[Bf-committers] openexr & blender
ton at blender.org
Mon Mar 14 14:00:51 CET 2005
Thanks for the info! We'll bother Kent and Gernot then! :)
Needless to say, doubling/tripling the size of our binary distros for 1
feature isn't really a topic for discussion here. So we'll have to
check alternative methods, with obviously the "plugin" route as most
- Would it be possible to dynamically link (dlopen) EXR runtime,
detecting it like now has been done for Yafray or Quicktime?
- If so, is the way EXR distributes themselves compliant for it? (e.g.
simple cross-platform install for people who like to use it)
- can we hack this EXR lib to kick out the 95% unused code? :)
On 13 Mar, 2005, at 23:17, Alfredo de Greef wrote:
> There was a lot of discussion at the meeting today
> about OpenEXR, things like location of include files
> and such. OpenEXR doesn't have a single include
> directory, only after installing all include files are
> put in one directory.
> I also use the pbrt renderer and this also uses
> openexr for it's output and has libraries and includes
> in the source. I thought it should be possible to use
> a similar approach for Blender. I tried this and it
> seems to work, on linux at least.
> What I did was copy the installed include dir (on my
> system /usr/local/include/OpenEXR) to
> /lib/xxxxx/openexr/include and all exr libs,
> libHalf.a, libIex.a, libIlmImf.a & libMath.a to
> /lib/xxxxx/openexr/lib, where xxxxx is name of the
> intended platform (though I actually never used the
> external lib dir, so I created it myself for this
> Then I modified SConstruct accordingly to use the
> correct paths. This worked, though the executable is a
> bit large, ~12Mb, ~7Mb stripped. The libraries
> themselves are also quite big (libIlmImf.a ~10Mb), so
> might not be an ideal solution.
> I did this using my own exr code (posted above), but
> I'm sure the same is possible with Gernot's code,
> though I didn't try that.
> Anyway, this was just meant as info in case it is
> And with that I hereby officially resign from this job
> and leave the rest to the real experts... ;)
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Ton Roosendaal Blender Foundation ton at blender.org
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