Commit graph

14 commits

Author SHA1 Message Date
Jose Alonso Cardenas Marquez
da4f3a882e - Update to 0.11.0
- Friendly take over maintanership

PR:		102131
Submitted by:	me
Approved by:	stefan, garga (mentor)
2006-08-16 17:49:38 +00:00
Edwin Groothuis
ff21f59f9f Remove USE_REINPLACE for categories starting with a G 2006-05-07 23:46:33 +00:00
Stefan Walter
a8f97fb786 Convert MAINTAINER to my freebsd.org account. 2006-05-07 13:32:13 +00:00
Ade Lovett
8503536d38 Conversion to a single libtool environment.
Approved by:	portmgr (kris)
2006-02-23 10:40:44 +00:00
Edwin Groothuis
c92c635b24 SHA256ify
Approved by: krion@
2006-01-22 12:42:24 +00:00
Edwin Groothuis
6fdb3b0196 [MAINTAINER] graphics/cal3d: Fix build
Fix build (as done in cal3d-devel).

PR:		ports/91211
Submitted by:	Stefan Walter <sw@gegenunendlich.de>
2006-01-02 22:11:58 +00:00
Ade Lovett
54a0b86543 Mass-conversion to the USE_AUTOTOOLS New World Order. The code present
in bsd.autotools.mk essentially makes this a no-op given that all the
old variables set a USE_AUTOTOOLS_COMPAT variable, which is parsed in
exactly the same way as USE_AUTOTOOLS itself.

Moreover, USE_AUTOTOOLS has already been extensively tested by the GNOME
team -- all GNOME 2.12.x ports use it.

Preliminary documentation can be found at:
	http://people.FreeBSD.org/~ade/autotools.txt

which is in the process of being SGMLized before introduction into the
Porters Handbook.

Light blue touch-paper.  Run.
2005-11-15 06:52:12 +00:00
Marcus Alves Grando
9b7b267cf9 New port graphics/cal3d-devel
Cal3D is a skeletal based 3D character animation library written in C++
in a way that is both platform-independent and graphics API-independent.
It was originally designed to be used in a 3D client for Worldforge, but
evolved into a stand-alone product which can be used in many different
kinds of projects.

Cal3D's essentials can be boiled down to 2 parts: the C++ library and
the exporter. The exporter is what you would use to take your characters
(built in a 3D modeling package) and create the Cal3D-format files that
the library knows how to load. The exporters are actually plug-ins for
3D modeling packages. This allows 3D artists to use the modeling tools
that they're already comfortable with.

The C++ library is what you would actually use in your application,
whether it's a game or a VR application. The library provides methods to
load your exported files, build characters, run animations, and access
the data necessary to render them with 3D graphics.

WWW:	http://cal3d.sourceforge.net/

Add CONFLICTS in graphics/cal3d

PR:		88536
Submitted by:	Jose Alonso Cardenas Marquez <acardenas@bsd.org.pe>
Repocopy by:	marcus
2005-11-13 03:02:22 +00:00
Volker Stolz
9a6b016b30 Use pre-configure target.
Submitted by: maintainer
2005-09-25 09:18:17 +00:00
Volker Stolz
cbd57bc829 We need automake already at patch-time
Noticed by: cluster
2005-09-23 17:38:17 +00:00
Volker Stolz
ae973ecac1 Update to 0.10.0
PR:		ports/86367
Submitted by:	maintainer
2005-09-22 17:20:56 +00:00
Greg Lewis
1f2099efbe . Add USE_GNOME=pkgconfig as this port installs pkgconfig meta data. This
also fixes a problem with the packing list (libdata/pkgconfig would be
  created by the port but not removed by it, now it will be done by the
  pkgconfig port).

PR:		75119
Submitted by:	Stefan Walter <sw@gegenunendlich.de> (maintainer)
2004-12-15 19:04:25 +00:00
Ade Lovett
0d9fe4811f Kill off automake18, switching to automake19. Requiem Mors Pacem. 2004-10-15 17:32:46 +00:00
Kirill Ponomarev
e2ca6bea49 Add cal3d 0.9.1,
Cal3D is a skeletal based 3D character animation library
written in C++ in a way that is both platform-independent and
graphics API-independent.  It was originally designed to be
used in a 3D client for Worldforge, but evolved into a
stand-alone product which can be used in many different kinds
of projects.

Cal3D's essentials can be boiled down to 2 parts: the C++
library and the exporter. The exporter is what you would use to
take your characters (built in a 3D modeling package) and
create the Cal3D-format files that the library knows how to
load. The exporters are actually plug-ins for 3D modeling
packages. This allows 3D artists to use the modeling tools that
they're already comfortable with.

The C++ library is what you would actually use in your
application, whether it's a game or a VR application. The
library provides methods to load your exported files, build
characters, run animations, and access the data necessary to
render them with 3D graphics.

PR:		ports/68954
Submitted by:	Stefan Walter <sw@gegenunendlich.de>
2004-07-13 08:33:57 +00:00