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Commit Graph

17 Commits

Author SHA1 Message Date
Rong-En Fan
741aa71483 Update CONFIGURE_ARGS for how we pass CONFIGURE_TARGET to configure script.
Specifically, newer autoconf (> 2.13) has different semantic of the
configure target. In short, one should use --build=CONFIGURE_TARGET
instead of CONFIGURE_TARGET directly. Otherwise, you will get a warning
and the old semantic may be removed in later autoconf releases.

To workaround this issue, many ports hack the CONFIGURE_TARGET variable
so that it contains the ``--build='' prefix.

To solve this issue, under the fact that some ports still have
configure script generated by the old autoconf, we use runtime detection
in the do-configure target so that the proper argument can be used.

Changes to Mk/*:
 - Add runtime detection magic in bsd.port.mk
 - Remove CONFIGURE_TARGET hack in various bsd.*.mk
 - USE_GNOME=gnometarget is now an no-op

Changes to individual ports, other than removing the CONFIGURE_TARGET hack:

= pkg-plist changed (due to the ugly CONFIGURE_TARGET prefix in * executables)
  - comms/gnuradio
  - science/abinit
  - science/elmer-fem
  - science/elmer-matc
  - science/elmer-meshgen2d
  - science/elmerfront
  - science/elmerpost

= use x86_64 as ARCH
  - devel/g-wrap

= other changes
  - print/magicfilter
    GNU_CONFIGURE -> HAS_CONFIGURE since it's not generated by autoconf

Total # of ports modified:  1,027
Total # of ports affected: ~7,000 (set GNU_CONFIGURE to yes)

PR:		126524 (obsoletes 52917)
Submitted by:	rafan
Tested on:	two pointyhat 7-amd64 exp runs (by pav)
Approved by:	portmgr (pav)
2008-08-21 06:18:49 +00:00
Ade Lovett
771ea13f41 Conversion from (now defunct) autoconf-2.61 to autoconf-2.62
Tested by:	exp build run (erwin)
2008-08-20 00:57:32 +00:00
Pav Lucistnik
efa63f6ba4 - Remove USE_GCC where it can be satisfied with base compiler on following
FreeBSD versions: 5.3 and up, 6.x, 7.x, 8-CURRENT
2008-07-25 14:34:52 +00:00
Mark Linimon
48420a5ebd Switch autoconf dependencies from 2.53 or 2.59 to 2.61.
PR:		ports/116639
Submitted by:	aDe
2007-09-30 04:47:36 +00:00
Jose Alonso Cardenas Marquez
913f138107 - 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)
2006-08-23 15:57:48 +00:00
Jose Alonso Cardenas Marquez
b6b4a544cd Change maintainer address to my @FreeBSD.org email
Approved by:	garga (mentor)
2006-07-23 02:45:24 +00:00
Edwin Groothuis
ff21f59f9f Remove USE_REINPLACE for categories starting with a G 2006-05-07 23:46:33 +00:00
Ade Lovett
8503536d38 Conversion to a single libtool environment.
Approved by:	portmgr (kris)
2006-02-23 10:40:44 +00:00
Emanuel Haupt
d923a168f4 - Fix build on 4.x
- Bump PORTREVISION
- Remove 4 patches (me)

PR:		90901
Submitted by:	Jose Alonso Cardenas Marquez <acardenas@bsd.org.pe>
2005-12-26 14:44:33 +00:00
Ade Lovett
54a0b86543 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.
2005-11-15 06:52:12 +00:00
Marcus Alves Grando
9b7b267cf9 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 <acardenas@bsd.org.pe>
Repocopy by:	marcus
2005-11-13 03:02:22 +00:00
Volker Stolz
9a6b016b30 Use pre-configure target.
Submitted by: maintainer
2005-09-25 09:18:17 +00:00
Volker Stolz
cbd57bc829 We need automake already at patch-time
Noticed by: cluster
2005-09-23 17:38:17 +00:00
Volker Stolz
ae973ecac1 Update to 0.10.0
PR:		ports/86367
Submitted by:	maintainer
2005-09-22 17:20:56 +00:00
Greg Lewis
1f2099efbe . 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 <sw@gegenunendlich.de> (maintainer)
2004-12-15 19:04:25 +00:00
Ade Lovett
0d9fe4811f Kill off automake18, switching to automake19. Requiem Mors Pacem. 2004-10-15 17:32:46 +00:00
Kirill Ponomarev
e2ca6bea49 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 <sw@gegenunendlich.de>
2004-07-13 08:33:57 +00:00