diff options
author | Wouter van Heyst <larstiq-bforge@larstiq.dyndns.org> | 2003-08-10 17:55:20 +0400 |
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committer | Wouter van Heyst <larstiq-bforge@larstiq.dyndns.org> | 2003-08-10 17:55:20 +0400 |
commit | 3295b394b62027eca378b58053b9b65366673ab6 (patch) | |
tree | 325bd9bbc77d7869e218ae3ff07956a49d189b11 /README | |
parent | 71638673951ba1967eddbeb502a0c0cf1416c596 (diff) |
- Split build/install info out from README into INSTALL
- Add information on the .blender dir
- Add some helpful links
Diffstat (limited to 'README')
-rw-r--r-- | README | 318 |
1 files changed, 28 insertions, 290 deletions
@@ -1,307 +1,45 @@ Welcome to the fun world of open-source. -This file is to help you get started using the source and will hopefully -answer most questions. If you do have any problems with these instructions, -post a message to the Forums on www.blender.org, or visit us at #blendersauce -on irc.freenode.net +For instructions on building and installing Blender, please see the file named +INSTALL. -Here are some links to external packages you may or may not need: -python: http://www.python.org -mxtexttools: http://www.egenix.com/files/python/mxTextTools.html (python lib) -libjpeg: http://www.ijg.org/ -libpng: http://www.libpng.org/pub/png/ -zlib: http://www.gzip.org/zlib/ -ode: http://opende.sourceforge.net/ -openal: http://www.openal.org/home/ (for linux/windows) - sdl: http://www.libsdl.org/index.php (for openal) - smpeg: http://www.lokigames.com/development/smpeg.php3 (for openal) -fmod: http://www.fmod.org/ +---------------------.Blanguages and the .blender directory--------------------- -mozilla: http://www.mozilla.org/ -nspr: ftp://ftp.mozilla.org/pub/nspr/releases - (side note: on debian linux you will need mozilla-dev and libnspr-dev) +The .blender directory holds various data files for Blender. +In the 2.28a release those are the .Blanguages file containing a list of +translations, the translations themselves and a default ttf font. -glut: http://www.opengl.org/developers/documentation/glut.html +Blender checks for the presence of this directory in several locations: + - the current directory + - your home directory + - On OSX, the blender bundle is also checked + - On Windows, the installation dir is checked. -If you do not have GL you will also need mesa: -mesa: http://www.mesa3d.org +If you get a 'File ".Blanguages" not found' warning, try to copy the .blender +dir to one of these locations (your home directory being recommended). -For the translations to other languages than English you will need gettext, -freetype2 and FTGL. Note that these translations are not complete yet, some -time after the release of 2.27 they will be made available for download also. -We welcome feedback about the translated user interface, and even contributions -to the translation effort :) -gettext: http://www.gnu.org/software/gettext/ -freetype2: http://www.freetype.org/ -FTGL: http://homepages.paradise.net.nz/henryj/code/#FTGL -FTGL needs a small patch to get glyphs with the right colour in the cache ---- FTGL/src/FTPixmapGlyph.cpp.orig 2003-05-10 16:07:45.000000000 +0200 -+++ FTGL/src/FTPixmapGlyph.cpp 2003-05-10 16:09:19.000000000 +0200 -@@ -33,3 +33,3 @@ - // Get the current glColor. - float ftglColour[4]; -- glGetFloatv( GL_CURRENT_COLOR, ftglColour); -+ ftglColour[0] = ftglColour[1] = ftglColour[2] = ftglColour[3] = 1.0; +-------------------------------------Links-------------------------------------- +Getting Involved: +http://www.blender.org/docs/get_involved.html -You may also need to modify the typedef for GLUTesselatorFunction in -src/FTVectoriser.cpp if your on an undefined system. To do that -check the following link to find out various platform identifiers. -http://www.blender.org/modules/documentation/intranet/conventions/codingstyleguide.html#3_2 +Community: +http://www.blender3d.org/Community/ -********************************************************************* -********************************************************************* -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. +Main blender development site: +http://www.blender.org/ -If you want to play with the new autoconf environment take a look at -doc/autoconfig.txt +The Blender project homepage: +http://projects.blender.org/projects/bf-blender/ -********************************************************************* -********************************************************************* +Documentation: +http://www.blender.org/modules.php?op=modload&name=documentation&file=index ---Notes on compiling mxTextTools---------------------------------------------- -To get the latest version to compile on my machine I had to -edit mxSetup.py and remove /usr/include from INCLPATH for it to build -properly. -(after doing this you need to edit blender/source/Makefile and -fix the pointer to it I'm still working on automating this) +Bug tracker: +http://projects.blender.org/tracker/?atid=125&group_id=9&func=browse ---------------Basic Makefile TIPS--------------------------------------- -Edit source/nan_definitions.mk to fit your environment, be sure to edit the -block matching your OS. You will want to change