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* Remove USE_REINPLACE for categories starting with a Gedwin2006-05-071-1/+0
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* Convert MAINTAINER to my freebsd.org account.stefan2006-05-071-1/+1
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* Conversion to a single libtool environment.ade2006-02-231-8/+11
| | | | Approved by: portmgr (kris)
* [MAINTAINER] graphics/cal3d: Fix buildedwin2006-01-021-0/+5
| | | | | | | Fix build (as done in cal3d-devel). PR: ports/91211 Submitted by: Stefan Walter <sw@gegenunendlich.de>
* Mass-conversion to the USE_AUTOTOOLS New World Order. The code presentade2005-11-151-3/+1
| | | | | | | | | | | | | | | | | 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-develmnag2005-11-131-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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. WWW: http://cal3d.sourceforge.net/ Add CONFLICTS in graphics/cal3d PR: 88536 Submitted by: Jose Alonso Cardenas Marquez <acardenas@bsd.org.pe> Repocopy by: marcus
* Use pre-configure target.vs2005-09-251-2/+1
| | | | Submitted by: maintainer
* We need automake already at patch-timevs2005-09-231-0/+1
| | | | Noticed by: cluster
* Update to 0.10.0vs2005-09-221-4/+8
| | | | | PR: ports/86367 Submitted by: maintainer
* . Add USE_GNOME=pkgconfig as this port installs pkgconfig meta data. Thisglewis2004-12-151-0/+1
| | | | | | | | | 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)
* Kill off automake18, switching to automake19. Requiem Mors Pacem.ade2004-10-151-1/+1
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* Add cal3d 0.9.1,krion2004-07-131-0/+29
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>
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