[Bf-committers] OS X 10.3.2 SCons, redux part 2

Nathan Letwory bf-committers@blender.org
Thu, 08 Jan 2004 15:52:22 +0200


Maybe a dumb question, but shouldn't __APPLE__ be defined? It should 
enable the quicktime code... (src/buttons_scene.c+560 to 624

/Nathan Letwory

Stefan Gartner wrote:

> On Thursday 08 January 2004 03:15, Matt Ebb wrote:
> 
>>Here's an update to my situation, for reference. Sgefant gave me some
>>help in IRC last night, and I got a bit further. Appending 'objc' to my
>>platform_libs got rid of my last problem (ld: /usr/lib/crt1.o illegal
>>reference to symbol: __objcInit defined in indirectly referenced
>>dynamic library /usr/lib/libobjc.A.dylib) and Blender finally got
>>built!
>>
>>Sgefant then tried helping me to get Python working properly (without
>>manually typing in paths)by adding (I think it was just this line?)
>>
>>     link_env.Append (LINKFLAGS=' -framework Python')
>>
>>to line 305. This didn't seem to work properly and it looked like it
>>actually broke SCons itself, rather than the build:
>>
>>scons: *** unable to fetch contents of '<SCons.Executor.Executor
>>instance at 0x6aaa08>'
>>scons: internal stack trace:
>>File
>>"/System/Library/Frameworks/Python.framework/Versions/2.3/lib/scons/
>>SCons/Taskmaster.py", line 349, in next_task
>>task.make_ready()
>>File
>>"/System/Library/Frameworks/Python.framework/Versions/2.3/lib/scons/
>>SCons/Taskmaster.py", line 168, in make_ready
>>if not t.current(c):
>>File
>>"/System/Library/Frameworks/Python.framework/Versions/2.3/lib/scons/
>>SCons/Node/FS.py", line 1457, in current
>>bsig = calc.bsig(self)
>>File
>>"/System/Library/Frameworks/Python.framework/Versions/2.3/lib/scons/
>>SCons/Sig/__init__.py", line 372, in bsig
>>sigs.append(self.module.signature(node.get_executor()))
>>File
>>"/System/Library/Frameworks/Python.framework/Versions/2.3/lib/scons/
>>SCons/Sig/MD5.py", line 84, in signature
>>raise AttributeError, "unable to fetch contents of '%s'" % str(obj)
>>scons: building terminated because of errors.
> 
> 
> umm, sorry for that :) The idea was to use the Python Framework, as it seems 
> to be installed by default. Apparently scons isn't too happy about that.
> 
> 
>>Anyway, I went back to the original setup I had with the python
>>variables written in manually to point to /sw/
>>
>>Next, tried to build with QuickTime. I copied:
>>
>>if use_quicktime == 'true':
>>         defines += ['WITH_QUICKTIME']
>>
>>to the Darwin section, which I found in sgefant's SConstruct. I did a
>>scons --clean, and then rebuilt - libblender_quicktime.a gets compiled
>>correctly and it seems to link as well. However, QuickTime in Blender
>>doesn't work! :( There is no Quicktime option in the file format menu,
>>and I can't import QuickTime movies.
> 
> 
> I have the same problem, but no idea why quicktime support doesn't work. 
> Unfortunately I'm moving tomorrow, so it will take some time until I'll be 
> able to investigate this further.
> 
> 
>>Ignoring that for now and moving along, I tried to build with
>>international fonts. I added this to the darwin section (half copied
>>from linux2):
>>
>>     # International stuff
>>     if (use_international == 'true'):
>>         defines += ['INTERNATIONAL', 'FTGL_STATIC_LIBRARY',
>>'WITH_FREETYPE2']
>>         platform_libpath += [darwin_precomp + '/ftgl/lib']
>>         platform_libs += ['ftgl', 'freetype']
>>         extra_includes += [darwin_precomp + '/ftgl/include',
>>                            '/sw/include/freetype2']
>>
>>FTF_TTFont.cpp couldn't find BKE_utildefines.h so I appended
>>'../blenkernel' to the end of include_paths in
>>source/blender/ftfont/Sconscript
>>
>>Trying to build with these settings then gives the error:
>>
>>ld: Undefined symbols:
>>_bindtextdomain
>>_gettext
>>_textdomain
>>scons: *** [blender] Error 1
>>scons: building terminated because of errors.
> 
> 
> try adding  the following lines to the snippet above:
> 
> platform_libpath += [darwin_precomp + '/gettext/lib']
> platform_libs += ['intl']
> extra_includes += [darwin_precomp + '/gettext/include']
> 
> 
> 
>>And that's what I'm up to now.
>>
>>Sorry for the huge mail again - I'm really just experimenting with
>>trial and error, so I thought as much info as possible would be helpful
>>to try and sort this out.
>>
>>Cheers
>>
>>Matt
> 
> 
> sgefant
> 
> _______________________________________________
> Bf-committers mailing list
> Bf-committers@blender.org