variables like -NAN_JPEG, NAN_PNG etc. to point to where you have those installed. - -If you want to integrate the game-engine in Blender, you might want -to uncomment the following line in nan_compile.mk: -#CFLAGS += -DGAMEBLENDER=1 -The define is disabled by default because there are still some -problems with this at the moment. - -After adjusting things for your environment run 'make' (or use the nice hmake -script at blender/source/tools/hmake/hmake) - -----------------------WINDOWS TIPS-------------------------------------- - -When building Blender on Windows you have three choices: -METHOD 1. Build using the old NaN Makefiles. -METHOD 2. Build using the new automake/autoconf files -METHOD 3. Use Microsoft Visual Studio project files - -These directions are for method 3. Method 1 was used in Nan in combination -with Cygwin. I don't know if somebody ever tried method 2. - -If you are using Method 1 and or 2 with cygwin you need to set FREE_WINDOWS -to true you can do this with: export FREE_WINDOWS=true - -EXTERNAL LIBARIES -All external libraries that Blender depends on are found in CVS in -precompiled form. If you did not already do so, check out -blender/lib/windows from CVS. If you prefer to build or download those -libraries yourself, there are some directions below. - -INTERN LIBRARIES: -The first thing you need to do is to build the Blender "intern" libraries. -You need to have Python installed on your machine. - -Open the workspace in the $NANBLENDERHOME/intern/make/msvc_6_0 directory. -Build the "build_install_all" project. This will build all the intern libraries -and installs them in the $NANBLENDERHOME/lib/windows directory. - -If the post build step (copying the libraries to their destinations) fails, -this is probably due to the fact that MSVC can't find the XCOPY command as -happened to me on an XP system. MSVC has it's own PATH that you can set through -the options. Open options from the menu: Tools->Options. Go to the directories -tab and select "Executable files" from the drop down menu. Now add you SYSTEM32 -directory. - -The last project build is the python_freeze project that will freeze python code -for compilation and linking with Blender's C code. At the moment, this should be -automatic except that batch file probably does not find Python. If this is the -case, follow the same procedure as was mentioned above for the XCOPY command -to add Python to your path. - -BUILDING BLENDER - -Open the workspace $NANBLENDERHOME/projectfiles/blender/blender.dsw - -This contains the following three main projects: -blender Builds the main executable -GP_ghost Builds the stand-alone game player -GP_axctl Builds the ActiveX control - -Choose the project you want to build and hit F7. If all is well it should build -with a lot of warnings but no errors. - -BUILDING/DOWNLOADING EXTERNAL LIBRARIES -If you don't want to use the precompiled libraries you can download and/or -build them yourself. Here are some directions. - -JPEG: -BINARY LIBRARY: -Go to sourceforge.net, navigate to the GnuWin32 project and download -libjpeg-6b-lib.zip. Rename the unzipped directory "jpeg" and copy it to the -$NANBLENDERHOME/lib/windows directory. -FROM SOURCES: -Download the jpeg sources from http://www.ijg.org/. Go into the source -directory and copy the file jconfig.vc to jconfig.h. Now start a command box -and run nmake /f makefile.vc (assuming nmake is in your path, if not run the -vcvars32.bat batch file located in the VC98/Bin directory of the MSVC -installation directory first). -Copy these include files: jconfig.h, jerror.h, jmorecfg.h, jpeglib.h -from the build directory to the lib tree in this directory: -$NANBLENDERHOME/lib/windows/jpeg/include -The file libjpeg.lib should be copied to: -$NANBLENDERHOME/lib/windows/jpeg/lib - -PNG: -Go to sourceforge.net, navigate to the GnuWin32 project and download -libpng-1.2.4-1-lib.zip. Rename the unzipped directory "png" and copy it to the -$NANBLENDERHOME/lib/windows directory. - -ZLIB: -Go to sourceforge.net, navigate to the GnuWin32 project and download -zlib-1.1.4-lib.zip. Rename the unzipped directory "zlib" and copy it to the -$NANBLENDERHOME/lib/windows directory. - - -----------------------Mac OSX TIPS-------------------------------------- -When building Blender on OSX you have three choices: -METHOD 1. Build using the old NaN Makefiles. -METHOD 2. Build using the new automake/autoconf files -METHOD 3. Use the Project Builder project - -METHOD 1 and 3 -The first 4 steps are th same for methods 1 and 3. Only the actual Blender -build step number 5 is different. - -Step1: -If you want to follow method 1 and 3, follow the instructions above to set the -environment variables. You don't need to edit the Makefiles. They should work -out of the box in combinations with some external libraries that should be on -your system in a fixed location. - -Step 2: -You can use the package installer fink (http://fink.sourceforge.net/) for some -of the external libraries: -1. jpeg (fink install libjpeg) -2. png (fink install libpng3) -3. cvs (fixes some bugs in the shipped cvs: fink install cvs) -4. python22 ((addes the static lib for python) fink install python22) - You will probably want