Age | Commit message (Collapse) | Author |
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having libopenjpeg installed.
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the patches/ dir is NOT applied but perhaps we can get OSX and BSD working using the opj_config.h
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http://markmail.org/message/fp7ozcywxum3ar7n
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* added same definition used for compiling openjpeg with SCons, was causing issues when linking
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blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
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and endif() which is no longer needed.
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reporting missing headers & C files.
this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
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by cmake devs.
globbing vs explicit is discussed here.
http://www.cmake.org/pipermail/cmake/2008-December/025694.html
Practical implications are:
- developers need to keep CMakeLists.txt files up to date.
- Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
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all image formats should be able to load files bigger then 2gig (when its supported)
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in openjpeg svn but not in any release, so adding just that fix for now.
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patch on libopenjpeg
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* bring back 'player' libtype, after investigation with ideasman.
scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
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- changed the SDL and Freetype vars to match CMake's names
- removed unneeded freetype, SDL and ftgl includes
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* ensure all SConscripts are ready for win64-vc (where necessary).
* ensure we have proper _DEBUG flag for Python when we're doing a debug build.
* some cleaning up of linking etc.
* ensure /EHsc is there for game engine modules.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
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-r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
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most likely be included in next release)
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-r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
2.5 got merged, but no new files were added. Calls to these files
are commented out with "XXX etch-a-ton". editarmature.c and
transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
(player still fails to link).
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Kent
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I also did some small tweaks. removed ifdef's for pluginapi
didn't need them there.
Fixed it so the filesel shows jp2 as image files.
(I'm going to do makefiles next)
Kent
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overriding blenderplayers.
remove this file from building, other build systems should do this too.
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-r17853:HEAD
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- since we use this only as statically linked, I took out
some confusing #ifdefs.
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Blender builds and links on Linux. For now without BGE and its player,
but that will come. Priorities are still a mess, so expect more commits
soon.
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* accidently left priority tests around.
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* add support for building redcode on win32/msvc, but disabled for now, as there are linking problems
- I cleaned the redcode sconscript - the copying of headers within the source tree is not a clean solution
This needs to be fixed later on. For now, lets use redcode from extern/ until a better way is found.
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This makes it work for Mac OS X. Thanks to Jean-Luc Peuriere for the patch.
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This adds redcode (the file format of RED one, R3D) support to blender.
Seems to work fine with the footage I found on the web, but keep in
mind, that because of the unoptimized nature of libopenjpeg, frame
decoding isn't that fast.
It is also a rather challenging task, to make 4k-float-footage realtime :)
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