drivers: Refactor SCsub and drop redundant env_drivers clone
The reordering of the SConscript includes allows to ensure that stuff like the builtin zlib headers will be available for libpng. Also moved glew back into global env, otherwise windows seems not to find it... Kind of shooting in the dark with this multi-env setup.
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@ -1,7 +1,4 @@
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Import('env')
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Import('env_drivers')
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env_glew = env_drivers.Clone()
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if (env["platform"] in ["haiku","osx","windows","x11"]):
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# Thirdparty source files
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@ -12,15 +9,13 @@ if (env["platform"] in ["haiku","osx","windows","x11"]):
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]
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thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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env_glew.add_source_files(env.drivers_sources, thirdparty_sources)
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env_glew.Append(CPPFLAGS = ['-DGLEW_STATIC'])
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env_glew.Append(CPPPATH = [thirdparty_dir])
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# Also pass to global env, used by platform code
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env.add_source_files(env.drivers_sources, thirdparty_sources)
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env.Append(CPPFLAGS = ['-DGLEW_STATIC'])
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env.Append(CPPPATH = [thirdparty_dir])
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env.Append(CPPFLAGS = ['-DGLEW_ENABLED'])
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# Godot source files
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env_glew.add_source_files(env.drivers_sources, "*.cpp")
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env.add_source_files(env.drivers_sources, "*.cpp")
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Export('env')
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