The GLM stuff has been installed on the OS X build server. Let me know when the first builds come through that should use it, and I will then have someone on 10.7 test it. (That is the tricky part about dependencies on the OS X build server, making sure they're compiled so crusty old systems can use it.)
Adam Wolf W&L On Sun, Dec 6, 2015 at 7:40 PM, Cirilo Bernardo <[email protected]> wrote: > The FindGLM script has been tested on OSX with Homebrew as well and is > reported > to work. Unless there are bugs introduced by the newer GLM versions I > think we > can safely apply the patch and everything should build OK once glm is > installed. > Although I set the glm version requirement to minimum 0.9.5.4 in reality > we know > that kicad works with 0.9.4.7 but the 3D code in the pipeline requires > 0.9.5.4 and > later. > > - Cirilo > > On Mon, Dec 7, 2015 at 10:08 AM, Cirilo Bernardo < > [email protected]> wrote: > >> The attached patch makes changes so that kicad uses an installed >> GLM library rather than the glm source code currently in the kicad tree. >> >> The FindGLM.cmake script included has been tested on Debian Linux, >> MSYS2, and OSX+MacPorts. >> >> This patch does not delete the include/gal/opengl/glm directory since >> that would make the patch unnecessarily large. If these changes are >> pushed into the tree, the include/gal/opengl/glm should also be deleted >> in the commit. >> >> This patch of course also implies the added dependency on a GLM >> installation. Everyone maintaining an automated build system will >> need to install GLM. Package installers for GLM are available on >> all supported platforms so I see no obstacles to this change. >> >> - Cirilo >> >> > > _______________________________________________ > Mailing list: https://launchpad.net/~kicad-developers > Post to : [email protected] > Unsubscribe : https://launchpad.net/~kicad-developers > More help : https://help.launchpad.net/ListHelp > >
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