Commit graph

9 commits

Author SHA1 Message Date
Jan Beich
df3607acde graphics/cal3d: unbreak build with Clang 6 (C++14 by default)
loader.cpp:899:12: error: cannot initialize return object of type 'CalCoreKeyframe *' with an rvalue of type 'bool'
    return false;
           ^~~~~
loader.cpp:1448:11: error: no viable conversion from returned value of type 'bool' to function return type 'CalCoreSkeletonPtr' (aka 'RefPtr<CalCoreSkeleton>')
                        return false;
                               ^~~~~
../../src/cal3d/refptr.h:16:9: note: candidate constructor not viable: no known conversion from 'bool' to 'CalCoreSkeleton *' for 1st argument
        RefPtr(T* ptr = 0)
        ^
../../src/cal3d/refptr.h:22:9: note: candidate constructor not viable: no known conversion from 'bool' to 'const RefPtr<CalCoreSkeleton> &' for 1st argument
        RefPtr(const RefPtr<T>& ptr)
        ^

Reported by:	pkg-fallout (blocks 5 ports)
Approved by:	portmgr blanket
2018-01-26 14:40:05 +00:00
John Marino
5a73dc9345 graphics/cal3d(-devel): Fix build on gcc5
Trivial addition of <string.h>, approved by blanket
2015-09-15 18:54:24 +00:00
Tijl Coosemans
52aa8b6507 Remove patches and patch Makefile.in instead of Makefile.am to avoid
USE_AUTOTOOLS
2014-10-05 13:45:58 +00:00
Ade Lovett
e4d968507a Couple of missed patches from recent automake update. 2013-07-16 20:10:08 +00:00
Ade Lovett
843f8123d4 Sync to final (for now) bsd.autotools.mk 2010-12-22 20:05:49 +00:00
Ade Lovett
7e80cde328 Round one migration of ports from automake{19,110} to automake111 2010-10-05 19:57:56 +00:00
Jose Alonso Cardenas Marquez
da4f3a882e - Update to 0.11.0
- Friendly take over maintanership

PR:		102131
Submitted by:	me
Approved by:	stefan, garga (mentor)
2006-08-16 17:49:38 +00:00
Volker Stolz
ae973ecac1 Update to 0.10.0
PR:		ports/86367
Submitted by:	maintainer
2005-09-22 17:20:56 +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