Autoconfiscated Blender from root to leaf
Moderators: jesterKing, stiv
-
- Posts: 10
- Joined: Tue Oct 15, 2002 11:13 pm
- Location: Los Angeles, California, USA
- Contact:
Autoconfiscated Blender from root to leaf
http://www.linux.ucla.edu/~phaethon/ble ... oconf.html
Borne of desperation[1], I present onto the world Blender autoconfiscated from root to leaf.
Well, at least the more important parts...
Compiling static version is optional (--enable-blenderstatic). Compiling in GameBlender is optional (disabled by default, give --with-gameblender to ./configure). Using OpenAL is optional (--enable-openal). Those are the biggies.
The pre-compiled binaries were made with gcc (and g++) 3.2, host OS is Debian GNU/Linux unstable (last OS update 2002.10.14). The dynamically-linked version requires the system libsmpeg.so to also be compiled with gcc 3.2, due to changes in the gcc C++ ABI or something.
Many thanks to the folks that helped me along the way: heli, Jama Poulsen, sgefant, SirDude, Mo42, noselasd, ztonzy, and a few more over in #blenderchat.
Share and Enjoy
[1] I was desperate to compile *some* part of Blender.
Borne of desperation[1], I present onto the world Blender autoconfiscated from root to leaf.
Well, at least the more important parts...
Compiling static version is optional (--enable-blenderstatic). Compiling in GameBlender is optional (disabled by default, give --with-gameblender to ./configure). Using OpenAL is optional (--enable-openal). Those are the biggies.
The pre-compiled binaries were made with gcc (and g++) 3.2, host OS is Debian GNU/Linux unstable (last OS update 2002.10.14). The dynamically-linked version requires the system libsmpeg.so to also be compiled with gcc 3.2, due to changes in the gcc C++ ABI or something.
Many thanks to the folks that helped me along the way: heli, Jama Poulsen, sgefant, SirDude, Mo42, noselasd, ztonzy, and a few more over in #blenderchat.
Share and Enjoy
[1] I was desperate to compile *some* part of Blender.
echo '70:68:61:65:74:68:6F:6E:40:6C:69:6E:75:78:2E:75:63:6C:61:2E:65:64:75:' |
perl -npe 's/([^:]+):/chr(hex($1))/ge'
perl -npe 's/([^:]+):/chr(hex($1))/ge'
First off. Thank you. Thank you. Thank you. I really hope this is the direction CVS Blender goes for the build system. Autoconf just makes things so much easier (pun definitely intended). I had a few minor problems making the latest tar ball. I just used a simple ./configure && make I am using an x86 Debian testing install.
1) when building source/gameengine/SoundSystem/dummy
It couldn't find SND_AudioDevice.h and SND_SoundObject.h (and a couple of others)
I added
-I$(top_srcdir)/source/gameengine/SoundSystem \
-I$(top_srcdir)/source/gameengine/SoundSystem/include
to the Makefile in dummy and it was all good.
2) I had the same problem when I built source/gameengine/SoundSystem/openal
I thought this was not suppose to be of by default.
3) It required openal header files to build. My guess is that is should not have been building this directory by default.
Thanks for all your hard work!
1) when building source/gameengine/SoundSystem/dummy
It couldn't find SND_AudioDevice.h and SND_SoundObject.h (and a couple of others)
I added
-I$(top_srcdir)/source/gameengine/SoundSystem \
-I$(top_srcdir)/source/gameengine/SoundSystem/include
to the Makefile in dummy and it was all good.
2) I had the same problem when I built source/gameengine/SoundSystem/openal
I thought this was not suppose to be of by default.
3) It required openal header files to build. My guess is that is should not have been building this directory by default.
Thanks for all your hard work!
Hi PhaethonH,
first off, I think that this is a *very* cool accomplishment. To see this happen within a few days really strengthens my believe in the success of this project.
Second, I get a compile error
After the 'make' command, I get this output (RedHat 8.0/Kernel 2.4.18-14)
Thanks!
B@rt[/code]
first off, I think that this is a *very* cool accomplishment. To see this happen within a few days really strengthens my believe in the success of this project.
Second, I get a compile error

