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FreeBSD graphics : cal3d

Skeletal based 3d character animation library written in C++

 Cal3D is a skeletal based 3D character animation library written in C++
in a way that is both platform-independent and graphics API-independent.
It was originally designed to be used in a 3D client for Worldforge, but
evolved into a stand-alone product which can be used in many different
kinds of projects.

Cal3D's essentials can be boiled down to 2 parts: the C++ library and
the exporter. The exporter is what you would use to take your characters
(built in a 3D modeling package) and create the Cal3D-format files that
the library knows how to load. The exporters are actually plug-ins for
3D modeling packages. This allows 3D artists to use the modeling tools
that they're already comfortable with.

The C++ library is what you would actually use in your application,
whether it's a game or a VR application. The library provides methods to
load your exported files, build characters, run animations, and access
the data necessary to render them with 3D graphics.  

http://cal3d.sourceforge.net/



cal3d history


v. 1.15
date: 2007/09/30 04:46:52;  author: linimon;  state: Exp;  lines: +2 -1
Switch autoconf dependencies from 2.53 or 2.59 to 2.61.

PR:		ports/116639
Submitted by:	aDe

v. 1.14 date: 2006/08/23 15:57:48; author: acm; state: Exp; lines: +1 -0 - Update to 20060720 for graphics/cal3d-devel - Host graphics/cal3d-devel tarball locally - Add DIST_SUBDIR for graphics/cal3d and graphics/cal3d-devel Approved by: garga (mentor)
v. 1.13 date: 2006/08/16 17:49:38; author: acm; state: Exp; lines: +16 -20 - Update to 0.11.0 - Friendly take over maintanership PR: 102131 Submitted by: me Approved by: stefan, garga (mentor)
v. 1.12 date: 2006/05/07 23:45:52; author: edwin; state: Exp; lines: +0 -1 Remove USE_REINPLACE for categories starting with a G
v. 1.11 date: 2006/05/07 13:32:11; author: stefan; state: Exp; lines: +1 -1 Convert MAINTAINER to my freebsd.org account.
v. 1.10 date: 2006/02/23 10:36:50; author: ade; state: Exp; lines: +11 -8 Conversion to a single libtool environment. Approved by: portmgr (kris)
v. 1.9 date: 2006/01/02 22:11:58; author: edwin; state: Exp; lines: +5 -0 [MAINTAINER] graphics/cal3d: Fix build Fix build (as done in cal3d-devel). PR: ports/91211 Submitted by: Stefan Walter
v. 1.8 date: 2005/11/15 06:49:24; author: ade; state: Exp; lines: +1 -3 Mass-conversion to the USE_AUTOTOOLS New World Order. The code present in bsd.autotools.mk essentially makes this a no-op given that all the old variables set a USE_AUTOTOOLS_COMPAT variable, which is parsed in exactly the same way as USE_AUTOTOOLS itself. Moreover, USE_AUTOTOOLS has already been extensively tested by the GNOME team -- all GNOME 2.12.x ports use it. Preliminary documentation can be found at: http://people.FreeBSD.org/~ade/autotools.txt which is in the process of being SGMLized before introduction into the Porters Handbook. Light blue touch-paper. Run.
v. 1.7 date: 2005/11/13 03:02:21; author: mnag; state: Exp; lines: +2 -0 New port graphics/cal3d-devel Cal3D is a skeletal based 3D character animation library written in C++ in a way that is both platform-independent and graphics API-independent. It was originally designed to be used in a 3D client for Worldforge, but evolved into a stand-alone product which can be used in many different kinds of projects. Cal3D's essentials can be boiled down to 2 parts: the C++ library and the exporter. The exporter is what you would use to take your characters (built in a 3D modeling package) and create the Cal3D-format files that the library knows how to load. The exporters are actually plug-ins for 3D modeling packages. This allows 3D artists to use the modeling tools that they're already comfortable with. The C++ library is what you would actually use in your application, whether it's a game or a VR application. The library provides methods to load your exported files, build characters, run animations, and access the data necessary to render them with 3D graphics. WWW: http://cal3d.sourceforge.net/ Add CONFLICTS in graphics/cal3d PR: 88536 Submitted by: Jose Alonso Cardenas Marquez Repocopy by: marcus
v. 1.6 date: 2005/09/25 09:18:17; author: vs; state: Exp; lines: +1 -2 Use pre-configure target. Submitted by: maintainer
v. 1.5 date: 2005/09/23 17:38:17; author: vs; state: Exp; lines: +1 -0 We need automake already at patch-time Noticed by: cluster
v. 1.4 date: 2005/09/22 17:20:56; author: vs; state: Exp; lines: +8 -4 Update to 0.10.0 PR: ports/86367 Submitted by: maintainer
v. 1.3 date: 2004/12/15 19:04:25; author: glewis; state: Exp; lines: +1 -0 . Add USE_GNOME=pkgconfig as this port installs pkgconfig meta data. This also fixes a problem with the packing list (libdata/pkgconfig would be created by the port but not removed by it, now it will be done by the pkgconfig port). PR: 75119 Submitted by: Stefan Walter (maintainer)
v. 1.2 date: 2004/10/15 17:32:45; author: ade; state: Exp; lines: +1 -1 Kill off automake18, switching to automake19. Requiem Mors Pacem.
v. 1.1 date: 2004/07/13 08:33:57; author: krion; state: Exp; Add cal3d 0.9.1, Cal3D is a skeletal based 3D character animation library written in C++ in a way that is both platform-independent and graphics API-independent. It was originally designed to be used in a 3D client for Worldforge, but evolved into a stand-alone product which can be used in many different kinds of projects. Cal3D's essentials can be boiled down to 2 parts: the C++ library and the exporter. The exporter is what you would use to take your characters (built in a 3D modeling package) and create the Cal3D-format files that the library knows how to load. The exporters are actually plug-ins for 3D modeling packages. This allows 3D artists to use the modeling tools that they're already comfortable with. The C++ library is what you would actually use in your application, whether it's a game or a VR application. The library provides methods to load your exported files, build characters, run animations, and access the data necessary to render them with 3D graphics. PR: ports/68954 Submitted by: Stefan Walter ============================================================================= v. 1.15 date: 2007/09/30 04:46:52; author: linimon; state: Exp; lines: +2 -1 Switch autoconf dependencies from 2.53 or 2.59 to 2.61. PR: ports/116639 Submitted by: aDe
v. 1.14 date: 2006/08/23 15:57:48; author: acm; state: Exp; lines: +1 -0 - Update to 20060720 for graphics/cal3d-devel - Host graphics/cal3d-devel tarball locally - Add DIST_SUBDIR for graphics/cal3d and graphics/cal3d-devel Approved by: garga (mentor)
v. 1.13 date: 2006/08/16 17:49:38; author: acm; state: Exp; lines: +16 -20 - Update to 0.11.0 - Friendly take over maintanership PR: 102131 Submitted by: me Approved by: stefan, garga (mentor)
v. 1.12 date: 2006/05/07 23:45:52; author: edwin; state: Exp; lines: +0 -1 Remove USE_REINPLACE for categories starting with a G
v. 1.11 date: 2006/05/07 13:32:11; author: stefan; state: Exp; lines: +1 -1 Convert MAINTAINER to my freebsd.org account.
v. 1.10 date: 2006/02/23 10:36:50; author: ade; state: Exp; lines: +11 -8 Conversion to a single libtool environment. Approved by: portmgr (kris)
v. 1.9 date: 2006/01/02 22:11:58; author: edwin; state: Exp; lines: +5 -0 [MAINTAINER] graphics/cal3d: Fix build Fix build (as done in cal3d-devel). PR: ports/91211 Submitted by: Stefan Walter
v. 1.8 date: 2005/11/15 06:49:24; author: ade; state: Exp; lines: +1 -3 Mass-conversion to the USE_AUTOTOOLS New World Order. The code present in bsd.autotools.mk essentially makes this a no-op given that all the old variables set a USE_AUTOTOOLS_COMPAT variable, which is parsed in exactly the same way as USE_AUTOTOOLS itself. Moreover, USE_AUTOTOOLS has already been extensively tested by the GNOME team -- all GNOME 2.12.x ports use it. Preliminary documentation can be found at: http://people.FreeBSD.org/~ade/autotools.txt which is in the process of being SGMLized before introduction into the Porters Handbook. Light blue touch-paper. Run.
v. 1.7 date: 2005/11/13 03:02:21; author: mnag; state: Exp; lines: +2 -0 New port graphics/cal3d-devel Cal3D is a skeletal based 3D character animation library written in C++ in a way that is both platform-independent and graphics API-independent. It was originally designed to be used in a 3D client for Worldforge, but evolved into a stand-alone product which can be used in many different kinds of projects. Cal3D's essentials can be boiled down to 2 parts: the C++ library and the exporter. The exporter is what you would use to take your characters (built in a 3D modeling package) and create the Cal3D-format files that the library knows how to load. The exporters are actually plug-ins for 3D modeling packages. This allows 3D artists to use the modeling tools that they're already comfortable with. The C++ library is what you would actually use in your application, whether it's a game or a VR application. The library provides methods to load your exported files, build characters, run animations, and access the data necessary to render them with 3D graphics. WWW: http://cal3d.sourceforge.net/ Add CONFLICTS in graphics/cal3d PR: 88536 Submitted by: Jose Alonso Cardenas Marquez Repocopy by: marcus
v. 1.6 date: 2005/09/25 09:18:17; author: vs; state: Exp; lines: +1 -2 Use pre-configure target. Submitted by: maintainer
v. 1.5 date: 2005/09/23 17:38:17; author: vs; state: Exp; lines: +1 -0 We need automake already at patch-time Noticed by: cluster
v. 1.4 date: 2005/09/22 17:20:56; author: vs; state: Exp; lines: +8 -4 Update to 0.10.0 PR: ports/86367 Submitted by: maintainer
v. 1.3 date: 2004/12/15 19:04:25; author: glewis; state: Exp; lines: +1 -0 . Add USE_GNOME=pkgconfig as this port installs pkgconfig meta data. This also fixes a problem with the packing list (libdata/pkgconfig would be created by the port but not removed by it, now it will be done by the pkgconfig port). PR: 75119 Submitted by: Stefan Walter (maintainer)
v. 1.2 date: 2004/10/15 17:32:45; author: ade; state: Exp; lines: +1 -1 Kill off automake18, switching to automake19. Requiem Mors Pacem.
v. 1.1 date: 2004/07/13 08:33:57; author: krion; state: Exp; Add cal3d 0.9.1, Cal3D is a skeletal based 3D character animation library written in C++ in a way that is both platform-independent and graphics API-independent. It was originally designed to be used in a 3D client for Worldforge, but evolved into a stand-alone product which can be used in many different kinds of projects. Cal3D's essentials can be boiled down to 2 parts: the C++ library and the exporter. The exporter is what you would use to take your characters (built in a 3D modeling package) and create the Cal3D-format files that the library knows how to load. The exporters are actually plug-ins for 3D modeling packages. This allows 3D artists to use the modeling tools that they're already comfortable with. The C++ library is what you would actually use in your application, whether it's a game or a VR application. The library provides methods to load your exported files, build characters, run animations, and access the data necessary to render them with 3D graphics. PR: ports/68954 Submitted by: Stefan Walter ============================================================================= v. 1.15 date: 2007/09/30 04:46:52; author: linimon; state: Exp; lines: +2 -1 Switch autoconf dependencies from 2.53 or 2.59 to 2.61. PR: ports/116639 Submitted by: aDe
v. 1.14 date: 2006/08/23 15:57:48; author: acm; state: Exp; lines: +1 -0 - Update to 20060720 for graphics/cal3d-devel - Host graphics/cal3d-devel tarball locally - Add DIST_SUBDIR for graphics/cal3d and graphics/cal3d-devel Approved by: garga (mentor)
v. 1.13 date: 2006/08/16 17:49:38; author: acm; state: Exp; lines: +16 -20 - Update to 0.11.0 - Friendly take over maintanership PR: 102131 Submitted by: me Approved by: stefan, garga (mentor)
v. 1.12 date: 2006/05/07 23:45:52; author: edwin; state: Exp; lines: +0 -1 Remove USE_REINPLACE for categories starting with a G
v. 1.11 date: 2006/05/07 13:32:11; author: stefan; state: Exp; lines: +1 -1 Convert MAINTAINER to my freebsd.org account.
v. 1.10 date: 2006/02/23 10:36:50; author: ade; state: Exp; lines: +11 -8 Conversion to a single libtool environment. Approved by: portmgr (kris)
