Re: [Gimp-developer] Gimp2.6.4 for ARM processor
Hi, Is it possible to cross compile gimp2.6.4? i am trying to cross compile gimp2.6.4 with arm-linux-gcc. Pleae let me know the procedure to do this. Is there any toolchains required? - Sanjeev More - ___ Gimp-developer mailing list Gimp-developer@lists.XCF.Berkeley.EDU https://lists.XCF.Berkeley.EDU/mailman/listinfo/gimp-developer
Re: [Gimp-developer] Gimp2.6.4 for ARM processor
2009/1/20 sanju More sanjee...@inetfi.com: Is it possible to cross compile gimp2.6.4? i am trying to cross compile gimp2.6.4 with arm-linux-gcc. Pleae let me know the procedure to do this. Is there any toolchains required? I cross-compile from x86 linux to windows and I imagine it's pretty similar. You need to build the cross-compiler (perhaps you have this already?), then build the software stack that gimp depends upon, then build gimp. Google suggests: http://www.ailis.de/~k/archives/19-ARM-cross-compiling-howto.html John ___ Gimp-developer mailing list Gimp-developer@lists.XCF.Berkeley.EDU https://lists.XCF.Berkeley.EDU/mailman/listinfo/gimp-developer
Re: [Gimp-developer] Gimp2.6.4 for ARM processor
Hi, Thanks for your input. i downloaded gimp2.6.4, i configured this with some packages like(babl,gegl,glib) and i did make and make install on fedora 10 host machine. This is working fine. But i need gimp2.6.4 to be cross compiled with arm-linux-gcc. For this i need to cross compile all these packages(babl,gegl,glib...) and then gimp2.6.4 or just i need compile gimp2.6.4 -- Sanjeev - Original Message From: jcup...@gmail.com jcup...@gmail.com To: sanju More sanjee...@inetfi.com Cc: gimp-developer gimp-developer@lists.xcf.berkeley.edu Sent: Tuesday, 20 January, 2009 4:27:29 PM Subject: Re: [Gimp-developer] Gimp2.6.4 for ARM processor 2009/1/20 sanju More sanjee...@inetfi.com: Is it possible to cross compile gimp2.6.4? i am trying to cross compile gimp2.6.4 with arm-linux-gcc. Pleae let me know the procedure to do this. Is there any toolchains required? I cross-compile from x86 linux to windows and I imagine it's pretty similar. You need to build the cross-compiler (perhaps you have this already?), then build the software stack that gimp depends upon, then build gimp. Google suggests: http://www.ailis.de/~k/archives/19-ARM-cross-compiling-howto.html John ___ Gimp-developer mailing list Gimp-developer@lists.XCF.Berkeley.EDU https://lists.XCF.Berkeley.EDU/mailman/listinfo/gimp-developer
Re: [Gimp-developer] Gimp2.6.4 for ARM processor
2009/1/20 sanju More sanjee...@inetfi.com: But i need gimp2.6.4 to be cross compiled with arm-linux-gcc. For this i need to cross compile all these packages(babl,gegl,glib...) and then gimp2.6.4 or just i need compile gimp2.6.4 I'm afraid you'll have to build almost averything, from glibc up. What's your target machine? You should maybe try to get hold of the glibc they use. John ___ Gimp-developer mailing list Gimp-developer@lists.XCF.Berkeley.EDU https://lists.XCF.Berkeley.EDU/mailman/listinfo/gimp-developer
Re: [Gimp-developer] Gimp2.6.4 for ARM processor
On Tuesday 20 January 2009, sanju More wrote: Hi, Thanks for your input. i downloaded gimp2.6.4, i configured this with some packages like(babl,gegl,glib) and i did make and make install on fedora 10 host machine. This is working fine. But i need gimp2.6.4 to be cross compiled with arm-linux-gcc. For this i need to cross compile all these packages(babl,gegl,glib...) and then gimp2.6.4 or just i need compile gimp2.6.4 -- Sanjeev You'll need to have all the dependencies available on the other platform as well, which probably means you'll have to cross-compile them. Daniel signature.asc Description: This is a digitally signed message part. ___ Gimp-developer mailing list Gimp-developer@lists.XCF.Berkeley.EDU https://lists.XCF.Berkeley.EDU/mailman/listinfo/gimp-developer
Re: [Gimp-developer] Gimp2.6.4 for ARM processor
Hi, Please tell me the procedure to cross compile all these. My target board S3C2410. -Sanjeev More - Original Message From: Daniel Hornung daniel.horn...@gmx.de To: gimp-developer@lists.xcf.berkeley.edu Sent: Tuesday, 20 January, 2009 5:16:13 PM Subject: Re: [Gimp-developer] Gimp2.6.4 for ARM processor On Tuesday 20 January 2009, sanju More wrote: Hi, Thanks for your input. i downloaded gimp2.6.4, i configured this with some packages like(babl,gegl,glib) and i did make and make install on fedora 10 host machine. This is working fine. But i need gimp2.6.4 to be cross compiled with arm-linux-gcc. For this i need to cross compile all these packages(babl,gegl,glib...) and then gimp2.6.4 or just i need compile gimp2.6.4 -- Sanjeev You'll need to have all the dependencies available on the other platform as well, which probably means you'll have to cross-compile them. Daniel ___ Gimp-developer mailing list Gimp-developer@lists.XCF.Berkeley.EDU https://lists.XCF.Berkeley.EDU/mailman/listinfo/gimp-developer
Re: [Gimp-developer] Gimp2.6.4 for ARM processor
