.mozconfig).
* Optionally build Firefox with official branding (so that it calls
itself "Firefox" instead of "Deer Park"). This should not be turned
on for the channel!
svn path=/nixpkgs/trunk/; revision=4817
* Build callgrind so that it doesn't need its own copy of valgrind.
* Add kcachegrind and callgrind to the cache.
svn path=/nixpkgs/trunk/; revision=4635
* added an experimental fetchdarcs function, based on fetchsvn
(there are no expressions yet that use this function)
svn path=/nixpkgs/trunk/; revision=4615
in /usr/lib/libGL.so.1 (which will typically load a driver in
/usr/X11R6/lib/modules/dri). This has been tested on a i915
graphics card; it should work with most open source X.org drivers.
For NVidia's proprietary drivers (which we cannot build ourselves
anyway), some more symlinks are necessary; I'll add those later.
So to get hardware-accelerated Quake 3, do:
$ nix-env -p /nix/var/nix/profiles/opengl -i xorg-sys-opengl
$ nix-env -i quake3-demo
$ quake3
svn path=/nixpkgs/trunk/; revision=4613
allow the OpenGL implementation to be overriden through the
OPENGL_DRIVER environment variable. If it is not set, we use the
implementation installed in the profile
/nix/var/nix/profiles/opengl, allowing easy late binding by the
user, e.g.,
$ nix-env -p /nix/var/nix/profiles/opengl -i nvidia-sys-opengl
might install the NVidia OpenGL implementation.
The code that does this is not specific to Quake 3: it has been
factored out into build-support/opengl/mesa-switch.sh. Presumably
any application that requires hardware-accelerated OpenGL needs it.
* Add the Quake 3 demo to the cache.
svn path=/nixpkgs/trunk/; revision=4612
quake3/demo takes care of downloading and patching the required PAK
files. quake3/wrapper calls the Quake binary with a synthesised
directory of symlinks to activated PAK files. This should make it
easy to plug in the commercial PAKs, or third-party mods.
svn path=/nixpkgs/trunk/; revision=4611
to work "out of the box" with hardware acceleration and either the
shareware or full PAK files. But with some hackery, I have gotten
it to work with both Mesa software rendering and NVidia hardware
rendering.
svn path=/nixpkgs/trunk/; revision=4595
the module and install it under $out/lib/modules/$kernelversion/ ...
Eventually we will make tons of symlinks from /lib/modules/$kernelversion
to this location, so we can safely run tools like depmod and friends.
I believe this is the least ugly hack to make it work.
svn path=/nixpkgs/trunk/; revision=4486
all in a generic way. Adding new platforms to cross compile applications for
with uClibc becomes pretty trivial this way (unless you want C++ support,
see 'maintainers/docs/cross.txt' for an explanation why this is so tough
to build with Nix.)
So, Nix starts with Linux/MIPS support in the New Year :)
svn path=/nixpkgs/trunk/; revision=4467