libjpeg: http://www.ijg.org/
libpng: http://www.libpng.org/pub/png/
zlib: http://www.gzip.org/zlib/
+ode: http://q12.org/ode/ode.html
openal: http://www.openal.org/home/ (for linux/windows)
sdl: http://www.libsdl.org/index.php (for openal)
smpeg: http://www.lokigames.com/development/smpeg.php3 (for openal)
nspr: ftp://ftp.mozilla.org/pub/nspr/releases
(side note: on debian linux you will need mozilla-dev and libnspr-dev)
+glut: http://www.opengl.org/developers/documentation/glut.html
+
If you do not have GL you will also need mesa:
-http://www.mesa3d.org
+mesa: http://www.mesa3d.org
*********************************************************************
*********************************************************************
We are in the process of moving things over to automake/autoconf
-The old makefiles are still in place and will work. If you want to
-get a working blender skip down to the next section and use this readme as
-a guide.
-
-If you want to play with the new autoconf environment you need to do the
-following, inside this dir:
-./bootstrap
-mkdir ../newdir
-cd ../newdir
-../blender/configure
-
-Take a look at INSTALL for options you can give to configure.
-About half of the intern directory is done so you won't get very far.
-If you want to work on fixing it you need to edit Makefile.am's and
-configure.ac
-after editing those files you need to run bootstrap again.
-
-TODO to finish up the intern dir
-Square away how ghost works.
-(i.e. would be nice if under windows you could choose X11 or normal windows
-libs, same with macos.. right now its a cludge and it doesn't do one explicitly
-probably involves changing the way configure.ac picks stuff)
-
-Get intern/python figured out.
-
-Add the following to configure.ac
- --with-openssl=dir
- --with-mozilla=dir (get it so nspr is autodetected here)
- --with-nspr=dir (incase in different dir)
- --with-jpeg=dir
- --with-png=dir
- --with-zlib=dir
-
-figure out why the heck the libtool that gets created is wrong on my
-system (mein@cs.umn.edu) :)
+The old makefiles are still in place and will work.
+If you want to get a working blender skip down to the next section
+and use this readme as a guide.
+If you want to play with the new autoconf environment take a look at
+doc/autoconfig.txt
*********************************************************************
*********************************************************************
(You'll want to change things like NAN_OPENSSL,NAN_JPEG, NAN_PNG etc..
to point to where you have it installed)
+If you want to integrate the game-engine in Blender, you might want
+to uncomment the following line in nan_compile.mk:
+#CFLAGS += -DGAMEBLENDER=1
+The define is disabled by default because there still are still some
+problems with this at the moment.
+
If you tried to just have a go at making stuff you might wind up with
an empty file /tmp/.nanguess
You need to remove the empty file and it will get created automatically
If you have any problems with the above post a message to the Forums on
www.blender.org
+
----------------------WINDOWS TIPS--------------------------------------
+
+When building Blender on Windows you have three choices:
+METHOD 1. Build using the old NaN Makefiles.
+METHOD 2. Build using the new automake/autoconf files
+METHOD 3. Use Microsoft Visual Studio project files
+
+These directions are for method 3. Method 1 was used in Nan in combination
+with Cygwin. I don't know if somebody ever tried method 2.
+
+EXTERNAL LIBARIES
+All external libraries that Blender depends on are found in CVS in
+precompiled form. If you did not already do so, check out
+blender/lib/windows from CVS. If you prefer to build or download those
+libraries yourself, there are some directions below.
+
+INTERN LIBRARIES:
+The first thing you need to do is to build the Blender "intern" libraries.
+You need to have Python installed on your machine.
+
+Open the workspace in the $NANBLENDERHOME/intern/make/msvc_6_0 directory.
+Build the "build_install_all" project. This will build all the intern libraries
+and installs them in the $NANBLENDERHOME/lib/windows directory.
+
+If the post build step (copying the libraries to their destinations) fails,
+this is probably due to the fact that MSVC can't find the XCOPY command as
+happened to me on an XP system. MSVC has it's own PATH that you can set through
+the options. Open options from the menu: Tools->Options. Go to the directories
+tab and select "Executable files" from the drop down menu. Now add you SYSTEM32
+directory.
+
+The last project build is the python_freeze project that will freeze python code
+for compilation and linking with Blender's C code. At the moment, this should be
+automatic except that batch file probably does not find Python. If this is the
+case, follow the same procedure as was mentioned above for the XCOPY command
+to add Python to your path.
+
+BUILDING BLENDER
+
+Open the workspace $NANBLENDERHOME/projectfiles/creator/blendercreator.dsw.
+This contains the following four main projects:
+blendercreator Builds the creator
+blenderpublisher Builds the publisher
+GP_ghost Builds the stand-alone game player
+GP_axctl Builds the ActiveX control
+
+Choose the project you want to build and hit F7. If all is well it should build
+with a lot of warnings but no errors.
+
+BUILDING/DOWNLOADING EXTERNAL LIBRARIES
+If you don't want to use the precompiled libraries you can download and/or
+build them yourself. Here are some directions.
+
+JPEG:
+BINARY LIBRARY:
+Go to sourceforge.net, navigate to the GnuWin32 project and download
+libjpeg-6b-lib.zip. Rename the unzipped directory "jpeg" and copy it to the
+$NANBLENDERHOME/lib/windows directory.
