Compiling blender in windows

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Message 93 - Posted: 22 Feb 2005, 18:06:26 UTC
Last modified: 22 Feb 2005, 18:43:23 UTC

Compiling blender on windows seems to be close to impossible. Furthermore it complicates things that I do not have a windows machine that can run concurrently with the linux server I use (the one that runs this website).

Generally it takes way too long for me try to get the windows blender to work. I don't want this to delay the development of the BURP project anymore.

So for the future there will be no support for the windows platform - at least not unless someone volunteers to do the compiling on the windows platform.

In case anyone are interested in doing the compile work on the Windows platform, this is the procedure:
- Get latest Blender from CVS
- Compile it to see if it works
- Run a short test
- When it compiles, apply patches from BURP
- Compile again
- Run a short BURP-specific test
Sounds easy doesn't it? You could try doing the 3 first steps; if you succeed you have done better than I...

While the windows platform will not be supported the linux platform will be updated whenever new versions of blender arrive. The linux platform seems to be maintained more in the blender CVS and hence is much easier to get working (ie. usually takes me only about 10mins to get a working version from CVS compared to weeks of debugging in windows).
Actually the linux version here on BURP has just been updated to the new blender version 2.36 with custom patches from BURP to support partial frame renders, so soon we should be able to distribute the render of a single frame across several computers.

I'm very sorry about this windows-stuff as I know a lot of you use windows, but I just can't keep spending this much time on trying to get it to work.
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Message 96 - Posted: 23 Feb 2005, 17:11:35 UTC - in response to Message 93.  
Last modified: 23 Feb 2005, 17:29:44 UTC

The BURP patches will be made available online shortly, but please be aware that they may or may not work with the newest windows blender build.

[EDIT:] The patches can now be found in this directory. I know the added code isn't the most beautifull one ever written, but it does its job (at least on linux).
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Message 98 - Posted: 23 Feb 2005, 23:13:08 UTC

Ok, where's the CVS tree for blender located?
There were two major products to come out of Berkeley: LSD and UNIX. I don't believe this to be a coincidence.
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Message 99 - Posted: 24 Feb 2005, 18:12:59 UTC - in response to Message 98.  

> Ok, where's the CVS tree for blender located?

I have been using the following CVSROOT to fetch the last couple of releases I did:
:pserver:anonymous@cvs.blender.org:/cvsroot/bf-blender
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Message 100 - Posted: 25 Feb 2005, 0:22:22 UTC
Last modified: 25 Feb 2005, 0:24:52 UTC

i cant seem to get any of those patches to patch...

EDIT: these forums seem to not like the less then char
for the error goto http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&p=35813#35813
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Message 101 - Posted: 25 Feb 2005, 6:45:31 UTC - in response to Message 100.  
Last modified: 25 Feb 2005, 6:47:26 UTC

> i cant seem to get any of those patches to patch...

The syntax of patch (at least on my linux box) is:
patch [OPTIONS]... [ORIGFILE [PATCHFILE]]

I made the patches using cvsdiff, so perhaps this does not use the standard patch format - please let me know.

Furthermore it is very important that whoever compiles this in windows creates pure windows executables, that is: the final executables must not rely on anything but what can be distributed. I am not sure where this puts cygwin builds...will they run on computers without cygwin?
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Message 102 - Posted: 26 Feb 2005, 17:39:28 UTC

If built right, cygwin builds do not need cygwin.dll ( the only thing most cygwin programs rely on). I'm pretty sure there is some code in the source that takes care of this.
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Message 103 - Posted: 27 Feb 2005, 11:58:47 UTC - in response to Message 102.  
Last modified: 27 Feb 2005, 12:11:42 UTC

> If built right, cygwin builds do not need cygwin.dll ( the only thing most
> cygwin programs rely on). I'm pretty sure there is some code in the source
> that takes care of this.

Hm... if this is right we have no problems. I spent a couple of hours getting the most current set of BURP patches working with cygwin and now have a working copy of blender 2.36+patch.

I have uploaded the compiled blender here as a zip archive. Could someone running windows without cygwin please test if it works. If not we could possibly distribute the cygwin dll with the program. (Seems to be no licensing issues here - the cygwin dll is GPL'ed which means the program that uses it (blender+patch) must be opensource - which is already the case)

Anyways cygwin builds will just be a temporary sollution - since the calls are not native win32 there is a performance issue. However, as long as BURP is in development this doesn't matter much.

[Edit:]
By the way the above patches seemed to make a lot of problems with the newest 2.36 build, and also a function was missing (parse_command_line), so consider them deprecated. Will post new patches soon.
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Message 104 - Posted: 27 Feb 2005, 14:34:00 UTC

It works! And it renders fine, which is the main concern.

Good luck...


lightning
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Message 105 - Posted: 27 Feb 2005, 18:59:43 UTC - in response to Message 104.  

> It works! And it renders fine, which is the main concern.

Great! I'll insert the executables in the BURP network later today and start a test of it.
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Message 108 - Posted: 28 Feb 2005, 3:15:47 UTC

if you suply the patch files that work, i can compile an AMD build, that runs around 30% faster then the official releases, and the same could be done for intel CPU's. this would make for a faily efficent renderering system.
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Message 109 - Posted: 28 Feb 2005, 6:32:17 UTC - in response to Message 108.  

> if you suply the patch files that work, i can compile an AMD build, that runs
> around 30% faster then the official releases, and the same could be done for
> intel CPU's. this would make for a faily efficent renderering system.

Actually BOINC has a system for this called the anonymous platform. It works like this:
The project (BURP) sends out a version compiled for maximum compatibility. This version can be used by all CPU types on a given platform (windows).
Participants have the ability to compile their own optimized version and use that instead by enabling the anonymous platform on their clients.
Participants can then share their optimized client with other participants if they like.

I guess that's a good way to do it once this project reaches near-end-of-beta. Currently I would rather like focus to be on ironing out bugs in the official BURP builds rather than having to deal with the extra complexity of having multiple clients for every platform.

A question:
The BURP way of launching blender is trough a controller program. Is it somehow possible to detect the cpu-type and based on that launch one of the optimized blender-clients? This would enable us to distribute optimized clients as part of the standard client package... (the launcher would then be general to all cpus on a given platform and then launch blender compiled specificly for that particular cpu)
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Message 110 - Posted: 28 Feb 2005, 12:13:09 UTC - in response to Message 109.  

> A question:
> The BURP way of launching blender is trough a controller program. Is it
> somehow possible to detect the cpu-type and based on that launch one of the
> optimized blender-clients? This would enable us to distribute optimized
> clients as part of the standard client package... (the launcher would then be
> general to all cpus on a given platform and then launch blender compiled
> specificly for that particular cpu)

cant Boinc find what your CPU is, when you benchmark a computer it tells you what type of CPU you have, and then displays it http://burp.boinc.dk/show_host_detail.php?hostid=174&ipprivate=1 for example.
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Message 111 - Posted: 28 Feb 2005, 13:45:28 UTC - in response to Message 110.  

> cant Boinc find what your CPU is

Why didn't I think about that? =)
BOINC has a struct with all the needed info.

Still, this will have to wait untill the source doesn't change as much.
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Message 112 - Posted: 28 Feb 2005, 20:20:37 UTC - in response to Message 103.  

> By the way the above patches seemed to make a lot of problems with the newest
> 2.36 build, and also a function was missing (parse_command_line), so consider
> them deprecated. Will post new patches soon.

The patches have been updated to those that I used with cygwin.
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Message 115 - Posted: 1 Mar 2005, 4:10:51 UTC

it would be good if you could add the correct Index to each file, have the directory path ie. 'Index: source/blender/render/intern/source/RE_callbacks.c' instead of 'Index: RE_callbacks.c'

also, if you could put all the patches into one file, it would make it alot easier to patch.

thanks
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Message 120 - Posted: 2 Mar 2005, 7:55:35 UTC

Hi ^^

Compiling Blender on windows is not so hard as you said. A friend of mine have done this short tutorial on how to compile blender (tuhopuu in this case, but don't care...) with cygwin on windows : http://dani2.chez.tiscali.fr/compilationtuheng.htm
Take a look and try it shortly, hope it will be ok.

Bye,
---
ebrain
http://www.blender.clan.st
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Message 121 - Posted: 2 Mar 2005, 13:02:08 UTC - in response to Message 120.  

> Compiling Blender on windows is not so hard as you said. A friend of mine have
> done this short tutorial on how to compile blender (tuhopuu in this case, but
> don't care...) with cygwin on windows :
> http://dani2.chez.tiscali.fr/compilationtuheng.htm

Yes I found out about cygwin just a few days ago.
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Message 450 - Posted: 8 Apr 2005, 19:27:55 UTC

It would be a shame if you did not offer windows support, with so many people using it... hopefully this new development will make things work better...

Maybe there is something that is the opposite of wine...
(Wine is an Open Source implementation of the Windows API on top of X and Unix. - www.winehq.com)
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Message 451 - Posted: 9 Apr 2005, 1:19:11 UTC

there is window support now, this thread is about a month old.
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Message boards : Client : Compiling blender in windows