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Hello I am trying to mess with the POV-Ray source code.
Right now I am on a Window machine and I have Visual Studios 2015 AND
2019. Unfortunately I am not an expert of this environment. I would like
to compile the console version of the program (I honestly never use the
GUI anyway).
My questions are:
1) which branch should I really use:
remotes/origin/3.7-stable
remotes/origin/HEAD -> origin/master
remotes/origin/autobuild/alpha_v380
remotes/origin/autobuild/experimental
remotes/origin/autobuild/freetype
remotes/origin/autobuild/tokenizer
remotes/origin/autobuild/v3.8.0-alpha
remotes/origin/experimental/freetype
remotes/origin/feature/advanced_diffuse
remotes/origin/feature/colour_model
remotes/origin/feature/tonemapping
remotes/origin/housekeeping/prebuild_dir
remotes/origin/latest-stable
remotes/origin/master
remotes/origin/release/v3.7.0
remotes/origin/release/v3.8.0
I tried 3.7-stable but I got all sorts of issues migrating from the old
"solution"; I then tried release/v3.8.0 but if I try to compile the
console version:
1>------ Skipped Build: Project: boost_date_time, Configuration: Debug
Win32 ------
1>Project not selected to build for this solution configuration
2>------ Build started: Project: console, Configuration: Debug Win32 ------
2>LINK : fatal error LNK1104: cannot open file
'C:\dev\povray\windows\vs2015\bin32\lib\libboost_date_time32d.lib'
========== Build: 0 succeeded, 1 failed, 21 up-to-date, 1 skipped ==========
(this is after I specified _CONSOLE in syspovconfig.h)
at this point even the GUI version would work but it complains I have to
use /INSTALL, then I was able to make it start but it still wants more
DLL's, and I would very much like to stay with a command line console
version.
Thank you
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On 16-Dec-21 15:00, Alessio Sangalli wrote:
> Hello I am trying to mess with the POV-Ray source code.
>
> Right now I am on a Window machine and I have Visual Studios 2015 AND
> 2019.
Nevermind, it was just easier to open a Kubuntu virtual machine and I
compiled POV-Ray effortlessly.
Thanks!
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Alessio Sangalli <man### [at] gmailcom> wrote:
>
> Right now I am on a Window machine and I have Visual Studios 2015 AND
> 2019. Unfortunately I am not an expert of this environment. I would like
> to compile the console version of the program (I honestly never use the
> GUI anyway).
> ...
> Nevermind, it was just easier to open a Kubuntu virtual machine and I
> compiled POV-Ray effortlessly.
>
Congratulations for getting the compiling to successfully work.
I am a long-time user of POV-Ray on Windows, with its native GUI, but I know
almost nothing about Ubuntu OR even how to compile programs. I assume that you
are now running your compiled version IN Windows.
Some questions:
1) Does the compiled program have to be run in the Kubuntu virtual-machine
environment in order to work, or does it run successfully in the native Windows
environment? Or both?
2) Does Kubuntu also allow a GUI to be built for such a compiled version of
POV-Ray? If so, does the resulting program then have to be run in the Kubuntu
environment?
Sorry if my questions might be naive ones; but there are those of us here who
would like to compile POV-Ray from its source code to run on Windows, but don't
know how (because of all of the complicated DLLs required, etc.) I am also
thinking of several 'forks' of POV-Ray that are currently not compiled for
Windows, like William Pokorny's 'povr' branch.
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On 12/16/2021 6:00 PM, Alessio Sangalli wrote:
> Hello I am trying to mess with the POV-Ray source code.
>
> Right now I am on a Window machine and I have Visual Studios 2015 AND
> 2019. Unfortunately I am not an expert of this environment. I would like
> to compile the console version of the program (I honestly never use the
> GUI anyway).
To build the console version, you have to configure the modules. Ok,
it's been a while for me so I don't remember the nomenclature.
There is a dialog box with checkboxes to select the modules to use. i.e.
jpeg, boost_time, etc. One will be called GUI, uncheck that. One will
be called console, check that. Then recompile. You will get build
errors, but the error is quite specific about what you have to fix to
move on. Something like enabling _CONSOLE in file ../../blah.h
dik
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