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authorJean-Luc Peurière <jlp@nerim.net>2006-01-17 01:27:30 +0300
committerJean-Luc Peurière <jlp@nerim.net>2006-01-17 01:27:30 +0300
commit77c4eef90bf6a221838de64aa9aafbe95b30b264 (patch)
treebb570d1bef0def5cdd19dfb3771561387702e459 /source/nan_definitions.mk
parent4734a2db7edcd63f1f1d290584ee7f1032f68d4e (diff)
after much suffering, got GE build and work almost cleanly on Os X
(with make, need to confirm with scons) after cleaning the changes are in fact minimal, but the situation is still quite a bit hackish. Game engine coders, there is also quite a number of warnings that need to be fixed. current situation is that everything seems to work, but GLSL shaders spew a lot of errors on console and blender may crash on exit when a GLSL shader was used. ARB stuff works fine.
Diffstat (limited to 'source/nan_definitions.mk')
-rw-r--r--source/nan_definitions.mk3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/nan_definitions.mk b/source/nan_definitions.mk
index 1fa61ba718e..7a29aa2e724 100644
--- a/source/nan_definitions.mk
+++ b/source/nan_definitions.mk
@@ -170,6 +170,9 @@ endif
export NAN_SDLCFLAGS ?= -I$(NAN_SDL)/include
export NAN_SDLLIBS ?= $(NAN_SDL)/lib/libSDL.a -framework Cocoa -framework IOKit
+ export NAN_NO_KETSJI=false
+
+
# Uncomment the following line to use Mozilla inplace of netscape
# CPPFLAGS +=-DMOZ_NOT_NET
# Location of MOZILLA/Netscape header files...