Re: Adding Link Libraries to the Build system
res <[email protected]> Thu, 04 Jul 2013 17:57:00 +0200
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <[email protected]> |
On 04.07.2013 16:05, Mohit Taneja wrote: > But before, I could test it with my system, I need some help with > linking the mesa libraries for egl and gles2.0 with the build system for > Crystalspace3D. I am using the libraries libgles2-mesa and libegl-mesa > to test the egl plugin, also I had installed their dev versions to > include the header files for the same libraries. I am ust having a > little bit of a hard time trying to figure out how to add these > libraries to the linker for the build. @Eric : Any suggestions. Via “an “ExternalLibs” statement in the Jamfile. Best if there were already some configure checks for EGL and GLES. A lazier way to use ExternalLibs would be to just write the right-named variables with the appropriate values to Jamconfig. How it works you can see with basically every 3rd-party lib CS uses, e.g. PNG. > Also, I have a small question regarding committing code to svn, should I > be committing code which is not in a perfect working condition also, or > should I only make big chunks of commit of only the working code. As of > now, I am following the latter system. Any comments on the same ? “Commit early, commit often”. With that approach, it's possible to monitor code as it evolves. This is useful in the presence as you can get feedback on your changes quicker and you can act accordingly – e.g. if some piece of code is likely to make problems on some platform or down the line it's easier to fix it while it's still “fresh” and not much other stuff possibly depends on it. (Providing an intermediate state of code also makes it easier to provide assistance, which might help avoiding those head-shaped dents in the desk in the future.) Apart from that, smaller changesets are generally easier to read, understand and review. Ideally, there's one “logical“ change or step per commit. The code committed don't has to be perfect, but it should at least compile on your platform, and not crash right away or be otherwise knowingly catastrophically broken. -f.r. ------------------------------------------------------------------------------ This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev _______________________________________________ Crystal-develop mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-develop
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