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
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>