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

Pacific Morrowind pacificmorrowind at gmail.com
Mon Mar 29 04:59:55 CEST 2010

oh sure... will have to read up on cmake but that no problem - I enjoy 
new knowledge of any kind.
However I've found another thing:
MSVC 2010 doesn't support (for example) [code]#include 
<MT_assert.h>[/code] except with MS header files (at least that's the 
only kind of files that it seems to accept that format with) - however 
it will work fine with [code]#include "MT_assert.h"[/code]. So I'm 
wondering if a patch that changed any/all of those #include 
<whateverfile> to #include "whateverfile" would be accepted? - If so 
I'll make a patch up of all of my changes for those. (For this at least 
I know it /should/ work with any other build system since most of the 
includes are already using quotes).
Thanks for the comments and suggestions.
Pacific Morrowind

On 28/03/2010 6:27 PM, Erwin Coumans wrote:
> (accidently hit the send button early)
> It would be better to support cmake, and not checking in manual
> generated visual studio 2010 projectfiles.
> Thanks,
> Erwin
> On Mar 28, 2010, at 18:23, Erwin Coumans<erwin.coumans at gmail.com>
> wrote:
>> As Tom mentioned, could you please try using cmake to autogenerate
>> visual studio 2010 project files?
>> It would be better for
>> Thanks,
>> Erwin
>> 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)
>>> _______________________________________________
>>> Bf-committers mailing list
>>> Bf-committers at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
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