   float newvalue= curvemapping_evaluateF(curvemap, 0, oldval);

Where the second argument is the channel index, here 0-1-2 are possible.
Or mapping a vector:

   curvemapping_evaluate3F(curvemap, newvec, oldvec);

Optimized versions for byte or short mapping is possible too, not done yet.

In butspace.c I've added a template wrapper for buttons around the curve, to
reveil settings or show tools; check this screenie:

http://www.blender.org/bf/curves.jpg

- Buttons R, G, B: select channel
- icons + and -: zoom in, out
- icon 'wrench': menu with tools, like clear curve, set handle type
- icon 'clipping': menu with clip values, and to dis/enable clipping
- icon 'x': delete selection

In the curve button itself, only LMB clicks are handled (like all UI elements
in Blender).

- click on point: select
- shift+click on point: swap select
- click on point + drag: select point (if not selected) and move it
- click outside point + drag: translate view
- CTRL+click: add new point
- hold SHIFT while dragging to snap to grid
  (Yes I know... either one of these can be Blender compliant, not both!)
- if you drag a point exactly on top of another, it merges them

Other fixes:

- Icons now draw using "Safe RasterPos", so they align with pixel boundary.
  the old code made ints from the raster pos coordinate, which doesn't work
  well for zoom in/out situations

- bug in Node editing: buttons could not get freed, causing in memory error
  prints at end of a Blender session. That one was a very simple, but nasty
  error causing me all evening last night to find!
  (Hint; check diff of editnode.c, where uiDoButtons is called)

Last note: this adds 3 new files in our tree, I did scons, but not MSVC!
2006-01-08 11:41:06 +00:00
Ton Roosendaal
e14ff3de3d Orange:
- Sunday merger with bf-blender

- Foundations for new Node editor in Blender, generic framework that can
  be used for Material/Texture, Compositing, Logic or maybe even Sequencer.
  Note: this doesn't do anything yet, nor save! Is just to get this nice
  in CVS now. :)
2005-12-18 13:46:01 +00:00
Daniel Dunbar
b3f0facfbe - shouldnt be a trailing comma after include 2005-09-24 15:50:56 +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
Jean-Luc Peurière
b12f801681 updates to the OS X build system :
- 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
2005-08-04 16:05:28 +00:00
Simon Clitherow
208da2a5d0 Added support for compiling BULLET with scons on windows
using bandoler's patch as a basis (thanks!).

A couple of notes:

-  This is for windows only, I did not have a chance to try linux yet.

-  SConscript for PHY_Bullet may need tweaking (plus support
 for other platforms), but at least it's in there :)

Any problems, shout :)
2005-08-01 21:19:41 +00:00
Daniel Dunbar
15f6ce46b1 - apologies, made stupid newbie error in makesdna change (I'm blushing),
which majorly borked DNA and meant crashes everywhere. (C pointer
   arith, you know)
2005-07-21 02:56:45 +00:00
Daniel Dunbar
f17ecb5789 - add option argument to makesdna for path within which to look
for DNA includes instead of assuming run from in source dir
 - remove casts to long before comparing pointers (warning fix)
2005-07-20 20:46:01 +00:00
Daniel Dunbar
1df154d140 - split {curve,lattice,armature}_deform_verts out of mesh_deform
- removed mesh_deform (merge into mesh_modifier)
 - switch python lattice_apply function to use object_apply_deform,
   this isn't exactly equivalent but the python system shouldn't
   have been calling that deep into the kernel anyway.

New feature: Modifier stack
 - added Object.modifiers (list of ModifierData elements)
 - added DNA_modifier_types.h
     o contains type definition for the file data for the various
       modifier types
 - added BKE_modifier.h
     o contains modifierType_get_info (access to modifier type registry)
     o structs and defines for runtime modifier usage
 - updated mesh_calc_modifiers to evaluate modifier stack (note that
   for the time being it also evaluates the old style modifiers so files
   should load and work as normal).
 - add file handling modifier code (todo: don't replicate on object copy)
 - add modifier stack UI code (lives in object panel)


Only real new feature at the moment is that you can apply lattices and
curves *after* a subdivision surface which was never possible before.

Todo:
 - DEP graph updating does not work correctly yet, so you generally have
   to tab cycle to see results.
 - editmode calculation does not use modifier stack.
 - bug fixes (there must be a few in there somewhere)
2005-07-19 20:14:17 +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
Nathan Letwory
bcd5d1c9ed * integrate bFTGL with Scons
* add some ENV = os.environ's here and there (help those who have msvc toolkit installed)

Note for OSX users: check from your config.opts the correct info for the precompiled ftgl lib is used.
2005-05-06 13:37:18 +00:00
Ton Roosendaal
42126cb5fc Added baking for softbodies.
Works as follows;
- press the 'show bake settings' button (no space left... :)
- define start/end frame for bake, and an interval step.
  The baked result interpolates nicely (Bspline, 4 keys) so in general a
  step size of 2 or 3 still gives OK results.
- Press "BAKE". This will do a full animation + playback. Press ESC if it
  you don't want it.

Once Baked, the BAKE button becomes a FREE BAKE. As reminder the softbody
buttons get blocked with error() menu.

