I was confused about the SDK what exactly it was, how it ties in with
the new stuff.
I'm a semi literate luser ask me to test what you do
mick


2009/11/27 Nicolas Pelletier <[email protected]>:
> Thanks Tom.
> It's never too late :P
> Seriously, I was looking for options, in case there is a good one to replace
> the SDK. The SDK is as good as the people maintaining it. So before I look
> into doing so, I wanted to be sure there was not anything better.
> My current conclusion is that SDK will stay, but if I end up building it,
> the format will change. Here is what I have in mind (but always open to
> comments... and I need to actually do it, for which I'm not too fast
> lately).
> The current SDK is dependant on 3 things being in sync:
> - The SDK itself
> - The instructions on the Wiki
> - The source code (i.e. using the same dependencies as the SDK provides).
> The sync not being perfect, it can be difficult for some users. It also
> creates frustration.
> I would therefore propose:
> The SDK includes a readme with all the instructions, software to install,
> how to fetch the hugin\enblend source, etc.
> This would remove the wiki-SDK dependency.
> I would also add that the SDK would stop being "current most up to date SDK"
> but be more
> Hugin SDK for Hugin Build XYZ and Enblend build ABC
> The instructions would be very clear about which version to pull the source
> from.
> In theory, this would then remove the source code-SDK dependency as the SDK
> targets a specific version.
> This has a drawback, it will bring you as far as the SDK can, but not on a
> branch, or the head revision.
> I think it will be easier, and less pain for users to get here (and get the
> satisfaction of a working build, of having accomplished something, and
> getting some confidence about the process) and THEN get them on the head
> revision.
> So instruction could have a few more details about how to get the head and
> try to build. And a few info about how to debug, and\or request help from
> the list.
> We could then provide a new SDK and have some input from the user about why
> they were not able to achieve the last step by themselves, and provide
> better input in the readme.
> In short, I think if a user tries to build hugin and fails at step 1, they
> will stop.
> If they get it to work on a (slightly older) version after 9 steps, if then
> they get into trouble, they will try to resolve it.
> This is my current brain dump... any questions and\or comment welcome. Also,
> I'm still extremely new here, any historical reasons for why something is
> like this or that is also appreciated.
> Thanks,
> nick
>
> On Fri, Nov 27, 2009 at 1:37 PM, Tom Sharpless <[email protected]>
> wrote:
>>
>> Nick,
>>
>> This may be too late, and maybe too simple-minded, but IMO there is
>> only one practical way to install the dependencies for building hugin
>> on Windows: the hugin SDK (http://hugin.panotools.org/sdk/MSVC/
>> hugin_enblend_sdk_msvc2008_v2.7z).  That puts everything you need in
>> one directory.  If you would rather use "correctly installed" versions
>> of some of those packages, you can then make the necessary
>> modifications to the cmake scripts (and very possibly to the installed
>> package's libraries) one package at a time, while being able to build
>> hugin all the time.
>>
>> I am quite sure there will never be anything that can manage Linux
>> packages well on Windows -- not only because of technical
>> difficulties, the market is simply not there.
>>
>> Regards, Tom
>>
>>
>> On Nov 10, 10:35 pm, Nicolas Pelletier <[email protected]>
>> wrote:
>> > Hi,
>> >
>> > Since building hugin on windows is not so trivial as on other platforms
>> > (thanks to the package manager on linux), I was wondering a few things.
>> >
>> > A little researched showed that there are now a few package managers
>> > that
>> > work on windows. Has this been looked into as a solution for hugin?
>> >
>> > Also, in linux, what file is used to find the required packages? I.e.
>> > what
>> > file contains the dependency?
>> >
>> > Thanks,
>> >
>> > nick
>>
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