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

Salvatore Russo salvatore.russo at laposte.net
Thu May 12 16:14:38 CEST 2005


Hi,
 
I will follow Ton’s recommendations. I will maybe asked later more information about Glut modifications but for the moment, I need time to study that all.

I will make you know,
Thanks Kent, thanks Ton for your reply! And thanks Marteen for your help!
 
Salvatore


> 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
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at projects.blender.org
> > http://projects.blender.org/mailman/listinfo/bf-committers
> >
> >
> ------------------------------------------------------------------------ 
> --
> Ton Roosendaal Blender Foundation ton at blender.org 
> http://www.blender.org
> 
> _______________________________________________
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