New Branch

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milipili
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New Branch

Post by milipili » Tue Jun 24, 2008 8:51 am

A few weeks ago I have started a new branch for several reasons :
  • - Completly remove AutoTools (*)
    - Make TA3D compile on Windows via MinGW (*) and Visual Studio (**)
    - Make TA3D compile on Mac OS X (*, need some testing with NVidia cards)
    - Try to make TA3D compile on Solaris (not very usefull but fun ^^)
    - Fix 3D issues with OS X (**)
    - Use specific paths according the OS (**)
    - Make some reordering to (**) :
    • - make the code more readable from outsiders
      - make easier to debug and track down some bugs from big big functions
      - fix obvious bugs
      - improve inlining
      - improve method prototypes
      - add some documentation (Doxygen)
      - use static libraries to avoid multiple compilation of the same .cpp (since we're using CMake)
      - split big source files and headers to make them big again with documentation
      - remove all C only codes
      - make the code more readable in order to Highlight some possible code optimization
Before continuing further, I would like your opinions for the changes already done, and if possible some tests for compilation under Windows
Some documentation about compiling is available in /docs/dev/compilation.*


* Status: Working
** Status Still in progress

PS(1): Cross compilation may be broken
PS(2): Compilation under Linux has not been tested since the last release of VMWare Fusion has a bug with the last kernel of Ubuntu 8
PS(3): Tests are not complete under Windows since TA3D uses only OpenGL and VMWare Fusion is not really optimized for it
PS(4): All last changes from the trunk have been merged in the branch
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    Post by Corsaire » Tue Jun 24, 2008 9:55 am

    Sounds impressive.

    No need to hesitate if this can provide some clarity and improve the code IMHO.

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    Post by milipili » Tue Jun 24, 2008 9:58 am

    I must announce the major changes for this branch
    • - cCriticalSection has been replaced by Mutex and MutexLocker (see documentation in src/threads/thread.h)
      - TA3D_OUTPUT_DIR has been replaced by TA3D::Paths::* to manage different kind of paths according to the OS.
      [\list]
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    Post by zuzuf » Tue Jun 24, 2008 11:49 am

    hm I'll have stuffs to test this week end :P .

    Did you remove FMOD C code (mingw32 specific) ? It was there because mingw32 cannot use FMOD C++ interface :evil:
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    Post by milipili » Tue Jun 24, 2008 12:02 pm

    zuzuf wrote:hm I'll have stuffs to test this week end :P .
    Yes :)
    zuzuf wrote:Did you remove FMOD C code (mingw32 specific) ? It was there because mingw32 cannot use FMOD C++ interface :evil:
    I removed nothing about FMOD.
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    Re: New Branch

    Post by chkno » Tue Jun 24, 2008 9:37 pm

    milipili wrote:A few weeks ago I have started a new branch
    On http://ta3d.darkstars.co.uk/linuxdl-en.php ,

    svn co http://ta3d.darkstars.co.uk/TA3D ta3d
    should be
    svn co http://ta3d.darkstars.co.uk/TA3D/trunk ta3d

    so that people following those directions don't get multiple copies of everything. "svn switch" works much better than actually keeping a working copy of every tag and branch.

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    Post by Balthazar » Wed Jun 25, 2008 6:45 am

    I`d like to test binaries, compiled under Visual Studio, since I`m using Windows OS.

    Waiting for the new updates on this :)

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    Post by milipili » Wed Jun 25, 2008 1:13 pm

    The Visual Studio version requires a lot of rewriting of code.
    I hope you are patient :)
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    Post by Balthazar » Wed Jun 25, 2008 2:29 pm

    Well, yeah :) I`ve got plenty of pation :P But won`t wait forever :)

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    Post by milipili » Wed Jun 25, 2008 2:34 pm

    We have to remove all nested "if else" that Visual Studio does not support (anyway it is quite ugly ...), all writes to const vars (3dmeditor.cpp 1174 for example...) and a lot of things like that :)
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    Post by milipili » Sun Jun 29, 2008 6:01 pm

    The branch has been merged to the trunk (r475 -> r657) and has been deleted.
    The last trunk has been tagged ta3d_0_5_0_alpha and can be accessed from here :
    http://ta3d.darkstars.co.uk/TA3D/tags/ta3d_0_5_0_alpha
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    Post by Cire » Mon Aug 04, 2008 7:00 am

    I realize that its been awhile since i've been around, but I had TA3D compiling and running under VS 8.0, with few changes, mostly with some arrays, a few other minor issues.

    It was rarther noisy compiling with loads of warnings but it did compile and somewhat run, sadly I had to leave the project for personal reasons before I got my work uploaded to zuff.
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    Post by zuzuf » Mon Aug 04, 2008 7:20 am

    You were working on VECTOR class, right ? Now it has only been renamed Vector3D :D, so it's not lost :)
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    Post by Cire » Mon Aug 04, 2008 4:44 pm

    Umm, actually vector was just an enhancement class to further bring the project into a more C++ era, it was all the other changes that I needed to make in order to get it to compile under VS that I lost.

    ++Cire.
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    Post by milipili » Mon Aug 04, 2008 10:19 pm

    I don't really see what you have lost to compile on VS but I may miss something.
    At the current stade, TA3D does not compile on VS2008 due to the too big number of nested if ... else. There may have an option for this but anyway it is not really a good thing. Otherwise it should compile (and with the appropriated headers for Allegro obviously - the current one have unnecessary modules).
    You can generate a VS Project from CMake.

    I have planned to improve the support on VS the next week.
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