Cal3D is a skeletal based 3D character animation library written in C++
in a way that is both platform-independent and graphics API-independent.
It was originally designed to be used in a 3D client for Worldforge, but
evolved into a stand-alone product which can be used in many different
kinds of projects.
Cal3D's essentials can be boiled down to 2 parts: the C++ library and
the exporter. The exporter is what you would use to take your characters
(built in a 3D modeling package) and create the Cal3D-format files that
the library knows how to load. The exporters are actually plug-ins for
3D modeling packages. This allows 3D artists to use the modeling tools
that they're already comfortable with.
The C++ library is what you would actually use in your application,
whether it's a game or a VR application. The library provides methods to
load your exported files, build characters, run animations, and access
the data necessary to render them with 3D graphics.
Remove WWW entries moved into port Makefiles
Commit b7f05445c00f has added WWW entries to port Makefiles based on
WWW: lines in pkg-descr files.
This commit removes the WWW: lines of moved-over URLs from these
pkg-descr files.
Approved by: portmgr (tcberner)
Add WWW entries to port Makefiles
It has been common practice to have one or more URLs at the end of the
ports' pkg-descr files, one per line and prefixed with "WWW:". These
URLs should point at a project website or other relevant resources.
Access to these URLs required processing of the pkg-descr files, and
they have often become stale over time. If more than one such URL was
present in a pkg-descr file, only the first one was tarnsfered into
the port INDEX, but for many ports only the last line did contain the
port specific URL to further information.
There have been several proposals to make a project URL available as
a macro in the ports' Makefiles, over time.
(Only the first 15 lines of the commit message are shown above )
graphics: remove 'Created by' lines
A big Thank You to the original contributors of these ports:
* "Waitman Gobble" <uzimac@da3m0n8t3r.com>
* Aaron Dalton <aaron@FreeBSD.org>
* Abel Chow <ozsanh45vds001@sneakemail.com>
* Adam Weinberger <adamw@FreeBSD.org>
* Ade Lovett <ade@FreeBSD.org>
* Ade Lovett <ade@lovett.com>
* Akinori MUSHA aka knu <knu@idaemons.org>
* Aldis Berjoza <aldis@bsdroot.lv>
* Alex Hayward <xelah@xelah.com>
* Alex Ivasyuv <siegerstein@pochta.ru>
* Alex Samorukov <samm@os2.kiev.ua>
(Only the first 15 lines of the commit message are shown above )
graphics/cal3d: unbreak build with Clang 6 (C++14 by default)
loader.cpp:899:12: error: cannot initialize return object of type
'CalCoreKeyframe *' with an rvalue of type 'bool'
return false;
^~~~~
loader.cpp:1448:11: error: no viable conversion from returned value of type
'bool' to function return type 'CalCoreSkeletonPtr' (aka
'RefPtr<CalCoreSkeleton>')
return false;
^~~~~
../../src/cal3d/refptr.h:16:9: note: candidate constructor not viable: no known
conversion from 'bool' to 'CalCoreSkeleton *' for 1st argument
RefPtr(T* ptr = 0)
^
../../src/cal3d/refptr.h:22:9: note: candidate constructor not viable: no known
conversion from 'bool' to 'const RefPtr<CalCoreSkeleton> &' for 1st argument
RefPtr(const RefPtr<T>& ptr)
^
Reported by: pkg-fallout (blocks 5 ports)
Approved by: portmgr blanket
Use USES=pathfix where applicable.
PR: 213195
Submitted by: mat
Exp-run by: antoine
Sponsored by: Absolight
Differential Revision: https://reviews.freebsd.org/D8093
Contract graphics/cal3d-devel into graphics/cal3d
The development of cal3d stopped in July 2006, about a week or two
after the last release (0.11.0). It makes no sense to have both cal3d
and cal3d-devel, so let's copy over the -devel port over to the stable
one and remove the -devel port. There's no reason to set a deprecation
period in this case.
While here:
* remove conflicts
* Update the WWW to the new home page
I've given graphics/cal3d a "fake" version of 0.11.1 to convey that it
is an update to the previous version of 0.11.0 rather than to completely
change the version scheme.
