On Thu, Sep 09, 2010 at 04:06:02PM +0100, Philip Taylor wrote:
> On Wed, Sep 8, 2010 at 2:40 PM, Johan Van de Wauw
> wrote:
> > This might make it not suitable for main, since DXT seems to be patented:
> > https://bugzilla.redhat.com/show_bug.cgi?id=407561
There is no rule preventing software imp
On Wed, Sep 8, 2010 at 2:40 PM, Johan Van de Wauw
wrote:
> On Wed, Sep 8, 2010 at 9:38 AM, Vincent Fourmond wrote:
>
>> DXT compression is based on Simon Brown's squish library. The library
>> also contains an alternative GPU-accelerated compressor that uses CUDA
>> and is one order of magnitude
On Wed, Sep 8, 2010 at 3:53 AM, Paul Wise wrote:
> On Tue, Sep 7, 2010 at 10:27 PM, Philip Taylor wrote:
>> On a related note: We're probably going to add the NVIDIA Texture Tools
>> (http://code.google.com/p/nvidia-texture-tools/) as a dependency in the next
>> week or so. But I don't think we n
On Wed, Sep 08, 2010 at 03:40:53PM +0200, Johan Van de Wauw wrote:
> On Wed, Sep 8, 2010 at 9:38 AM, Vincent Fourmond wrote:
>
> > DXT compression is based on Simon Brown's squish library. The library
> > also contains an alternative GPU-accelerated compressor that uses CUDA
> > and is one order
On Wed, Sep 8, 2010 at 9:38 AM, Vincent Fourmond wrote:
> DXT compression is based on Simon Brown's squish library. The library
> also contains an alternative GPU-accelerated compressor that uses CUDA
> and is one order of magnitude faster.
>
This might make it not suitable for main, since DXT s
On Wed, Sep 8, 2010 at 4:53 AM, Paul Wise wrote:
> On Tue, Sep 7, 2010 at 10:27 PM, Philip Taylor wrote:
>> On a related note: We're probably going to add the NVIDIA Texture Tools
>> (http://code.google.com/p/nvidia-texture-tools/) as a dependency in the next
>> week or so. But I don't think we n
PS: Since you seem to be upstream, please take a look at our upstream guide:
http://wiki.debian.org/UpstreamGuide
--
bye,
pabs
http://wiki.debian.org/PaulWise
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On Tue, Sep 7, 2010 at 10:27 PM, Philip Taylor wrote:
> Note that the game requires an obsolete version of Premake with lots of
> custom patches - a standard version will fail to work.
>
> (Ideally the game would upgrade to a recent Premake (and send any
> still-necessary patches upstream), or sw
On Tue, Sep 7, 2010 at 2:46 AM, Bertrand Marc wrote:
> I intend to include a new promising game in Debian : 0AD [1]. I did a lot of
> work for the initial packaging on svn.debian.org [2], [3]. Packages are
> working and are lintian clean.
Thanks for your interest in that!
> The thing is the gam
Hi folks !
I intend to include a new promising game in Debian : 0AD [1]. I did a
lot of work for the initial packaging on svn.debian.org [2], [3].
Packages are working and are lintian clean.
The thing is the game needs to compile a few build-deps itself :
- a specific version of spidermonkey
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