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so no need for USE_FLATPAK, and just maybe there are some other
platforms that use this runtime as the distro info.
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Still uses prebuilt GLU, could be improved by using the glu shared
module.
Still uses prebuilt OpenAL, could be improved by separating the
ALUT dependency (which isn't available on the runtime) from it,
so we could use runtime's OpenAL.
Still uses prebuilt LibXML2, could be improved by separating the
Minizip & ColladaDOM from it (which aren't available on the
runtime) from it, so we could use runtime's LibXML2 but have
ColladaDOM built against it (and a still non-runtime Minizip).
Still uses FLTK 1.3, when I tried using 1.4, it still had linking
errors (might need to just add Cairo libraries to the
target_link_libraries).
VLC plugins are installed in vlc/plugins path relative to the vlc
& vlccore libraries, the way they are in the distro I got the
binaries from (Debian), cause I think it's the libraries that are
compiled with that path.
Still uses prebuilt dependencies in general, could be improved by
having them as modules to be built.
_FORTIFY_SOURCE needs to be skipped to avoid redefinition cause
Flatpak build system already defines it.
The conditionals for deciding installation paths need to be
reorganised to accomodate installation that doesn't require an
encapsulating namespace (because the installed files are already
encapsulated in the app sandbox).
The library directory naming scheme used here is lib64.
The libGLESv2.so & libvulkan.so.1 installed are still copies, not
links yet, because I'm still not familiar yet with the runtime
hierarchies (they might reside just in /usr/lib/x86_64-linux-gnu).
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so we don't have to keep 1.0.1 on vcpkg or MacPorts around any more
(the last version they compile with, in the code's current state).
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I happen to be using just Git Bash for convenience for running the
commands on the Windows build instructions, hence the build folder
pattern to be ignored from the result of running `uname -s` there.
The instructions omit the part where you install vcpkg and set the
VCPKG_ROOT environment variable, cause it depends on where you install
vcpkg to your liking, but the next commands will rely on that variable
being set correctly.
The CMake used here is MS VS 2022 Community Edition's one, since it will
know where the C++ compiler is.
$VCPKG_ROOT/downloads/tools/msys2/21caed2f81ec917b/mingw64/bin is where
pkg-config.exe can be found.
$VCPKG_ROOT/installed/`uname -m|sed 's/86_//'`-windows/tools/libxml2 is
where xmllint.exe can be found (from libxml2[tools]).
PKG_CONFIG_LIBDIR and PYTHON environment settings are pretty
self-explanatory.
The flags set on LL_BUILD are now for Visual C++ and not MinGW(64)'s GCC
or Clang any more, and copied from most of the flags in the variables
file from LL's build-variables repo.
vcpkg's apr & apr-util packages don't seem to install their .pc files,
hence the manual target_include/link_directories/libraries settings,
relying on some automatically generated INTERNAL CMake variable called
prefix_result. vcpkg's Boost needs the same treatment, plus some suffix.
We still use LL's prebuilt libs for OpenSSL, libcurl and WebRTC.
Actually too for ColladaDOM for now, but we prepare Windows ColladaDOM
self-building for later.
For GLM and Meshoptimizer too, it's just the checking that's skipped
otherwise it would fail (but the vcpkg packages can be used).
Visual C++ doesn't recognise the no-deprecated-declarations compile
option.
On Visual C++, the macro to denote x86-64 seems to be _M_X64 (if not
added there, it would try to find sse2neon :))
We still aren't using Autobuild here for Windows either, hence the
FALSE-d viewer_manifest.py based file bundling.
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but the fact that we keep on using as many system libraries as we
can (and only resort to other sources in certain cases), hasn't
changed, of course.
Also stop having to set USE_AUTOBUILD_3P to OFF.
Lines are reindented, and when a system library can be found for
a dependency, then that should be the way. If later we find out
that using some other way is better, than stick to that. So, one
option at a time, whichever is best for the situation.
GLEXT hasn't been used, and in order to be not having to hack its
.cmake file, we bypass it and refer to GLH (which is still used)
right away in LLWindow.
CMake commands that need to be bypassed, if it's a one-liner then
it's just commented out, but if it's multiple lines, then scope
them with if (FALSE) to minimise difference.
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Since the last merge, the prebuilt version has been used for all
Megapahit platforms, when some should've used the system version instead,
as instructed.
And then, not all Linux distros don't have sufficient version of GLM on
their repos, some do have and have already been instructed to install
system GLM anyway.
So the distros that still have insufficient version of GLM (0.9.9.8
instead of the necessary 1.0.1) are Debian, Ubuntu and openSUSE
Tumbleweed, while other distros and OSes have GLM 1.0.1.
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The viewer codebase requires GLM 1.0.x, not 0.9.x.
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I had to use find_package here directly because somehow our
"different" use_system_binary wouldn't set glm_FOUND to true, even
though CMake found the package.
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* #1392 WIP -- Functional texture upload, stubbed out .bin upload.
* #1392 GLTF Upload WIP -- Emulates successful upload
Successfully uploads texture
Emulates successful .gltf and .bin upload by injecting into local asset cache.
Emulates rez from inventory by setting sculpt ID of selected object
Currently fails in tinygltf parsing due to missing .bin
* Add missing notification
* Build fix
* #1392 Add boost::json .gltf reading support.
* #1392 boost::json GLTF writing prototype
* Create gltf/README.md
* Update README.md
* Update README.md
* Update README.md
* Update README.md
* Update README.md
* #1392 Add ability to render directly from LL::GLTF::Material
* Fix for mac build
* Mac build fix
* #1392 AssetType and Inventory Type plumbing
* #1392 More sane error handling and scheduling of uploads.
* #1392 Actually attempt to upload glbin
* Mac build fix, upload nudge
* Mac build fix
* Fix glTF asset uploads to server
* Mac build fix (inline not static)
* More consistent inline
* Add glm, mac nudge.
* #1392 For consistency with spec, start using glm over glh:: and LLFoo
* Another attempt at placating Mac builds
* Another Mac nudge
* Mac build take 23
* #1392 Prune LLMatrix4a from GLTF namespace.
* #1392 Fix for orientation being off (glm::quat is wxyz, not xyzw)
* #1392 WIP -- Actually send the sculpt type and id, nudge readme and alpha rendering
* #1392 Working download!
* #1394 Add support for GLTFEnabled SimulatorFeature
* #1392 Review feedback
---------
Co-authored-by: Pepper Linden <3782201+rohvani@users.noreply.github.com>
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