Re: [Gimp-developer] Gimp2.6.4 for ARM processor

2009-01-20 Thread sanju More
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



-

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Re: [Gimp-developer] Gimp2.6.4 for ARM processor

2009-01-20 Thread jcupitt
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
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Re: [Gimp-developer] Gimp2.6.4 for ARM processor

2009-01-20 Thread sanju More
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

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Re: [Gimp-developer] Gimp2.6.4 for ARM processor

2009-01-20 Thread jcupitt
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
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Re: [Gimp-developer] Gimp2.6.4 for ARM processor

2009-01-20 Thread Daniel Hornung
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


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Re: [Gimp-developer] Gimp2.6.4 for ARM processor

2009-01-20 Thread sanju More
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

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Re: [Gimp-developer] Gimp2.6.4 for ARM processor

2009-01-20 Thread sanju More
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

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[Gimp-developer] Quake/Half-Life texture wad support

2009-01-20 Thread Jonas Nicolaisen
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
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[Gimp-developer] Fwd: LGM 2009 Travel cost estimation

2009-01-20 Thread Joao S. O. Bueno
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

---
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Re: [Gimp-developer] Quake/Half-Life texture wad support

2009-01-20 Thread David Gowers
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
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Re: [Gimp-developer] Gimp2.6.4 for ARM processor

2009-01-20 Thread sanju More
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

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