Hi, i am trying to cross compile gegl-0.0.22 with command CC=arm-linux-gcc ./configure arm-linux --target=arm-linux --with-shared --prefix=/usr. I am getting below mentioned error. what is this error exactly configure: WARNING: you should use --build, --host, --target checking for a BSD-compatible install... /usr/bin/install -c checking whether build environment is sane... yes checking for gawk... gawk checking whether make sets $(MAKE)... yes checking for arm-linux-gcc... arm-linux-gcc checking for C compiler default output file name... a.out checking whether the C compiler works... configure: error: cannot run C compiled programs. If you meant to cross compile, use `--host'. See `config.log' for more details. i changed if test $cross_compiling = maybe; then cross_compiling=yes to if test $cross_compiling != maybe; then cross_compiling=yes then i got below mentioned error checking for GTK... yes checking for bind_textdomain_codeset... no configure: error: *** Check for bind_textdomain_codeset() failed! This is required. --Sanjeev - Original Message From: Daniel Hornung daniel.horn...@gmx.de To: gimp-developer@lists.xcf.berkeley.edu Sent: Tuesday, 20 January, 2009 5:16:13 PM Subject: Re: [Gimp-developer] Gimp2.6.4 for ARM processor On Tuesday 20 January 2009, sanju More wrote: Hi, Thanks for your input. i downloaded gimp2.6.4, i configured this with some packages like(babl,gegl,glib) and i did make and make install on fedora 10 host machine. This is working fine. But i need gimp2.6.4 to be cross compiled with arm-linux-gcc. For this i need to cross compile all these packages(babl,gegl,glib...) and then gimp2.6.4 or just i need compile gimp2.6.4 -- Sanjeev You'll need to have all the dependencies available on the other platform as well, which probably means you'll have to cross-compile them. Daniel ___ Gimp-developer mailing list Gimp-developer@lists.XCF.Berkeley.EDU https://lists.XCF.Berkeley.EDU/mailman/listinfo/gimp-developer
[Gimp-developer] Quake/Half-Life texture wad support
Hi, I am a level designer creating Quake levels. This means I often have to work with textures. At the moment, I have to rely on obscure '90s software running via wine, which is suboptimal. There are more people like me. Quake 1/2 and Half-Life used their own formats to store data, while later games (Doom 3 etc) use zip files etc. How difficult would it be to add support for the Quake or Halflife texture wad formats to today's Gimp? I ask because there is an old discussion from 2001 on this list where Raphael Quinet was asking the same question. I don't know if anything came of that at the time. WAD2 (Quake) and WAD3 (HL) are container formats for textures. The textures themselves are bitmaps, the Quake format is sometimes simply called *.mip (mipmapped bitmap). Quake textures are typically 64x64 pixels using a single 256 color pallette across the board, unlike Half-Life, where each texture can use a different 256 colors. Background: Half-Life uses a variant of the Quake engine, Wad3 is simply the HL extension to Quake's Wad2. Wad1 was some Doom format (levels?). An open source wad extractor (command line) exists, written by Raphael Quinet and very well documented. The formats are fully known. The tool is QEU03, Quake Editing Utilities. http://www.gamers.org/pub/idgames2/utils/bsp_pak_tools/qeu03.zip The user should be able to open the wad file and get a listing of all the bitmaps inside (they have simple names), then select one for editing. Afterwards, he should be able to save it directly back into the wad. For the curious, the Quake based modding scene is still very much alive, because engine and tools have been open sourced and the engine is simply brilliant. A look at http://www.quakeone.com or http://www.inside3d.com should speak volumes. A collection of texture wads is at http://www.quaddicted.com/wads/ Now about the wad support, I'd like to ask if this is now technically possible given that 8 years have passed since the last discussion, and if a developer would be willing to write a plugin? Jonas ___ Gimp-developer mailing list Gimp-developer@lists.XCF.Berkeley.EDU https://lists.XCF.Berkeley.EDU/mailman/listinfo/gimp-developer
[Gimp-developer] Fwd: LGM 2009 Travel cost estimation
Hi there -- just got this from Louis. I can handle the estimated costs and assemble a spreadsheet as I've done in '07. - So I'd like those of you who intend to go to Montreal on the beginning of May send me your travel estimates (please use the gmail address - gwid...@gmail.com as I've had blacklisting problems with this .br one) js -- -- Forwarded Message -- Subject: LGM 2009 Travel cost estimation Date: Tuesday 20 January 2009 From: Louis Desjardins louis.desjard...@gmail.com To: Bryce Harrington bryce@, Joao S. O. Bueno gwid...