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[Gzz-commits] libvob README


From: Tuukka Hastrup
Subject: [Gzz-commits] libvob README
Date: Tue, 12 Aug 2003 07:40:08 -0400

CVSROOT:        /cvsroot/libvob
Module name:    libvob
Branch:         
Changes by:     Tuukka Hastrup <address@hidden> 03/08/12 07:40:08

Modified files:
        .              : README 

Log message:
        updated to current situation

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/libvob/libvob/README.diff?tr1=1.2&tr2=1.3&r1=text&r2=text

Patches:
Index: libvob/README
diff -u libvob/README:1.2 libvob/README:1.3
--- libvob/README:1.2   Mon Apr  7 08:53:50 2003
+++ libvob/README       Tue Aug 12 07:40:08 2003
@@ -2,11 +2,20 @@
 Vobs - a novel 2 1/2D UI framework
 
 
+LibVob contains implementations for the framework both in C++ OpenGL and in 
+Java AWT. In addition, there's a JNI bridge for using the OpenGL 
+implementation from Java. OpenGL requires a wrapper file under src/os per each 
+operating platform (currently, the only one is for GLX on Linux).
+
+
 Before compiling, you should have:
 * Boost.org libraries version 1.30 
   (the Debian package is called libboost-dev)
 
-* JAVAHOME pointing to the JDK, where include/linux/jni.h is
+* JAVAHOME pointing to the JDK, which should contain one of:
+   * include/linux/jni.h
+   * include/kaffe/jni.h
+   * include/jni.h
 
 * CVS module libvob-depends checked out as ../libvob-depends
 
@@ -16,14 +25,10 @@
 Compile with command "make".
 
 
-If the computer doesn't have a Pentium 4 processor, you need to adjust ARCH 
-variable defined in file rules.mk - for example for Celeron processors, I 
-needed to have ARCH="-march=pentium3 -mfpmath=sse"
-
-
-You should have the option of compiling only the AWT graphics code and not the 
-JNI/OpenGL code, but this probably doesn't work right now.
+We try to optimize the C++ compilation to the hardware platform. In case of 
+problems, please have a look at the options ARCH and OPTIMIZE in file rules.mk.
 
 
-A suggestion: make a symlink vob pointing to org/nongnu/libvob;
-easier to use and jython code does that by an import.
+In the future, you should have the option of compiling only the AWT graphics 
+code or only the C++ OpenGL graphics code, but at the moment the JNI bridge
+is built anyway.




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