It is not my project, but another one I'd like to package.
GLScene is a collection of Pascal components to make OpenGL usable in those
applications *very* easily.
It contains a lot of classes and helper scripts the program needs to
compile. Those scripts are integrated in the resulting binary.
Matthias Klumpp writes:
On Mon, 28 Dec 2009 15:21:10 -0300, Nicolas Alvarez
nicolas.alva...@gmail.com wrote:
Does Pascal have no notion of a shared library?
It has, but the GLScene solution does not use it.
Nope, that set of components would be in a separate shared library and
the
Matthias Klumpp wrote:
It is not my project, but another one I'd like to package.
GLScene is a collection of Pascal components to make OpenGL usable in
those applications *very* easily.
It contains a lot of classes and helper scripts the program needs to
compile. Those scripts are integrated
On Mon, 28 Dec 2009 15:21:10 -0300, Nicolas Alvarez
nicolas.alva...@gmail.com wrote:
Does Pascal have no notion of a shared library?
It has, but the GLScene solution does not use it.
Nope, that set of components would be in a separate shared library and
the
application would dynamically
On Mon, 28 Dec 2009 21:35:50 +0200, George Danchev danc...@spnet.net
wrote:
I'm not quite sure what a flat API means and whether you mean objects as
instances and classes as types here, but if that could not be explored in
the
sense of separate compilation and further dynamic linkage, then
Hi!
I'm packaging a project at time which uses the FPC compiler and the GLScene
( http://glscene.org ) component set.
The problem is: GLScene is just required once for building the package. The
resulting binary does not need it.
How should I handle this dependency? Do I have to create a package
Please explain the situation in more detail. Why is the source code
required at build time? Why does the resulting binary not need
glscene? It sounds like the right thing to do would be to change your
project so that it builds against glscene in the normal way and
depends on it at runtime.
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