PR: 203135
Approved by: maintainer timeout
Discussed: portmgr (bapt)
- Update devel/automake to 1.14
- Update devel/gettext to 0.18.3
- Fix known-broken (from exp-runs) ports
- Clean up a lot of cruft in the devel/gettext port itself,
based on work from tijl@
PR: 178883
Submitted by: ade
Sponsored by: Wadsworth 6X
-Repocopy devel/libtool15 -> libtool22 and libltdl15 -> libltdl22.
-Update libtool and libltdl to 2.2.6a.
-Remove devel/libtool15 and devel/libltdl15.
-Fix ports build with libtool22/libltdl22.
-Bump ports that depend on libltdl22 due to shared library version change.
-Explain what to do update in the UPDATING.
It has been tested with GNOME2, XFCE4, KDE3, KDE4 and other many wm/desktop
and applications in the runtime.
With help: marcus and kwm
Pointyhat-exp: a few times by pav
Tested by: pgollucci, "Romain Tartière" <romain@blogreen.org>, and
a few MarcusCom CVS users. Also, I might have missed a few.
Repocopy by: marcus
Approved by: portmgr
Update CONFIGURE_ARGS for how we pass CONFIGURE_TARGET to configure script.
Specifically, newer autoconf (> 2.13) has different semantic of the
configure target. In short, one should use --build=CONFIGURE_TARGET
instead of CONFIGURE_TARGET directly. Otherwise, you will get a warning
and the old semantic may be removed in later autoconf releases.
To workaround this issue, many ports hack the CONFIGURE_TARGET variable
so that it contains the ``--build='' prefix.
To solve this issue, under the fact that some ports still have
configure script generated by the old autoconf, we use runtime detection
in the do-configure target so that the proper argument can be used.
Changes to Mk/*:
- Add runtime detection magic in bsd.port.mk
(Only the first 15 lines of the commit message are shown above )
Mass-conversion to the USE_AUTOTOOLS New World Order. The code present
in bsd.autotools.mk essentially makes this a no-op given that all the
old variables set a USE_AUTOTOOLS_COMPAT variable, which is parsed in
exactly the same way as USE_AUTOTOOLS itself.
Moreover, USE_AUTOTOOLS has already been extensively tested by the GNOME
team -- all GNOME 2.12.x ports use it.
Preliminary documentation can be found at:
http://people.FreeBSD.org/~ade/autotools.txt
which is in the process of being SGMLized before introduction into the
Porters Handbook.
Light blue touch-paper. Run.
New port graphics/cal3d-devel
Cal3D is a skeletal based 3D character animation library written in C++
in a way that is both platform-independent and graphics API-independent.
It was originally designed to be used in a 3D client for Worldforge, but
evolved into a stand-alone product which can be used in many different
kinds of projects.
Cal3D's essentials can be boiled down to 2 parts: the C++ library and
the exporter. The exporter is what you would use to take your characters
(built in a 3D modeling package) and create the Cal3D-format files that
the library knows how to load. The exporters are actually plug-ins for
3D modeling packages. This allows 3D artists to use the modeling tools
that they're already comfortable with.
(Only the first 15 lines of the commit message are shown above )
. Add USE_GNOME=pkgconfig as this port installs pkgconfig meta data. This
also fixes a problem with the packing list (libdata/pkgconfig would be
created by the port but not removed by it, now it will be done by the
pkgconfig port).
PR: 75119
Submitted by: Stefan Walter <sw@gegenunendlich.de> (maintainer)
Add cal3d 0.9.1,
Cal3D is a skeletal based 3D character animation library
written in C++ in a way that is both platform-independent and
graphics API-independent. It was originally designed to be
used in a 3D client for Worldforge, but evolved into a
stand-alone product which can be used in many different kinds
of projects.
Cal3D's essentials can be boiled down to 2 parts: the C++
library and the exporter. The exporter is what you would use to
take your characters (built in a 3D modeling package) and
create the Cal3D-format files that the library knows how to
load. The exporters are actually plug-ins for 3D modeling
packages. This allows 3D artists to use the modeling tools that
they're already comfortable with.
The C++ library is what you would actually use in your
application, whether it's a game or a VR application. The
library provides methods to load your exported files, build
characters, run animations, and access the data necessary to
render them with 3D graphics.
PR: ports/68954
Submitted by: Stefan Walter <sw@gegenunendlich.de>