after much suffering, got GE build and work almost cleanly on Os X
authorJean-Luc Peurière <jlp@nerim.net>
Mon, 16 Jan 2006 22:27:30 +0000 (22:27 +0000)
committerJean-Luc Peurière <jlp@nerim.net>
Mon, 16 Jan 2006 22:27:30 +0000 (22:27 +0000)
commit77c4eef90bf6a221838de64aa9aafbe95b30b264
treebb570d1bef0def5cdd19dfb3771561387702e459
parent4734a2db7edcd63f1f1d290584ee7f1032f68d4e
after much suffering, got GE build and work almost cleanly on Os X
(with make, need to confirm with scons)

after cleaning the changes are in fact minimal, but the situation
is still quite a bit hackish.

Game engine coders, there is also quite a number of warnings that
need to be fixed.

current situation is that everything seems to work, but GLSL shaders
spew a lot of errors on console and blender may crash on exit when
a GLSL shader was used. ARB stuff works fine.
18 files changed:
SConstruct
source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
source/gameengine/GamePlayer/common/GPC_PolygonMaterial.cpp
source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
source/gameengine/GamePlayer/ghost/GPG_Application.cpp
source/gameengine/Ketsji/BL_Shader.cpp
source/gameengine/Ketsji/BL_Texture.cpp
source/gameengine/Ketsji/KX_BlenderMaterial.cpp
source/gameengine/Ketsji/KX_PythonInit.cpp
source/gameengine/Rasterizer/Makefile
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/Makefile
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.h
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
source/nan_compile.mk
source/nan_definitions.mk