This allows exporting (a stub function that forwards to) a
function that returns a value - it's particularly useful in
the graphics plugins for the "get_pipe_type_foo()" functions.
This also frees up CMake from needing to use any of the source
files in the metalibs/*/ directories.
* Previously it only looked for the resolved path, but sounds are not stored with resolved path in the cache (possibly a different bug?)
* It only uncached samples, not streams
Fixes#428
This is done by adding a PyTargetAdd function, which builds the target into a Python ABI-specific temporary directory, allowing multiple Python versions to be built into the same built dir side-by-side. This could greatly speed up buildbot builds.
It also paves the way for building multiple Python versions in the same makepanda call / installer by changing PyTargetAdd to add one target per enabled Python version.
dconfig.cxx was recently deleted.
p3dconfig is now just an interface library, since it still
contains a header which we'd like on the search path of
libraries that use it.
For now, p3vision is only built if either OpenCV or
ARToolKit is available. It does contain some generic
webcam access code, so it might be worth building it
when that's available.
This makes it easier to build for one platform even if multiple
platforms are specified in setup.py/cfg. For example:
python setup.py build_apps -p win_amd64
Or, for multiple platforms:
python setup.py build_apps -p win32,win_amd64
I inadvertently rewrote FindVRPN.cmake doing this - I didn't
think to check if it already existed before overwriting.
Oh well, the new version is a bit simpler.
That is, they should appear under the build directory of the
component library they're Interrogating; this is just an
organizational change to keep the cmake/panda/ directory from
accumulating Interrogate clutter.
This is for consistency with fbbc5bb9e63 which introduced the
same `#undef Configure` in dxgsg9. This prevents dtool's own
Configure() macro from conflicting with the declaration of
D3D9's Configure function in d3d9.h.
This is done by only writing out a #line when the first non-whitespace line is encountered; any blank lines before that are trimmed. This cuts down the size of the preprocessed shaders for a large project with many shader includes, such as the RenderPipeline.