After a few more tests, some more observations which seem to be right to
me listed here (if that is confirmed, we may perhaps gather these and
other statements to the Wiki to get some guidelines for efficient shader
coding):
* 'big' performance users seem to be the scientists's friends, i.e.
I'm currently updating some jenkins build scripts for cmake rather than
autoconf, and I'm having problems getting the build to link against
local copies of all the dependencies. Is there a simple way of
specifying where to look for these rather than having to specify the
path to each
On Tue, 07 Feb 2012 21:49:59 +0100, ThorstenB wrote in message
4f318e77.7070...@gmail.com:
Am 07.02.2012 21:34, schrieb Curtis Olson:
The main reason for a version check between the binary and the data
is that we often make parallel changes to both (similar reason why
we do a simgear
Am 07.02.12 21:49, schrieb ThorstenB:
Am 07.02.2012 21:34, schrieb Curtis Olson:
The main reason for a version check between the binary and the data is
that we often make parallel changes to both (similar reason why we do a
simgear minimum version check when compiling flightgear.) If there
On Wed, 2012-02-08 at 11:35 +, Jon Stockill wrote:
I'm currently updating some jenkins build scripts for cmake rather than
autoconf, and I'm having problems getting the build to link against
local copies of all the dependencies. Is there a simple way of
specifying where to look for
Hi,
There is a shortcut if dependencies and results are all in the same directory
prefix:
-DCMAKE_INSTALL_PREFIX=directory
This may not be suitable for jenkins.
Olaf Flebbe
o...@oflebbe.de
Am 08.02.2012 um 12:35 schrieb Jon Stockill:
I'm currently updating some jenkins build scripts for
On Tue, Feb 7, 2012 at 9:13 PM, Stuart Buchanan wrote:
These have now been retired, so the format of materials.xml should now
be easier to understand.
The format of materials.xml should be even easier to understand, as I've
just committed a new fgdata/Docs/README.materials.
-Stuart
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