[Bf-committers] iksolver_plugin.c error, MSVC 2010 express project files.

Erwin Coumans erwin.coumans at gmail.com
Mon Mar 29 03:23:31 CEST 2010

As Tom mentioned, could you please try using cmake to autogenerate  
visual studio 2010 project files?

It would be better for

Sent from my iPhone

On Mar 28, 2010, at 17:19, Pacific Morrowind  
<pacificmorrowind at gmail.com> wrote:

> Hi all;
> I have finally gotten around to starting on building the Blender  
> source
> code myself so that I can test changes that I want to do.
> However I'm using MSVC 2010 express; for which there are no project
> files. So I have started converting the project files (unfortunately  
> it
> is requiring quite a lot of manual changes as well as the
> solution/project automatic upgrade), when I'm done the manual changes
> I'll submit them for inclusion (unless someone of the blender team  
> says
> that they would be unwanted or something like that).
> however I've found some errors/oddities in the blender source code:
> -  hundreds of truncation from double to float and similar warnings  
> (non
> fatal, and I'm guessing purposeful?)
> - a couple fatal errors;
>     - a few of which I've figured out and were in the project files  
> and
> could easily be changed even with my less than high skill level (and a
> few errors in the MSBuild 4.0 system - which does make me feel good
> since they are getting paid to program, and have years of coding
> experience and are still making errors - makes me feel higher skill
> level than I actually am)
>     - only one (so far) in the blender code which I've traced and
> figured out a fix for:
>     that is in /iksolver_plugin.c/ (which is in
> /\source\blender\ikplugin\intern\/); line 44 is currently [code] 
> #include
> "IK_solver.h"[/code]. However that won't work with MSVC 2010 ( builder
> can't find the file). So to fix it I replaced it with [code]#include
> "..\..\..\..\intern\iksolver\extern\IK_solver.h"[/code]; This works  
> fine
> for MSVC 2010. However I have no idea how the other build systems will
> respond to that change; so before I submit that as a patch could  
> someone
> with some other build system test that out?
> If anyone can test that I'd be really grateful. Also sorry for my
> (rather apparent) inexperience and lack of knowledge on C++  
> programming.
> As you may be able to guess by this message I'm hoping to get involved
> in the Blender development and hope that I will be able to  
> contribute at
> least a bit despite my currently very limited knowledge and  
> experience.
> Pacific Morrowind (or Nick if you prefer)
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