[Bf-committers] SCons building: Short question
Meino Christian Cramer
bf-committers@blender.org
Mon, 23 Feb 2004 00:10:00 +0100 (CET)
From: Michel Selten <michel.s@home.nl>
Subject: Re: [Bf-committers] SCons building: Short question
Date: Sun, 22 Feb 2004 20:25:19 +0100
Hi,
thank you for your reply, Michel...but my question was confusing...I
meant something different.
I have a little script which does the following.
1.) cp -a .../blender /tmp/. (copy the whole cvs source tree)
2.) cd /tmp/blender
3.) scons
4.) cp -f blender /usr/local/bin/. (this time "blender" is
the binary )
My question is:
Do I have to feed extra parameters or tweak SConstruct to achieve a
full featured blender executable (for example, the "configure script"
had some parameters like --prefix....what is about the gameengine?)
By the way... I miss a 'make install'....
Kind regards,
Meino
> On Sun, 2004-02-22 at 15:34, Meino Christian Cramer wrote:
> > Hi,
> >
> > ...am I right, that calling "scons" in the root of the blender
> > CVS source tree do build a new version of blender with all committed
> > changes ?
> >
> > ...I am not sure, but ist seems, that I get allways the same binary from
> > chnging sources...
> Hi,
>
> SCons 'sees' which files have been changed and will only recompile
> those, plus all dependencies (if any).
> By default it doesn't look at changed date/time, but it runs an MD5 sum
> on it, so only when the content of a file is changed, it will be
> recompiled.
> For a quick test, you could add a comment line to any .c or .h file in
> source/blender/src (for example), and see if scons rebuilds that file.
> Don't forget to undo your changes afterwards, or you could get cvs merge
> problems ;)
>
> With regards,
> Michel
>
>
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