Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.
We added a panel in render space to adjust some yafray settings (GI and so)
Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.
Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)
We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.
So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
You'll need SCons (www.scons.org) to build.
Platforms currently working:
* Linux (me)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* Windows (jesterKing)
- builds with quicktime (optional)
- builds with openal (optional)
- builds with international support (optional)
- Use the DOS box to build
- builds with precompiled libraries
* Irix (Hos)
- Uses default Irix compiler
- Not all optimization levels correct yet
- options for quicktime, openal and international disabled
- builds with precompiled libraries
* Cygwin (me)
- has a problem in the linking stage
- uses free build tools (gcc)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* MacOS (sgefant)
- builds with quicktime (optional)
- options for openal and international disabled
- builds a nice bundle
- builds with precompiled libraries
Thanks to IanWill for a bugfix in the Linux build.
Note: This is a work in progress. A lot still has to be done - for example the
optional parts are only to be enabled by directly setting 'true' or
'false' in the SConstruct file. This needs to be moved to a user config
file. Also, the .o/.obj files are stored in the source tree. This needs
to be fixed as well.
The game engine is not yet built.
(seems half of the references were one way, the other half were
the other way). Also made irix link to $(OCGDIR)/intern/*SoundSystem/*
instead of $(OCGDIR)/gameengine/*SoundSystem/*
I need to get openal working on my machine before I can test it so
if it doesn't work feel free to fix it. Hopefully this will be
the majority of the stuff though.
Kent
SoundSystem has been moved from source/gameengine to intern. This was needed
because functionality from SoundSystem was needed by
source/blender/src/editsound.c.
* Removed the option for the openal check in configure.ac. It's needed now by
SoundSystem
* Removed the functionality for checking if 'noaudio' was provied on the
commandline. Now audio is default on.
Florian Eggenburger).
Full instructions are in doc/README.windows-gcc.
Main differences from Florian's patch:
- the 'lib' dir should now be the same level as the 'blender' dir (rather
than being a subdir of 'blender'). This is consistent with the other
platforms that bf-blender supports (tuhopuu will also adopt this convention
hopefully soon).
- the script 'free_windows-env.mk' is no longer needed ... see the
docs about how this is overcome (again, tuhopuu will hopefully
also follow this route soon).
- the dlltool dir has it's own Makefile that builds all of the
needed stub libraries from the dll's in cvs.
(I noticed its not completely gone yet from the blender/source dir)
But its a big step in the right direction if it doesn't enable
all of the functionatlity already...
(Using cscope for LICENSE_KEY_VALID still turns up some stuff)
Kent
--
mein@cs.umn.edu
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu