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Reproducible and usable builds of vsgopenmw #9

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psi29a opened this issue Nov 7, 2023 · 1 comment · Fixed by #8 · May be fixed by psi29a/VulkanSceneGraph#5
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Reproducible and usable builds of vsgopenmw #9

psi29a opened this issue Nov 7, 2023 · 1 comment · Fixed by #8 · May be fixed by psi29a/VulkanSceneGraph#5
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@psi29a
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psi29a commented Nov 7, 2023

In order to facilitate testing, we need to have builds for people to test.

  • linux and mac builds, as they are they are the easiest to get up and running
  • vsg and vsgXchange needs to be built on the fly until they are more widely supported downstream
  • make use of version and hash check to improve security
  • make use of caching to prevent abuse of resources and fast builds
  • RelWithDebInfo so that there is some debugging, including for vsg/vsgXchange

There are a few questions though which can be spun off into other tickets:

  • Are we okay with the fact that builds made here are named OpenMW, does this bother anyone?
  • All 3 major builds: windows, macos and linux must eventually be supported
  • Android builds are possible but we need a champion that can help there
  • Same with windows, we need a champion that can help make sure builds are good
  • For linux, initially Ubuntu builds are fine but we need to have fully generic builds, I suggest flatpak
@psi29a psi29a added the question Further information is requested label Nov 7, 2023
@psi29a psi29a self-assigned this Nov 7, 2023
@psi29a psi29a closed this as completed in #8 Nov 24, 2023
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psi29a commented Nov 24, 2023

It's still not 100% what I want.

Problems are:

  • flatpak build does not allow for Internet connection, as a result, we can't use Robert's custom glslang compiler thing, thus no shader compiler. Trying to build glslang from scratch and have vsg use it is a nightmare because Robert wants his version only.
  • macos build does no contain the necessary libs. Something has changed between upstream openmw and vsgopenmw; still needs to be investigated.
  • no windows builds at all, yet

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