non port: games/q3cellshading/files/patch-code-unix-Makefile |
Number of commits found: 5 |
Thursday, 29 Feb 2024
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20:21 Tijl Coosemans (tijl)
Mk/*: Build with a clean environment
Both our make and gmake use the MAKEFLAGS environment variable but the
values aren't compatible and the latest version of gmake complains about
that. To rule out that any environment variable can cause problems like
this, add a new command SETENVI=/usr/bin/env -i that clears the
environment, and use it to run upstream build systems with a clean
environment.
Introduce a new variable WRK_ENV that contains the environment to use
with SETENVI in all targets that run upstream build commands. Variables
that are common between CONFIGURE_ENV and MAKE_ENV could be moved to
WRK_ENV but for now it just contains a minimal environment:
HOME=${WRKDIR}: Fixes USES=elixir ports that were using the user's HOME.
OSVERSION: For cross building; determines the output of uname -K and
getosreldate(3); affects net/freebsd-telnetd for example.
PATH: Fixes USES=gem ports that were using the user's PATH.
PWD=$${PWD}: Preserve current working directory; affects USES=go ports.
TERM: To preserve colored output to terminals.
TMPDIR: For users who define that.
UNAME_*: For cross building; determines the output of uname(1); affects
lang/python* for example.
This commit deals with everything under Mk/. Ports that have their own
targets running upstream build commands can switch to SETENVI later.
The ports tree adds its definition of ARCH to the MAKEFLAGS environment
variable, which is interpreted by sub-makes as command line arguments,
which means that any definition of ARCH in upstream makefiles was
overridden. The following ports required fixes now that this is no
longer the case.
games/iortcw, games/q3cellshading, games/tremulous:
These use Quake 3 engine code. Fix use of ARCH. Reduce diff between
FreeBSD code and Linux code.
games/legesmotus:
Remove ARCH related patches.
lang/ocaml:
Patch configure script so it detects amd64 correctly. Also make the
powerpc case consistent with the other architectures. This also affects
other ocaml ports like devel/ocaml-ocamlbuild and math/ocaml-num that
include a Makefile.config installed by lang/ocaml. While here, use
SETENVI in check-test target.
net/libnatpmp:
Use of upstream definition of ARCH triggers installation in PREFIX/lib64
on amd64. Disable this.
PR: 276478
Approved by: portmgr (antoine)
Exp-run by: antoine
572f236 |
Tuesday, 28 Nov 2023
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14:34 Alexey Dokuchaev (danfe)
games/q3cellshading: cleanup release CFLAGS, take maintainership
Since we already patch the Makefile, it makes little sense to fix
it up again in the `post-patch' target.
6e62185 |
Wednesday, 25 Mar 2015
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23:00 marino
games category: Remove $PTHREAD_LIBS
approved by: PTHREAD blanket
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Saturday, 19 Apr 2008
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17:56 miwi
- Remove unneeded dependency from gtk12/gtk20 [1]
- Remove USE_XLIB/USE_X_PREFIX/USE_XPM in favor of USE_XORG
- Remove X11BASE support in favor of LOCALBASE or PREFIX
- Use USE_LDCONFIG instead of INSTALLS_SHLIB
- Remove unneeded USE_GCC 3.4+
Thanks to all Helpers:
Dmitry Marakasov, Chess Griffin, beech@, dinoex, rafan, gahr,
ehaupt, nox, itetcu, flz, pav
PR: 116263
Tested on: pointyhat
Approved by: portmgr (pav)
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Sunday, 13 Aug 2006
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23:16 alepulver
The goal of this project is to add Cell Shading capabilities to the Quake III
engine with Real-time performance.
In order to provide such feature we have decided to use Kuwahara filter.
Kuwahara filter is a noise-reduction filter that preserves edges.
It uses four subquadrants to calculate the mean and variance and chooses the
mean value for the region with the smallest variance.
To increase the hand-painted effect we have decided to apply a simple blur
filter to reduce hard-edges on textures and increase the flatness effect.
To produce the cell shading effect we use no graphics card shaders, so our
implementation could run with almost any gfx card. The edge effect is produced
by painting backface polygons with a thick wireframe without textures and
repaint all the scene, but this time, with textures.
We have also implemented a different algorithm (we call it White Texture),
which uses white textures. It looks like this and this, you can set the
console variable r_celshadalgo to 2, and load another map, or run using the
appropiate link that came with the release.
WWW: http://q3cellshading.sourceforge.net/
PR: ports/101677
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Number of commits found: 5 |