to select python-nox when - it asks you. -5. freetype (fink install freetype2) - -After you have done this you should install the mx lib from: -http://www.egenix.com/files/python/mxTextTools.html - -(we are currently in the process removing mxTextTools from Blender) - -Step 3: -The rest of the external libraries are present in CVS in binary format so you -don't have to download them. Precompiled libraries are found in CVS in -directory: -$NANBLENDERHOME/lib/darwin-6.1-powerpc -If you are not running on a darwing kernel 6.1 (which is likely if you auto- -update your system, you might want to add a symbolic link in the -$NANBLENDERHOME/lib/ directory. For example, if you work on a 6.2 kernel: -ln -s darwin-6.1-powerpc darwin-6.2-powerpc - -Step 4: -Start the build process by building Blender's "intern" libraries. Navigate to -$NANBLENDERHOME/intern and type make. This will build the intern libaries which -will be installed into the $NANBLENDERHOME/lib/darwin-6.1-powerpc (thanks to -the symbolic link). -Now you can choose how to build Blender itself; using the Makefiles or the -Project Builder project. - -Step 5 METHOD 1: -Navigate to $NANBLENDERHOME/source and type make. - -Step 5 METHOD 3: -The project Builder project can be found in the directory: -$NANBLENDERHOME/projectfiles/pb_2_0_1 -Start Project Builder open the blender.pbproj project, choose a target (blender -or player) and build. - -Step 6: -Although the Makefiles in the intern directory run ranlib on the libraries -built, the gcc linker complains about ranlib not being run. Until there is a -solution, you will need to run ranlib by hand once in a while when the make -breaks. Luckily, the error message lists the full path of the file to run -ranlib on... Anybody out there with a real solution? I guess the problem arises -from copying the files from one location to the other... - - -BUILDING EXTERNAL LIBRARIES -If you don't want to use the precompiled libraries you can download and/or -build them yourself. Here are some directions. - -PYTHON: -Mac OSX 10.2 (Jaguar) now comes with Python (2.2.1) pre-installed. This is fine -for producing the "frozen" Python code found in the intern directory. However, -the installation does not contain the python library to link against (at least -I could not find it). You could use fink to install Python but that Python -installation depends on X being installed and that is a large installation. - -If you prefer the easy way: download Python 2.2.2 from http://www.python.org. -Follow the instructions to in the documentation to install it on your box. If -you run OSX 10.2 it should install just fine. Basically a configure and a -"make" will do the job. The result is a Python library that should be copied to -the library tree together with the associated header files. - -Create the following directories: -$NANBLENDERHOME/lib/darwin-6.1-powerpc/python/include/python2.2 -$NANBLENDERHOME/lib/darwin-6.1-powerpc/python/lib/python2.2/config -Now copy the include files and the libpython2.2.a library to those locations. - -ODE: -Ode is currently included in the source tree of Blender. This might change in -the close future. But for now you don't need to download Ode. -If you want to build ODE yourself, you'll have to edit a config file of ODE first. -go to $NANBLENDERHOME/extern/ode/dist/config and edit the file "user-settings" so -that platform is equal to osx (PLATFORM=osx). - -QUICKTIME: -In order to compile Blender with QuickTime support enabled, you need to have the -QuickTime 6 SDK installed (see http://developer.apple.com/quicktime/). This extra -step is only necessary if you're using a version of MacOS X prior to 10.2. -When using the new automake system, QuickTime support can be enabled by passing -the "--enable-quicktime=yes" flag to ./configure. When building with the original -NaN Makefiles, QuickTime support is enabled automatically. -----------------------NetBSD TIPS-------------------------------------- -NetBSD (and other platforms using pkgsrc) - -Quick Install - -cd /usr/pkgsrc/graphics/blender -make install - -In-depth Instructions - -NetBSD's Packages Collection provides for easy installation from -source on a multitude of platforms (NetBSD, Linux, OpenBSD, FreeBSD, -Darwin, Irix). You should be able to compile and install Blender -easily by simply changing into the directory -/usr/pkgsrc/graphics/blender and issuing the command 'make install'. -This will automatically download the sources, verify their integrity, -download and install all necessary dependencies and build and install -Blender. Please see for details: - http://www.netbsd.org/Documentation/software/packages.html - http://www.netbsd.org/Documentation/pkgsrc/ - - -Note that there are a few flags you can set to compile in support for -additional packages. Search /usr/pkgsrc/mk/bsd.pkg.defaults.mk for -"BLENDER" variables and set them according to your preference in -/etc/mk.conf - -If you experience problems building the package, please use send-pr(1) - -on your NetBSD system or submit a proble report via: - http://www.netbsd.org/cgi-bin/sendpr.cgi?gndb=netbsd +Feature request tracker: +http://projects.blender.org/tracker/?atid=128&group_id=9&func=browse |