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2025-05-27Pass configuration phase with vcpkg replacing MSYS2Erik Kundiman
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.
2025-05-13Not rely on (LL_)USESYSTEMLIBS macro & CMake settingErik Kundiman
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.
2025-04-07Fix logics for using prebuilt or system GLMErik Kundiman
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.
2024-08-19Merge branch 'webrtc-voice' into 2024.06-atlasaurusErik Kundiman
2024-07-29GLM on GNU/Linux distros aren't updated enoughErik Kundiman
The viewer codebase requires GLM 1.0.x, not 0.9.x.
2024-07-28Make system GLM foundErik Kundiman
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.
2024-05-20#1392 GLTF Upload (#1394)Dave Parks
* #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>