The FreeBSD Ports Archive
FreeBSD graphics : cal3d4>
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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