Blender compile on Itanium linux

Compiling, libraries, modules, coding guidelines and porting

Moderators: jesterKing, stiv

Post Reply
grimey
Posts: 0
Joined: Tue Nov 15, 2005 7:55 pm

Blender compile on Itanium linux

Post by grimey »

Hey, guys,

Can anyone help with this error on compile from CVS? I think its the gl.h and glu.h fiels that are missing, because I can't find them in /usr/X11R6/include/GL . The os is suse-linux on itanium.

Thanks,

*****************************************
====> make all in extern/bFTGL/src
g++ -c -Wall -Wno-reorder -pipe -fPIC -DNDEBUG -O2 -DMOZ_NOT_NET -DNO_KETSJI -I../include -I/usr/include -I/usr/include/freetype2 FTBitmapGlyph.cpp -o /home/gengel/src/blend-src/blender/obj/linux-glibc2.3.3-ia64/extern/ftgl/FTBitmapGlyph.o
In file included from ../include/FTBitmapGlyph.h:9,
from FTBitmapGlyph.cpp:3:
../include/FTGL.h:44:31: GL/gl.h: No such file or directory
../include/FTGL.h:45:32: GL/glu.h: No such file or directory
FTBitmapGlyph.cpp: In member function `virtual float
FTBitmapGlyph::Render(const FTPoint&)':
FTBitmapGlyph.cpp:57: error: syntax error before `*' token
FTBitmapGlyph.cpp:59: error: `GL_UNPACK_ROW_LENGTH' undeclared (first use this
function)
FTBitmapGlyph.cpp:59: error: (Each undeclared identifier is reported only once
for each function it appears in.)
FTBitmapGlyph.cpp:59: error: `glPixelStorei' undeclared (first use this
function)
FTBitmapGlyph.cpp:60: error: syntax error before `*' token
FTBitmapGlyph.cpp:62: error: syntax error before `*' token
make[2]: *** [/home/gengel/src/blend-src/blender/obj/linux-glibc2.3.3-ia64/extern/ftgl/FTBitmapGlyph.o] Error 1
make[1]: *** [all] Error 1
make: *** [all] Error 1
*************************************

jesterKing
Site Admin
Posts: 207
Joined: Fri Oct 18, 2002 12:48 pm
Location: Finland

Post by jesterKing »

Make sure you have the developer package for opengl installed.

/Nathan

grimey
Posts: 0
Joined: Tue Nov 15, 2005 7:55 pm

Post by grimey »

Well , the system admin si telling me there is compatibility problem with some of the openGL dev libs and the system so he has to check with SGI. Is there a way to add these files locally and make changes in the make files with include statements? Trouble is, I don't know what else it might need.

I'm only using blender as a command line renderer on this system. So if there was a way to omit this part of the build, it would work for me.

Im not too proud to take an itanium build for linux from someone if anyone has that 8)

grimey
Posts: 0
Joined: Tue Nov 15, 2005 7:55 pm

Post by grimey »

Will the latest build from mesa work for the openGl libs? http://www.mesa3d.org/

SirDude
Posts: 233
Joined: Sun Oct 13, 2002 7:37 pm
Location: University of Minnesota (USA)
Contact:

Post by SirDude »

Mesa will probably be slower but yes it will work.

grimey
Posts: 0
Joined: Tue Nov 15, 2005 7:55 pm

Post by grimey »

Why can't these headers and libs be distributed with the CVS like a "normal" distribution, is there some license violation or something here I don't understand?

For example, we have to look at the impact installing these libs and headers has on the whole system since I'm not the only user. It would make things a lot easier.

LetterRip
Posts: 0
Joined: Thu Mar 25, 2004 7:03 am

Post by LetterRip »

They are depending on which distribution you are using - ie for windows download lib/windows, for OS X download lib/darwin, and there are others as well.

LetterRip

SirDude
Posts: 233
Joined: Sun Oct 13, 2002 7:37 pm
Location: University of Minnesota (USA)
Contact:

Post by SirDude »

Grimey,

The headers and libs for opengl are very implementation specific.
You should really be using native and or specific headers/libs for your
graphics card if you can. The mesa library will work on pretty much
every platform but should only be used if you can't do the above.

grimey
Posts: 0
Joined: Tue Nov 15, 2005 7:55 pm

Post by grimey »

If the headers + libs are in the distribution, I don't see them. Maybe I'm not dl-ing correctly...I'm using the code below from Vizzy. I also don't see how opengl could be tied to a graphic card...maybe tied to a system, but not a graphic card :? Hopefully, you see my point though, it is not possbile for some users (myself included) to make global changes to system software being used by lots of other people.



echo "########################################################"
echo "login to cvs, press ENTER for password"
echo "########################################################"
$cvs -q -d:pserver:anonymous@cvs.blender.org:/cvsroot/bf-blender login
# checkout lib
echo "########################################################"
echo "checkout lib"
echo "########################################################"
$cvs -q -z3 -d:pserver:anonymous@cvs.blender.org:/cvsroot/bf-blender co lib
#checkout blender
#get current cvs
echo "########################################################"
echo "checkout current cvs"
echo "########################################################"
$cvs -q -z3 -d:pserver:anonymous@cvs.blender.org:/cvsroot/bf-blender co blender
ln -s blender current-cvs
echo "########################################################"
echo "########################################################"
#branches:
for branch in $BRANCHES; do
echo "checkout cvs-branch $branch"
mkdir -p $BLENDERHOME/$branch
cd $branch
ln -s ../lib lib
##checkout cvs
#current cvs
echo "########################################################"
$cvs -q -z3 -d:pserver:anonymous@cvs.blender.org:/cvsroot/bf-blender co -r $branch blender
cd $BLENDERHOME
echo "########################################################"
echo "########################################################"
done;

jesterKing
Site Admin
Posts: 207
Joined: Fri Oct 18, 2002 12:48 pm
Location: Finland

Post by jesterKing »

For linux we don't include opengl headers and libs. You should get the ones that comes with your Linux distribution. I have the impression that most linux users want to use the development libraries that come with their system, that's also why the linux modules under lib/ in our CVS are *much* smaller compared to ie. the lib/windows module. That said, for Windows you'll have to use the OpenGL development files that come with the msvc or mingw packages - these are not included in our CVS.

I understand your sentiment to have it all included in our CVS, but there is hardly *any* software project out there that includes external dependencies in their CVS. Blender does so for some OSes, and AFAIK that is quite unique.

/Nathan

Post Reply