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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2013-03-03 19:07:49 +0400
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2013-03-03 19:07:49 +0400
commit66a2b848972d47a033f617a40f9a9044756d1d32 (patch)
treebf30f5bc13e9c0b4f52aacead676a2c07cbb331a /doc
parent0c5dfc8a639b04e1767852121b9dee7cd5bb050f (diff)
parent4774357b594c5cd5a38b21df131b539a197c101b (diff)
Merged changes in the trunk up to revision 54992.
Resolved conflicts: release/scripts/startup/bl_ui/space_view3d.py
Diffstat (limited to 'doc')
-rw-r--r--doc/build_systems/cmake.txt82
-rw-r--r--doc/python_api/rst/bge.logic.rst2
2 files changed, 17 insertions, 67 deletions
diff --git a/doc/build_systems/cmake.txt b/doc/build_systems/cmake.txt
index b7a6bd9871e..c46978df2fa 100644
--- a/doc/build_systems/cmake.txt
+++ b/doc/build_systems/cmake.txt
@@ -7,12 +7,9 @@
1. Introduction
2. Obtaining CMake
- 3. Obtaining Dependencies
- 4. Deciding on a Build Environment
- 5. Configuring the build for the first time
- 6. Configuring the build after SVN updates
- 7. Specify alternate Python library versions and locations
-
+ 3. Building Blender
+ 4. Generic Setup
+ 5. Configuring the build after SVN updates
1. Introduction
---------------
@@ -28,36 +25,17 @@
The website also contains some documentation on CMake usage but I found
the man page alone pretty helpful.
- 3. Obtaining Dependencies
- -------------------------
-
- Check from the page
- http://www.blender.org/cms/Getting_Dependencies.135.0.html that you
- have all dependencies needed for building Blender. Note that for
- windows many of these dependencies already come in the lib/windows
- module from SVN.
-
- 4. Deciding on a Build Environment
- ----------------------------------
-
- To build Blender with the CMake scripts you first need to decide which
- build environment you feel comfortable with. This decision will also be
- influenced by the platform you are developing on. The current implementation
- have been successfully used to generate build files for the following
- environments:
+ 3. Building Blender
+ -------------------
- 1. Microsoft Visual Studio 2008. There is a free version available
- at http://http://www.microsoft.com/visualstudio/en-us/products/2008-editions/express
+ Building Blender requires obtaining a compiler, library dependencies,
+ and correct setup depending on the system. For details on how to set
+ up a build on various operating systems, see the wiki documentation:
- 2. Xcode on Mac OSX
+ http://wiki.blender.org/index.php/Dev:Doc/Building_Blender
- 3. Unix Makefiles (On Linux and Mac OSX): CMake actually creates make
- files which generates nicely color coded output and a percentage
- progress indicator.
-
-
- 5. Configuring the build for the first time
- -------------------------------------------
+ 4. Generic Setup
+ ----------------
CMake allows one to generate the build project files and binary objects
outside the source tree which can be pretty handy in working and experimenting
@@ -113,42 +91,14 @@
It is also possible to use the commandline of 'cmake' to override certain
of these settings.
- 6. Configuring the build after SVN updates
+ 5. Configuring the build after SVN updates
------------------------------------------
The $BLENDERBUILD directory maintains a file called CMakeCache.txt which
remembers the initial run's settings for subsequent generation runs. After
- every SVN update it may be a good idea to rerun the generation before building
- Blender again. Just rerun the original 'cmake' run to do this, the settings
- will be remembered. For the example above the following will do after every
- 'svn up':
-
- % cmake -G Xcode $BLENDERSOURCE
-
- 7. Specify alternate Python library versions and locations
- ----------------------------------------------------------
-
- The commandline can be used to override detected/default settings, e.g:
-
- On Unix:
- cmake -D PYTHON_LIBRARY=/usr/local/lib/python3.2/config/libpython3.2.so -D PYTHON_INCLUDE_DIR=/usr/local/include/python3.2 ../blender
- On Macs:
- cmake -D PYTHON_INCLUDE_DIRS=/System/Library/Frameworks/Python.framework/Versions/3.2/include/python3.2 -G Xcode ../blender
-
- Mote that this should only be needed once per build directory generation because it will keep the overrides in CMakeCache.txt for subsequent runs.
-
-
-
- To be continued...
-
- TODO's
- ------
-
- 1. Get CMake to create proper distribution directories for the various platforms
- like scons does.
- 2. Investigate the viability of using CPack to package installs automatically.
- 3. Refine this document and write detailed developer's document.
- 4. Make sure all options (ffmpeg, openexr, quicktime) has proper CMake support
- on the various platforms.
+ SVN updates that contain changes to the build system, rebuilding Blender will
+ automatically invoke CMake to regenerate the CMakeCache.txt and other files
+ as needed.
/Jacques Beaurain (jbinto)
+
diff --git a/doc/python_api/rst/bge.logic.rst b/doc/python_api/rst/bge.logic.rst
index 944b1ca06a0..27029914487 100644
--- a/doc/python_api/rst/bge.logic.rst
+++ b/doc/python_api/rst/bge.logic.rst
@@ -127,7 +127,7 @@ Variables
.. data:: joysticks
- A list of attached joysticks. The list size it he maximum number of supported joysticks. If no joystick is available for a given slot, the slot is set to None.
+ A list of attached :class:`~bge.types.SCA_PythonJoystick`s. The list size is the maximum number of supported joysticks. If no joystick is available for a given slot, the slot is set to None.
*****************
General functions