[Bf-committers] SCons build system future
kalast at gmail.com
Sun Dec 20 19:22:27 CET 2015
You don't need to open visual studio. You can just use nmake from
command line. What I personally do is have a nice batch file to do the
job for me. It only works from a developer command prompt for visual
studio. Here are its contents:
git checkout master
git pull --rebase
git submodule update --recursive --remote
cmake ..\blender -G "NMake Makefiles" -DCMAKE_BUILD_TYPE=Release
-DWITH_RAYOPTIMIZATION=ON -DWITH_CODEC_FFMPEG=OFF -DWITH_PLAYER=ON
-DWITH_IMAGE_OPENEXR=ON -DWITH_OPENCOLLADA=ON -DWITH_CYCLES=ON
-DWITH_MOD_OCEANSIM=ON -DWITH_FFTW3=ON -DWITH_LIBMV=ON
On 20/12/2015, matmenu <matmenu at live.fr> wrote:
> Exactly what Antony said. Nobody will care what the building system is,
> if it works out of the box. At the moment, it works perfect on Linux,
> but it's still not working flawlessly on windows for me and other
> friends. We made a little list of things that don't work properly:
> - When using the cmake_full script, 2 modules fail to build in VS2013
> - "cmake_full" script is not default.
> - With Scons it is a one-line cmd that compiles a release-like build in
> one step. With cmake, following the wiki doc, we have to 1) Start the
> GUI and choose the folders 2) configure, change some parameters manually
> 3)generate solutions, 4) open VS 5) switch from debug (default) to
> release 6) start the building process.
> - Switching branches is a pain. Everytime we switch the branch, we have
> to 1)delete cache, 2)configure and add my cutom params manually agin
> (with scons, it was just added to the scons script) 3) generate solution
> etc... otherwise, not all files are taken into account (for example for
> object_nodes branch which has a lot of new files) and build fails. With
> scons, the git checkout was enough to have the branch-specific scons
> script and run the one-line again.
> So I agree that the best experience on Linux is with Cmake, but on
> Windows, it's still far away from ideal. Maybe just because I don't know
> Cmake on windows well and the wiki doc is not adapted, but either it's
> in doc or scripts or both, there is still some things to do to make it a
> good switch. Fixing windows specific-bugs is already not funny, so it
> would be good to make the build process as easy as with scons.
> Am 20/12/2015 um 16:37 schrieb Antony Riakiotakis:
>> +1 to drop scons. It may be easy to setup for casual builders, but so
>> is cmake, if we provide good defaults.
>> On 20/12/2015, Thomas Dinges <blender at dingto.org> wrote:
>>> I use SCons too, but I also use CMake from time to time, so it's not a
>>> big deal to switch over.
>>> Therefore, I fully support removing SCons. Not sure we really need to
>>> wait for 2.8x to do it though, imho it's fine to drop it now, we still
>>> need 1-2 months before a new 2.7x release I guess, should be time enough
>>> to communicate the change.
>>> Am 20.12.15 um 15:22 schrieb Mike Erwin:
>>>> I use SCons but support the idea of having only one build system. Never
>>>> much luck building Blender with CMake but am willing to learn!
>>>> -- Mike
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