[Bf-committers] iksolver_plugin.c error, MSVC 2010 express project files.
cwize1 at gmail.com
Mon Mar 29 06:26:03 CEST 2010
Blender is suppose to be built using CMake or Scons. These two tools are
designed to make cross platform software building as painless as possible.
That is, one set of config files for all platforms.
You get similar errors trying to use the VS2008 files in VS2008. From what I
can tell the VS files aren't maintained and I am surprised they haven't been
deleted. The CMake and Scons files are the ones that are updated and are the
ones that should be used.
CMake had support for VS2010 since November last year. So in theory it
should work without too much modification.
On Mon, Mar 29, 2010 at 1:59 PM, Pacific Morrowind <
pacificmorrowind at gmail.com> wrote:
> 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)
> >>> _______________________________________________
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> >>> Bf-committers at blender.org
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