[Bf-committers] Blender, Pocketpc, Ghost and GLUT

Ton Roosendaal ton at blender.org
Thu May 12 12:22:11 CEST 2005


Hi,

What about this approach;

- Use the current 2.36 code
- remove all libraries/modules that potentially give issues.  
Makefiles/Scons already have options not to link with the game engine,  
or freetype, quicktime, gettext, et cetera
- make dummy libraries for where can't easily exclude it (like SDL or  
audio)

You can do all of that on your PC, keep it compiling & running, and  
just minimizing complexity to a level you consider porting work to be  
feasible.
That way you can still synchronize with our current CVS, since code in  
the source/blender/ tree won't really be a problem for Pocketpc.

The main porting effort then goes to the Ghost library. Now if you  
check the blender/src/ghostwinlay.c you can easily find the pointers  
how to wrap that on top of a Glut library. But be warned... Blender  
didn't really use the official Glut, but added very relevant changes in  
that library to make it work with Blender... so you'll have to redo  
that work as well.

-Ton-



On 10 May, 2005, at 19:16, Kent Mein wrote:

> In reply to Salvatore Russo (salvatore.russo at laposte.net):
>
>> Hello all,
>
> Hi Salvatore,
>
> This is just my opinion but basically as I see it you have pros/cons  
> for both.
> I'd say its a toss up.
>
> If you go with the older version, yes you have smaller code base and  
> the code
> is simpler.  Downside of this though is say you want new feature X that
> is in the current blender tree, more than likely it will be a heck of  
> a lot
> of work to get it added to your old one.  Even if you just look at
> blender a couple of months after the source was released, it was an
> entirely different beast as far as the code goes at that point.
>
> If you stick with current code base, it will probably be more work,
> you'll be more likely to be able to contribute ideas back into the  
> current
> tree for everyone else though.  You'll have more developers even if  
> they are
> indirect.  For example if someone finds a bug in the code that loads a  
> jpeg
> it will get fixed for free in your project if its integrated with  
> bf-blender.
> You'll get spiffy new features for free.
>
> Kent
> --  
> mein at cs.umn.edu
> http://www.cs.umn.edu/~mein
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>
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--
Ton Roosendaal  Blender Foundation ton at blender.org  
http://www.blender.org



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