+FROM SOURCES:
+Download the jpeg sources from http://www.ijg.org/. Go into the source
+directory and copy the file jconfig.vc to jconfig.h. Now start a command box
+and run nmake /f makefile.vc (assuming nmake is in your path, if not run the
+vcvars32.bat batch file located in the VC98/Bin directory of the MSVC
+installation directory first).
+Copy these include files: jconfig.h, jerror.h, jmorecfg.h, jpeglib.h
+from the build directory to the lib tree in this directory:
+$NANBLENDERHOME/lib/windows/jpeg/include
+The file libjpeg.lib should be copied to:
+$NANBLENDERHOME/lib/windows/jpeg/lib
+
+PNG:
+Go to sourceforge.net, navigate to the GnuWin32 project and download
+libpng-1.2.4-1-lib.zip. Rename the unzipped directory "png" and copy it to the
+$NANBLENDERHOME/lib/windows directory.
+
+ZLIB:
+Go to sourceforge.net, navigate to the GnuWin32 project and download
+zlib-1.1.4-lib.zip. Rename the unzipped directory "zlib" and copy it to the
+$NANBLENDERHOME/lib/windows directory.
+
+
If you have any problems with the above post a message to the Forums on
www.blender.org
-
----------------------Mac OSX TIPS--------------------------------------
-Now before you go to the source directory, make sure you have installed the
-external libraries that Blender depends upon. Here is a description of the
-things you need.
-
-FINK:
-Use fink (http://fink.sourceforge.net/) to install the following libraries that
-Blender depends on:
+When building Blender on OSX you have three choices:
+METHOD 1. Build using the old NaN Makefiles.
+METHOD 2. Build using the new automake/autoconf files
+METHOD 3. Use the Project Builder project
+
+METHOD 1 and 3
+The first 4 steps are th same for methods 1 and 3. Only the actual Blender
+build step number 5 is different.
+
+Step1:
+If you want to follow method 1 and 3, follow the instructions above to set the
+environment variables. You don't need to edit the Makefiles. They should work
+out of the box in combinations with some external libraries that should be on
+your system in a fixed location.
+
+Step 2:
+You can use the package installer fink (http://fink.sourceforge.net/) for some
+of the external libraries:
1. openssl (fink install openssl)
-2. jpeg (fink install jpeg)
-3. png (fink install png)
-
-PYTHON:
+2. openssl-dev (fink install openssl-dev)
+3. jpeg (fink install libjpeg)
+4. png (fink install libpng)
+
+Step 3:
+The rest of the external libraries are present in CVS in binary format so you
+don't have to download them. Precompiled libraries are found in CVS in
+directory:
+$NANBLENDERHOME/lib/darwin-6.1-powerpc
+If you are not running on a darwing kernel 6.1 (which is likely if you auto-
+update your system, you might want to add a symbolic link in the
+$NANBLENDERHOME/lib/ directory. For example, if you work on a 6.2 kernel:
+ln -s darwin-6.1-powerpc darwin-6.2-powerpc
+
+Step 4:
+cd /System/Library/Frameworks/OpenGL.framework/
+ln -s Headers GL
+
+Step 5:
+Start the build process by building Blender's "intern" libraries. Navigate to
+$NANBLENDERHOME/intern and type make. This will build the intern libaries which
+will be installed into the $NANBLENDERHOME/lib/darwin-6.1-powerpc (thanks to
+the symbolic link).
+Now you can choose how to build Blender itself; using the Makefiles or the
+Project Builder project.
+
+Step 6 METHOD 1:
+Navigate to $NANBLENDERHOME/source and type make.
+
+Step 6 METHOD 3:
+The project Builder project can be found in the directory:
+$NANBLENDERHOME/projectfiles/pb_2_0_1
+Start Project Builder open the blender.pbproj project, choose a target (blender
+or player) and build.
+
+Step 7:
+Although the Makefiles in the intern directory run ranlib on the libraries
+built, the gcc linker complains about ranlib not being run. Until there is a
+solution, you will need to run ranlib by hand once in a while when the make
+breaks. Luckily, the error message lists the full path of the file to run
+ranlib on... Anybody out there with a real solution? I guess the problem arises
+from copying the files from one location to the other...
+
+
+BUILDING EXTERNAL LIBRARIES
+If you don't want to use the precompiled libraries you can download and/or
+build them yourself. Here are some directions.
+
+PYHON:
Mac OSX 10.2 (Jaguar) now comes with Python (2.2.1) pre-installed. This is fine
for producing the "frozen" Python code found in the intern directory. However,
the installation does not contain the python library to link against (at least
$NANBLENDERHOME/lib/darwin-6.1-powerpc/fmod/include
$NANBLENDERHOME/lib/darwin-6.1-powerpc/fmod/lib
-RANLIB:
-Although the make files run ranlib on the libraries built, the gcc linker
-complains about ranlib not being run. Until there is a solution, you will need
-to run ranlib by hand once in a while when the make breaks. Luckily, the error
-message lists the full path of the file to run ranlib on... Anybody out there
-with a real solution? I guess the problem arises from copying the files from
-one location to the other...
-
-Now wait, don't type make yet! You'll have to edit a config file of ODE first.
+ODE:
+Ode is currently included in the source tree of Blender. This might change in
+the close future. But for now you don't need to download Ode.
+If you want to build ODE yourself, you'll have to edit a config file of ODE first.
go to $NANBLENDERHOME/source/ode/config and edit the file "user-settings" so
that platform is equal to osx (PLATFORM=osx).
-Success!
+If you have any problems with the above post a message to the Forums on
+www.blender.org