v. 1.9 date: 2006/01/02 22:11:58; author: edwin; state: Exp; lines: +5 -0 [MAINTAINER] graphics/cal3d: Fix build Fix build (as done in cal3d-devel). PR: ports/91211 Submitted by: Stefan Walter
v. 1.8 date: 2005/11/15 06:49:24; author: ade; state: Exp; lines: +1 -3 Mass-conversion to the USE_AUTOTOOLS New World Order. The code present in bsd.autotools.mk essentially makes this a no-op given that all the old variables set a USE_AUTOTOOLS_COMPAT variable, which is parsed in exactly the same way as USE_AUTOTOOLS itself. Moreover, USE_AUTOTOOLS has already been extensively tested by the GNOME team -- all GNOME 2.12.x ports use it. Preliminary documentation can be found at: http://people.FreeBSD.org/~ade/autotools.txt which is in the process of being SGMLized before introduction into the Porters Handbook. Light blue touch-paper. Run.
v. 1.7 date: 2005/11/13 03:02:21; author: mnag; state: Exp; lines: +2 -0 New port graphics/cal3d-devel Cal3D is a skeletal based 3D character animation library written in C++ in a way that is both platform-independent and graphics API-independent. It was originally designed to be used in a 3D client for Worldforge, but evolved into a stand-alone product which can be used in many different kinds of projects. Cal3D's essentials can be boiled down to 2 parts: the C++ library and the exporter. The exporter is what you would use to take your characters (built in a 3D modeling package) and create the Cal3D-format files that the library knows how to load. The exporters are actually plug-ins for 3D modeling packages. This allows 3D artists to use the modeling tools that they're already comfortable with. The C++ library is what you would actually use in your application, whether it's a game or a VR application. The library provides methods to load your exported files, build characters, run animations, and access the data necessary to render them with 3D graphics. WWW: http://cal3d.sourceforge.net/ Add CONFLICTS in graphics/cal3d PR: 88536 Submitted by: Jose Alonso Cardenas Marquez Repocopy by: marcus
v. 1.6 date: 2005/09/25 09:18:17; author: vs; state: Exp; lines: +1 -2 Use pre-configure target. Submitted by: maintainer
v. 1.5 date: 2005/09/23 17:38:17; author: vs; state: Exp; lines: +1 -0 We need automake already at patch-time Noticed by: cluster
v. 1.4 date: 2005/09/22 17:20:56; author: vs; state: Exp; lines: +8 -4 Update to 0.10.0 PR: ports/86367 Submitted by: maintainer
v. 1.3 date: 2004/12/15 19:04:25; author: glewis; state: Exp; lines: +1 -0 . Add USE_GNOME=pkgconfig as this port installs pkgconfig meta data. This also fixes a problem with the packing list (libdata/pkgconfig would be created by the port but not removed by it, now it will be done by the pkgconfig port). PR: 75119 Submitted by: Stefan Walter (maintainer)
v. 1.2 date: 2004/10/15 17:32:45; author: ade; state: Exp; lines: +1 -1 Kill off automake18, switching to automake19. Requiem Mors Pacem.
v. 1.1 date: 2004/07/13 08:33:57; author: krion; state: Exp; Add cal3d 0.9.1, Cal3D is a skeletal based 3D character animation library written in C++ in a way that is both platform-independent and graphics API-independent. It was originally designed to be used in a 3D client for Worldforge, but evolved into a stand-alone product which can be used in many different kinds of projects. Cal3D's essentials can be boiled down to 2 parts: the C++ library and the exporter. The exporter is what you would use to take your characters (built in a 3D modeling package) and create the Cal3D-format files that the library knows how to load. The exporters are actually plug-ins for 3D modeling packages. This allows 3D artists to use the modeling tools that they're already comfortable with. The C++ library is what you would actually use in your application, whether it's a game or a VR application. The library provides methods to load your exported files, build characters, run animations, and access the data necessary to render them with 3D graphics. PR: ports/68954 Submitted by: Stefan Walter =============================================================================



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