@mpc.com.br, mrb@ Hi Bryce, Joao and Craig, * Please feel free to reforward this email to the person in your team that could help gather the estimated travel costs for the LGM participants. So here we are! We need to establish a rough budget for now and for this I would need within the next 2 weeks a fair estimate of the travel costs per team. Please include the name of the developers and the amount for the flight or train or car to Montreal. This can be in Euros or USD, as needed. Try to be as precise as possible. My first rough bet is we're looking at 40K USD but it could be more or less... I need to know. Also, if anyone can give a hand with the sponsors, we would all be happy! Please let me hear some feedback. You can cc all so we all know who's in charge of what, who responded and what. Thanks! Looking forward to welcome you again in MTL! Louis --- ___ Gimp-developer mailing list Gimp-developer@lists.XCF.Berkeley.EDU https://lists.XCF.Berkeley.EDU/mailman/listinfo/gimp-developer
Re: [Gimp-developer] Quake/Half-Life texture wad support
On Wed, Jan 21, 2009 at 10:15 AM, Jonas Nicolaisen j.nicolai...@gmx.net wrote: Hi, I am a level designer creating Quake levels. This means I often have to work with textures. At the moment, I have to rely on obscure '90s software running via wine, which is suboptimal. There are more people like me. Quake 1/2 and Half-Life used their own formats to store data, while later games (Doom 3 etc) use zip files etc. How difficult would it be to add support for the Quake or Halflife texture wad formats to today's Gimp? I ask because there is an old discussion from 2001 on this list where Raphael Quinet was asking the same question. I don't know if anything came of that at the time. WAD2 (Quake) and WAD3 (HL) are container formats for textures. The textures themselves are bitmaps, the Quake format is sometimes simply called *.mip (mipmapped bitmap). Quake textures are typically 64x64 pixels using a single 256 color pallette across the board, unlike Half-Life, where each texture can use a different 256 colors. Background: Half-Life uses a variant of the Quake engine, Wad3 is simply the HL extension to Quake's Wad2. Wad1 was some Doom format (levels?). An open source wad extractor (command line) exists, written by Raphael Quinet and very well documented. The formats are fully known. The tool is QEU03, Quake Editing Utilities. http://www.gamers.org/pub/idgames2/utils/bsp_pak_tools/qeu03.zip The user should be able to open the wad file and get a listing of all the bitmaps inside (they have simple names), then select one for editing. Afterwards, he should be able to save it directly back into the wad. For the curious, the Quake based modding scene is still very much alive, because engine and tools have been open sourced and the engine is simply brilliant. A look at http://www.quakeone.com or http://www.inside3d.com should speak volumes. A collection of texture wads is at http://www.quaddicted.com/wads/ Now about the wad support, I'd like to ask if this is now technically possible given that 8 years have passed since the last discussion, and if a developer would be willing to write a plugin? As far as I can see, it has always been technically possible; I would be surprised if any genuine and serious technical obstacles could have come up in previous discussion. The primary obstacle is simply the work involved in making a plugin to load and save these formats. I suggest you try to make one yourself. It is true that you will not be able to browse directly to the texture in the file selector, only to select the WAD file. However this is not a problem because you can immediately present the user with a listing of the WAD file and allow them to select a texture. One oddity is that the filename cannot be a 'real' filename, since it is pointing to a particular part of the WAD file. plug-ins/pygimp/plug-ins/colorxhtml.py in the GIMP source tree demonstrates how to write a I/O plugin using Python. Python is the easiest way to do this, if you find you need more speed it should be straightforward to convert it to a C-based plugin. David ___ Gimp-developer mailing list Gimp-developer@lists.XCF.Berkeley.EDU https://lists.XCF.Berkeley.EDU/mailman/listinfo/gimp-developer
Re: [Gimp-developer] Gimp2.6.4 for ARM processor
Hi, You mean to say i have to use this CC=arm-linux-gcc ./configure arm-linux --host=arm-linux --Sanjeev - Original Message From: Tor Lillqvist t...@iki.fi To: sanju More sanjee...@inetfi.com Cc: daniel.horn...@gmx.de; gimp-developer@lists.xcf.berkeley.edu Sent: Wednesday, 21 January, 2009 12:22:54 AM Subject: Re: [Gimp-developer] Gimp2.6.4 for ARM processor i am trying to cross compile gegl-0.0.22 with command CC=arm-linux-gcc ./configure arm-linux --target=arm-linux When cross-compiling you should use --host, not --target, to specify the architecture the executables you are building will run on. --target is used when configuring compilers and similar tools, to specify the architecture of the object files the tools will operate on. --tml ___ Gimp-developer mailing list Gimp-developer@lists.XCF.Berkeley.EDU https://lists.XCF.Berkeley.EDU/mailman/listinfo/gimp-developer