[Pkg-pascal-devel] License of several new files in castle-engine
Paul Gevers
elbrus at debian.org
Thu May 8 20:29:28 UTC 2014
Hi Michalis,
Thanks for the swift response.
On 08-05-14 21:53, Michalis Kamburelis wrote:
> As far as I see, most of them (except the ones automatically generated)
> have, below the copyright, our standard notice
Are you sure? What about Options.(h|m) and OptionsController.(h|m)? If
they are automatically generated, that would be nice to note in the
file. I did not recognize them as such, especially because there is a
copyright statement.
>> Now fully off topic: I am going to try to build the src/fonts/*.pas
>> files containing the fonts from source (in ./data/). It would be nice if
>> there would be an appropriate Makefile to do this. I understand I have
>> to build the executable needed from the examples directories, right?
>
> Yes. Build castle_game_engine/examples/fonts/texturefont2pascal.lpr
> (e.g. using the
> castle_game_engine/examples/fonts/texturefont2pascal_compile.sh script).
> Put the texturefont2pascal on $PATH, then
> "castle_game_engine/src/fonts/" and run "./mk_fonts.sh".
>
> Hm, but temporarily you will also have to comment out
> "outlinefont2pascal" call from mk_fonts.sh before running.
> outlinefont2pascal is an ancient Windows-only program. In the future
> outline fonts will be probably completely removed from the engine, and
> outlinefont2pascal will be just gone --- I just did not want to break
> the compatibility too suddenly in 5.0.0.
If I understand you correctly (and I just found out myself as well) we
can not build those outlined *.pas files on a non-Windows system. Ooh,
bad :(. If you promise to remove them in a version soon, I will let it
pass for now. Also soon I will start building png files from source. Of
course it would be great if you as upstream would facilitate that as
well, but otherwise we will just have to figure it out ourselves.
> Some of these examples are helpful tools, so it may be useful.
> examples/fonts/texturefont2pascal is one example, some others are image
> utilities in examples/images_videos/ (e.g.
> examples/images_videos/dds_decompose , quite useful for working with
> DDS), and some basic utilities in examples/tools/ .
>
> For me, many of them are useful, even independent of our engine.
> Although I'm biased :)
I'll have a look, hopefully soon.
> BTW, future versions of the engine may include a build tool,
> https://sourceforge.net/p/castle-engine/wiki/Planned%3A%20build%20tool/
> . This would wrap compilation and packaging of the game (together with
> generating some standard project skeleton e.g. for Android). Of course
> using FPC (or Lazarus) directly for compilation would still be possible,
> although it's more and more cumbersome when you try to hide the
> differences between standalone/Android/iOS... At the beginning I thought
> that the build tool could be a simple bash script, but now I'm more and
> more leaning toward making it a real ObjectPascal program (also using
> our engine). Then it will be really desired for Debian to have a
> compiled binary of the build tool packaged together with engine :)
Interesting.
Paul
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