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* Mk/*: Build with a clean environmentTijl Coosemans2024-02-291-165/+103
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Both our make and gmake use the MAKEFLAGS environment variable but the values aren't compatible and the latest version of gmake complains about that. To rule out that any environment variable can cause problems like this, add a new command SETENVI=/usr/bin/env -i that clears the environment, and use it to run upstream build systems with a clean environment. Introduce a new variable WRK_ENV that contains the environment to use with SETENVI in all targets that run upstream build commands. Variables that are common between CONFIGURE_ENV and MAKE_ENV could be moved to WRK_ENV but for now it just contains a minimal environment: HOME=${WRKDIR}: Fixes USES=elixir ports that were using the user's HOME. OSVERSION: For cross building; determines the output of uname -K and getosreldate(3); affects net/freebsd-telnetd for example. PATH: Fixes USES=gem ports that were using the user's PATH. PWD=$${PWD}: Preserve current working directory; affects USES=go ports. TERM: To preserve colored output to terminals. TMPDIR: For users who define that. UNAME_*: For cross building; determines the output of uname(1); affects lang/python* for example. This commit deals with everything under Mk/. Ports that have their own targets running upstream build commands can switch to SETENVI later. The ports tree adds its definition of ARCH to the MAKEFLAGS environment variable, which is interpreted by sub-makes as command line arguments, which means that any definition of ARCH in upstream makefiles was overridden. The following ports required fixes now that this is no longer the case. games/iortcw, games/q3cellshading, games/tremulous: These use Quake 3 engine code. Fix use of ARCH. Reduce diff between FreeBSD code and Linux code. games/legesmotus: Remove ARCH related patches. lang/ocaml: Patch configure script so it detects amd64 correctly. Also make the powerpc case consistent with the other architectures. This also affects other ocaml ports like devel/ocaml-ocamlbuild and math/ocaml-num that include a Makefile.config installed by lang/ocaml. While here, use SETENVI in check-test target. net/libnatpmp: Use of upstream definition of ARCH triggers installation in PREFIX/lib64 on amd64. Disable this. PR: 276478 Approved by: portmgr (antoine) Exp-run by: antoine
* games/q3cellshading: cleanup release CFLAGS, take maintainershipAlexey Dokuchaev2023-11-281-53/+56
| | | | | Since we already patch the Makefile, it makes little sense to fix it up again in the `post-patch' target.
* games category: Remove $PTHREAD_LIBSJohn Marino2015-03-251-1/+1
| | | | | | | approved by: PTHREAD blanket Notes: svn path=/head/; revision=382275
* - Remove unneeded dependency from gtk12/gtk20 [1]Martin Wilke2008-04-191-2/+2
| | | | | | | | | | | | | | | | | | - Remove USE_XLIB/USE_X_PREFIX/USE_XPM in favor of USE_XORG - Remove X11BASE support in favor of LOCALBASE or PREFIX - Use USE_LDCONFIG instead of INSTALLS_SHLIB - Remove unneeded USE_GCC 3.4+ Thanks to all Helpers: Dmitry Marakasov, Chess Griffin, beech@, dinoex, rafan, gahr, ehaupt, nox, itetcu, flz, pav PR: 116263 Tested on: pointyhat Approved by: portmgr (pav) Notes: svn path=/head/; revision=211584
* The goal of this project is to add Cell Shading capabilities to the Quake IIIAlejandro Pulver2006-08-131-2/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | engine with Real-time performance. In order to provide such feature we have decided to use Kuwahara filter. Kuwahara filter is a noise-reduction filter that preserves edges. It uses four subquadrants to calculate the mean and variance and chooses the mean value for the region with the smallest variance. To increase the hand-painted effect we have decided to apply a simple blur filter to reduce hard-edges on textures and increase the flatness effect. To produce the cell shading effect we use no graphics card shaders, so our implementation could run with almost any gfx card. The edge effect is produced by painting backface polygons with a thick wireframe without textures and repaint all the scene, but this time, with textures. We have also implemented a different algorithm (we call it White Texture), which uses white textures. It looks like this and this, you can set the console variable r_celshadalgo to 2, and load another map, or run using the appropiate link that came with the release. WWW: http://q3cellshading.sourceforge.net/ PR: ports/101677 Notes: svn path=/head/; revision=170500
* - Change ppc to powerpc in the Makefile because that is the value of ARCH inAlejandro Pulver2006-06-041-54/+60
| | | | | | | | | FreeBSD (I didn't know ARCH can't be overriden from the original program's Makefile). - Use a list of supported architectures for VM instead of hardcoding them. Notes: svn path=/head/; revision=164368
* - Update to version 1.32c (security patch, see below).Alejandro Pulver2006-06-031-33/+41
| | | | | | | | | | | | | | | | - Make portlint happy. - Allow building the VM on PowerPC. - Fix a typo in option detection code (&& -> ||). - Fix 2 security vulnerabilities [1]. PR: ports/98296 Submitted by: alepulver (myself) Approved by: Linas Valiukas <shirshegsm@gmail.com> (maintainer) Obtained from: q3icculus (http://icculus.org/quake3/) [1] Security: CVE-2006-2082 Notes: svn path=/head/; revision=164295
* - Bump PORTREVISION (package contents change - files added).Alejandro Pulver2006-05-251-18/+376
| | | | | | | | | | | | | | | | - Put port mirrors before IDSOFTWARE ones. - Use USE_DOS2UNIX instead of USE_CRLF provided by games/quake3. - Use Makefile instead of cons, remove Perl dependencies. Avoid building unncessary components. - Add OPTIONS. Allow building without X11 and optimizations. - Add pkg-plist. - Fix on non-i386. PR: ports/97930 Submitted by: alepulver (myself) Approved by: garga (mentor, implicitly), maintainer Notes: svn path=/head/; revision=163425
* Remove i386 specific parts from the Makefiles.Edwin Groothuis2005-11-281-3/+3
| | | | | | | | PR: ports/89603 Submitted by: Linas Valiukas <shirshegsm@gmail.com> Notes: svn path=/head/; revision=149771
* [UPDATE] games/quake3: integrate with quake3-dataEdwin Groothuis2005-11-221-2/+2
| | | | | | | | | | | | | | | Changes: * Don't build install QVM's and shared libraries (QVM's are provided in the PAK files). * Look for data in the same directory as linux-quake3. * Add mirror. * Remove pkg-message and pkg-plist (not needed anymore) PR: ports/89330 Submitted by: Alejandro Pulver <alejandro@varnet.biz> Approved by: Linas Valiukas <shirshegsm@gmail.com> Notes: svn path=/head/; revision=148996
* New port: games/quake3 Quake III Arena -- first person shooter (nativeEdwin Groothuis2005-11-171-0/+99
Quake III Arena, developed by the gaming wizards at id Software, is the third installment of one of the most popular computer game franchises of all time. Organic caverns, gothic cathedrals and futuristic spacescapes play host to Quake III Arena's unrivaled blend of action, strategy and jaw-dropping technology as Linux gamers are invited to square off against 32 of history's greatest warriors. Built around a revolutionary new graphics engine capable of delivering mind blowing 3D special effects including curved surfaces and volumetric fog, Quake III Arena is the final word in deathmatching mayhem. This is a native build for FreeBSD. Sorry, no joystick support is available at this time. PR: ports/85429 Submitted by: Linas Valiukas <shirshegsm@gmail.com> Notes: svn path=/head/; revision=148568