Hi Ilikia, Sorry that I havent been more vocal here on the mailing list since getting back to work on monday. I have done some big efforts for the Tundra2 codebase since then. We are now working in the realXtend naali repo under tundra2 branch. I have made things build again like cave module. Python is still not done but I will get to it at some point. I would not use too much time for that yourself.
I have enhanced our cmake system and how windows finds dependencies. I automated fetching deps so you dont have to do a manual svn checkout anymore, and no manual copying of files into /bin. Last night I made a "make install" step for Tundra2 that you can (later at least) pass a prefix and you can install your build there with /lib /bin /include stuff like normal. erno aka e` is working on the linux build for tundra2. Quick steps to get going 1. Clone Branch located at https://github.com/realXtend/naali/tree/tundra2 2. Have git.exe in your path and run win_update_deps_vs2008.bat<https://github.com/realXtend/naali/blob/tundra2/win_update_deps_vs2008.bat> 3. Then run win_cmake_vs2008.bat<https://github.com/realXtend/naali/blob/tundra2/win_cmake_vs2008.bat> as usual You don't anymore need to have TUNDRA_DEP_PATH or similar in your system env variables. The scripst will take care you have the latest deps, copy them to bin for you and when you run cmake the deps path is cached so you never have to pass it again (unless you really want to change it). If you want to forget the dep path + all the found deps ofc you can delete CMakeCache.txt. win_update_deps_*.bat does this for you so you wont get strange results after updating deps. Source code has been moved under /src and there is some subdir separations SDK vs application level. This structure is not final but prepares us for the future and makes us look like a proper project with an actual src dir ;) I made static libs build under /lib. I modified the cmake system quite much to make it nicer and adding cmake/TundraInstall.cmake for "make install" macros (for all platform, on visual studio right click "INSTALL" project and select Build!). I'll keep you posted on python (at least i promise to try and remember :). The situation there is that we need to remove a lot of dead code. How SDK gets exposed to .py code and so forth probably stays as is and is not really hard to make build. Best regards, Jonne Nauha Adminotech developer On Fri, Jul 22, 2011 at 3:24 PM, ilikia <t...@ee.oulu.fi> wrote: > Hi again Ali, hope you had a nice festival weekend a week ago. Sielun > Veljet... would have been nice to see them again after all these > years. > > OK, I managed to make CAVE functionality work in Tundra 2.0, thanks a > lot for the instructions. I've fiddled with the remake of the > PythonScriptModule now and then, but I am just not up to it. It is > just too full of references to the old modules and to the old way to > define scenes and math. Errors after error... And I don't know how to > to rewrite the code, even if I commented out all the compiler errors. > > Adding PythonQt to the deps seemed to work, though, by copying the > PythonQt directory from NaaliDeps to Tundra2deps, and by adding the > line 'configure_python_qt()' to the upper level CMakeLists.txt. At > least vs2008 does not complain about '#include PythonQt.h'. > > Does anybody else need PythonScriptModule in Tundra2? I have to have > it to make my own code work. I'd really appreciate it if any of you > gurus would have the time to give me advice on how to port the > PythonScriptModule to Tundra2. > > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org > -- http://groups.google.com/group/realxtend http://www.realxtend.org