[Bf-committers] MSVC7 users rejoice!
Austin Benesh
doccoaster at msn.com
Mon Feb 21 00:07:12 CET 2005
Ya, I did a full CVS update. Works perfect - except for RAS_rasterizer and RAS_Openglrasterizer. There are a couple of python dependency lookup errors (can't find PyObjectPlus.h and Python.h). Also, GP_axctl can't find "libmoto.lib".
----- Original Message -----
From: Gilbert, Joseph<mailto:jgilbert at tigr.org>
To: bf-blender developers<mailto:bf-committers at projects.blender.org>
Sent: Sunday, February 20, 2005 4:04 PM
Subject: RE: [Bf-committers] MSVC7 users rejoice!
Tell me your woes. Do you have errors? You'll need to update the /blender and lib/windows
-----Original Message-----
From: bf-committers-bounces at projects.blender.org<mailto:bf-committers-bounces at projects.blender.org> [mailto:bf-committers-bounces at projects.blender.org] On Behalf Of Austin Benesh
Sent: Sunday, February 20, 2005 5:52 PM
To: 'bf-blender developers'
Subject: RE: [Bf-committers] MSVC7 users rejoice!
Well, um, it's not perfect, but hey, it's better!
------------------------------------------------------------------------------
From: bf-committers-bounces at projects.blender.org [mailto:bf-committers-bounces at projects.blender.org] On Behalf Of Austin Benesh
Sent: Sunday, February 20, 2005 3:10 PM
To: bf-blender developers
Subject: Re: [Bf-committers] MSVC7 users rejoice!
YES! Thank you, so much!!!
----- Original Message -----
From: Gilbert, Joseph<mailto:jgilbert at tigr.org>
To: bf-blender developers<mailto:bf-committers at projects.blender.org>
Sent: Sunday, February 20, 2005 3:08 PM
Subject: [Bf-committers] MSVC7 users rejoice!
Hopefully the msvc7 build now works correctly.
Building on msvc7:
- build the blender/extern/extern.sln solution
- build the blender/intern/intern.sln solution
- build the blender/projectfiles_vc7/blender/blender.sln solution
There are 4 solution configurations now for extern.sln and intern.sln
Blender Debug and Blender Release are for building BlenderPlayer and
Blender. 3D Plugin Debug and Release are for building the ActiveX web
plugin. You should build a solution appropriate to what you want to do.
The blender.sln has 6 configurations now: Blender debug and release,
BlenderPlayer debug and release and 3D Plugin debug and release. Choose
the config you want and then 'build solution' (as apposed to build
blender).
You can bring up the activeX plugin in the test container and regester
it and play with it there. It should build now in both a JIT debug and
release version.
BlenderPlayer.exe and Blender.exe will build to blender/bin or
blender/bin/debug with their correct .dll dependencies already in the
folders. Also .Blender gets copied to the blender/bin/debug.
Blender and BlenderPlayer now build a true debug build with links to the
CRT and Python. (It was building a release version for both the debug
and release builds before)
I tried to convert the .sln and .vcproj file to a 2002 .NET compatible
format (even though I was using 2003 .NET) so it should be compatible
with both. (hopefully :)
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