Code: Select all
mv -f .libs/ACT_ActionStack.lo ACT_ActionStack.lo
/bin/sh ../../libtool --mode=link g++ -funsigned-char -LNONE/ -o libblender_ACT.la -static ACT_Action.lo ACT_ActionC-Api.lo ACT_ActionStack.lo -lstdc++ -lvorbisfile -lvorbis -logg -lz -lutil -lm -lcrypto
-lpthread -lutil -ldl
../../libtool: line 1: cd: NONE/: No such file or directory
libtool: link: cannot determine absolute directory name of `NONE/'
make[3]: *** [libblender_ACT.la] Error 1
make[3]: Leaving directory `/home/bart/blender-autoconfiscate/intern/action'
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory `/home/bart/blender-autoconfiscate/intern'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/bart/blender-autoconfiscate'
make: *** [all] Error 2
B@rt[/code]
-
- Posts: 10
- Joined: Tue Oct 15, 2002 11:13 pm
- Location: Los Angeles, California, USA
- Contact:
Strange. It Worked For Me(TM). Thought I put in proper -I's as an add-on to INCLUDES. Hrm. I'm going to throw those dirs into the toplevel includes include-file in the next tarball.beergeek wrote:First off. Thank you. Thank you. Thank you. I really hope this is the direction CVS Blender goes for the build system. Autoconf just makes things so much easier (pun definitely intended). I had a few minor problems making the latest tar ball. I just used a simple ./configure && make I am using an x86 Debian testing install.
1) when building source/gameengine/SoundSystem/dummy
It couldn't find SND_AudioDevice.h and SND_SoundObject.h (and a couple of others)
I added
-I$(top_srcdir)/source/gameengine/SoundSystem \
-I$(top_srcdir)/source/gameengine/SoundSystem/include
to the Makefile in dummy and it was all good.
Ah, yes, true... I didn't remove system OpenAL headers and recompile, since a compile cycle takes upwards of 20 minutes for me, so I didn't test openal-less setup. That and I was always compiling with openal enabled2) I had the same problem when I built source/gameengine/SoundSystem/openal
I thought this was not suppose to be of by default.
3) It required openal header files to build. My guess is that is should not have been building this directory by default.


Thanks for the support!Thanks for all your hard work!
It looks like it is in theStrange. It Worked For Me(TM). Thought I put in proper -I's as an add-on to INCLUDES. Hrm. I'm going to throw those dirs into the toplevel includes include-file in the next tarball.
Code: Select all
@BlenderGAME_TRUE@gameblenderincludes = \
@BlenderGAME_TRUE@ -I$(top_srcdir)/source/gameengine/BlenderRoutines
Congrat!
Well done!
I'm almost ashamed of my mekefile I've posted. I think that this is the way to go for the final build system. Any chances of getting other targets (player, publisher, plug-in) to build?
I've builded a binary from your tree with wheel zoom patch and posted it on http://rozeta.com.pl/blender/bin/ but I cannot build a working static binary.
It just bus-errors in glxInitialization function. Do you have the same problem?
Maybe it would be better to build semi-static binary, without GL stuff linked in.
I think that they did it that way with NAN static builds.
P.
I'm almost ashamed of my mekefile I've posted. I think that this is the way to go for the final build system. Any chances of getting other targets (player, publisher, plug-in) to build?
I've builded a binary from your tree with wheel zoom patch and posted it on http://rozeta.com.pl/blender/bin/ but I cannot build a working static binary.
It just bus-errors in glxInitialization function. Do you have the same problem?
Maybe it would be better to build semi-static binary, without GL stuff linked in.
I think that they did it that way with NAN static builds.
P.
I can only agree to Bart! You enabled so many people to firstly compile a Blender theirselves.
Thanks!
Carsten.
PS: However, I could not make it so far
Always the python, how do I tell the configure where it is?
gcc -g -O2 -o blendermodule main.o -L/usr/X11R6/lib/ -L/usr/lib/python2.2/config -lpython2.2 -lstdc++ /usr/lib/libGLU.so /usr/lib/libGL.so -L/usr/X11R6/lib -lSM -lICE -lXmu -lXext -lXi -lX11 -logg /usr/lib/libesd.so -L/usr/lib -laudiofile -lz -lpng -lm /usr/lib/libjpeg.so -lcrypto -lpthread -lutil -ldl
/usr/bin/ld: cannot find -lpython2.2
collect2: ld returned 1 exit status
make[5]: *** [blendermodule] Fehler 1
Thanks!
Carsten.
PS: However, I could not make it so far

Always the python, how do I tell the configure where it is?
gcc -g -O2 -o blendermodule main.o -L/usr/X11R6/lib/ -L/usr/lib/python2.2/config -lpython2.2 -lstdc++ /usr/lib/libGLU.so /usr/lib/libGL.so -L/usr/X11R6/lib -lSM -lICE -lXmu -lXext -lXi -lX11 -logg /usr/lib/libesd.so -L/usr/lib -laudiofile -lz -lpng -lm /usr/lib/libjpeg.so -lcrypto -lpthread -lutil -ldl
/usr/bin/ld: cannot find -lpython2.2
collect2: ld returned 1 exit status
make[5]: *** [blendermodule] Fehler 1
-
- Posts: 10
- Joined: Tue Oct 15, 2002 11:13 pm
- Location: Los Angeles, California, USA
- Contact:
Another update.
This time two tarballs. One is the "dist"-style tarball, the normal "untar; ./configure; make install" type tarball; the other is a tarball snapshot of my working directory. Precompiles not updated due to imminent release of NaN's 225.
Updates in a nutshell:
Updates in a nutshell:
- "dist" target produces something meaningful.
- Saving image to PNG works.
- That "NONE/" thing B@rt was suffering ought to be stepped around now (but I'm not going to uninstall all of X11 just to test that...)
- beergeek's scroll_zoom patch (untested; I still have my windowmanager intercepting mouse events).
- More vicious guarding of OpenAL code on --disable-openal
- Explicity invokes python with the version number in blendermodules (python version still autodetected)
- Binary is named "blendercreator-ph" (trailing "-static" for static version).
-
- Posts: 2
- Joined: Fri Oct 18, 2002 4:54 pm