This saves OK in a file. Renders any frame, including fields and moblur.
You can also set a "Timeoffs" for the softbody. And yes, this should be
in the NLA once... :)

NOTE! With this commit, files saved with the old (first commit) version by
Jens Ole won't read the settings back... he stored all sofbody variables in
Object, which was moved to a new struct when I did my first commit on SB
(over a month ago)

Also note that I moved particle deflecting & softbody to a new include.
2005-05-02 13:28:13 +00:00
Daniel Dunbar
3ee7a1fa6f - print # bytes to add on sizeerror 2005-03-29 15:31:35 +00:00
Jean-Luc Peurière
3ca88c4e7f ome more warnings cleaning 2005-03-14 20:10:22 +00:00
Daniel Dunbar
f8a8f355b5 - made makesdna print how many bytes of padding should be added in
a struct on alignment errors, simplifies fixing.
2005-03-11 21:20:33 +00:00
Daniel Dunbar
18c01053cb - dna_error wasn't set on two errors in makesdna, allowed bad compilation 2005-03-11 21:15:20 +00:00
Ton Roosendaal
02b2fc5ec8 Added warning in makesdna to check for total struct sizes.
Found error in wipe struct, which was even constructed terrible weird :)
2004-10-30 12:06:22 +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
Michel Selten
450fdbfd82 SCons updates
* Updates to the cygwin build.
  the dna.c file used to be generated with a full path. Cygwin doesn't like
  this. The problem was with some cflags and linkflags that are used to build
  makesdna.exe
  Hos nicely pointed this out and proposed a solution.
  Now, these flags are only added to the command when the platform != 'cygwin'.
* Updated some variables in SConstruct.
2004-04-11 21:11:18 +00:00
Daniel Dunbar
aedf456938 - split the data structures that actually constitute a mesh
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas
    of source that actually edit mesh *data* vs. areas that just edit
    mesh object information.
2004-03-20 22:55:42 +00:00
Michel Selten
48d2ea15f1 SCons updates
* Removed win32 specific stuff from the SConscript in makesdna/intern.
  This stuff is obsolete after yesterdays update.
2004-03-16 18:43:18 +00:00
Michel Selten
90d179f014 SCons updates
* Added the following flags to config.opts:
  - PYTHON_LINKFLAGS
  - PLATFORM_LIBS
  - PLATFORM_LIBPATH
  - PLATFORM_LINKFLAGS
  Backup your original config.opts file and run scons again to get these new
  options.
* Use freetype-config instead of pkg-config for determining the freetype2
  flags.
* The new PYTHON_LINKFLAGS now enable the dynamic linking on Linux and
  possibly other platforms as well. This should resolve all linking problems
  reported to the mailing lists. (At least for Linux, I can't test other
  platforms).
2004-03-15 19:55:11 +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
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
Michel Selten
95dc219ff8 SCons updates
* 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.
2004-02-07 20:44:43 +00:00
Michel Selten
c8d8b2c4de SCons update
* makesdna generates dna.c which in turn should be compiled with nice cflags,
  linkflags etc. But, a small error slipped in which caused the .c file to be
  compiled into a nice .o file without those flags.
  Thanks to Hos for pointing out the error and persisting there indeed was an
  error.
2004-01-25 20:57:25 +00:00
Stefan Gartner
20d64f4b8d don't link makesdna against libpng and friends when building with scons 2004-01-05 14:49:52 +00:00
Wouter van Heyst
57a7dfe5a5 - Revert to NaN makefiles 2004-01-05 00:06:11 +00:00
Alejandro Conty Estevez
eff07b8329 Basic initial yafray integration by Eeshlo.
Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.

We added a panel in render space to adjust some yafray settings (GI and so)

Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.

Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)

We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.

So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
2004-01-04 22:10:36 +00:00
Michel Selten
29d23bf864 Forgot to add some lines and cleanup in the makesdna/intern/SConscript file.
The makesdna tool is SDL 'aware', but I forgot to pass some crucial flags to
the build command.
While working in that file, did some cleanup to make it more consistent with
the other SConscript files.
2004-01-04 21:42:01 +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
Chris Want
356cf79534 OK, My turn to break things ...
The maximum vertex count for a mesh has been raised from 65000 to
2000000000L (yep, 2 billion!).

Please test!

Chris
2003-12-16 01:27:37 +00:00
Ton Roosendaal
842bb449c5 huge commit, sorry!
this is part 1 of the UI makeover. It has:
- menu system from Matt integrated
- buttons drawing from Matt
- generic button panel system implemented
- converted displaybuttons (not the rest yet)
- cleaned up a lot in drawing spaces itself, to make it aligned and pixel exact.
- cleaned loads of little compiler warnings, protos...

still a lot of work needed, will all be in next week i hope!

(warn: 2 new c files! butspace.c and buttons_scene.c)
2003-10-04 20:35:50 +00:00
Chris Want
924a849755 Support for building bf-blender under windows with gcc (huge thanks to
Florian Eggenburger).

Full instructions are in doc/README.windows-gcc.

Main differences from Florian's patch:

- the 'lib' dir should now be the same level as the 'blender' dir (rather
than being a subdir of 'blender'). This is consistent with the other
platforms that bf-blender supports (tuhopuu will also adopt this convention
hopefully soon).

- the script 'free_windows-env.mk' is no longer needed ... see the
docs about how this is overcome (again, tuhopuu will hopefully
also follow this route soon).

- the dlltool dir has it's own Makefile that builds all of the
needed stub libraries from the dll's in cvs.
2003-05-24 20:04:37 +00:00
Ton Roosendaal
0b2b5dbfb9 More translations of c comments, now also include files! 2003-04-27 11:55:33 +00:00
Wouter van Heyst
a6a50cc27f Left over generated cruft, time to go 2003-03-24 00:15:20 +00:00