I suggest using rez as a starting point. We’ve created a custom build plugin for rez which adds functionality much like homebrew: it can retrieve source code from repos (git or hg) or archives (zip, tar, tar.gz, etc) living locally or remotely, and then run a series of build commands, before handing the result back to rez to finalize the release. It wouldn’t take much work to make it recursively build dependencies.
Rez is a good starting point for the following reasons:
-chad
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-discuss+unsub...@googlegroups.com.
To post to this group, send email to vfx-platform-discuss@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/CAGq9Q7GaL-wEV%2BDfWRbYHgUP-MisY6VvD30nC%2BGbY3BhmpheAQ%40mail.gmail.com.
I suggest using rez as a starting point. We’ve created a custom build plugin for rez which adds functionality much like homebrew: it can retrieve source code from repos (git or hg) or archives (zip, tar, tar.gz, etc) living locally or remotely, and then run a series of build commands, before handing the result back to rez to finalize the release. It wouldn’t take much work to make it recursively build dependencies.
Rez is a good starting point for the following reasons:
We would want to make sure the build system is flexible enough to accommodate the diverse environment management schemes across studios and it should not impose any changes to existing methods. I'm sure rez is capable of that but I want to be clear that the built Platform should not require rez beyond the build process itself.
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-discuss+unsub...@googlegroups.com.
To post to this group, send email to vfx-platform-discuss@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/117ae956-54bd-4169-92c2-6cb22270995d%40googlegroups.com.
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-discuss+unsub...@googlegroups.com.
To post to this group, send email to vfx-platform-discuss@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/CABiBYozkO2%2B%3DvkeAn_ZXJ%3DrpUbfqhypj%3DpvVxvXar2qMwPWG_A%40mail.gmail.com.
The idea sounds fantastic, especially if Windows is a first class citizen.
On Feb 23, 2017, at 1:18 AM, François Beaune <dic...@gmail.com> wrote:The idea sounds fantastic, especially if Windows is a first class citizen.With a bit of efforts, in addition to Linux and macOS, we manage to build the libraries we need (LLVM, ILMBase, OpenEXR, OIIO, OCIO, OSL...) on Windows with Visual Studio 2012/2013/2015.Our main gripe right now is that we need to wrap all #include clauses of these libraries's headers with pragmas in order to silence the numerous warnings reported by Visual Studio:FranzOn Tue, Feb 21, 2017 at 6:52 AM, Nick Cannon <nick....@gmail.com> wrote:There has been a steadily increasing demand for some form of automated build system for the VFX Reference Platform, for Windows and macOS in addition to Linux.Such a system would provide an easier entry-point to building against the VFX Reference Platform as well as a more detailed specification for often requested information such as compiler flags and precise versions.We are now starting work to coordinate a community effort to create such a system and have it validated by studios and vendors.A handful of people across the industry have already offered to contribute to such an effort but we are looking for a few more. If you have relevant build engineering experience, particularly on macOS or Windows, and are willing to make a commitment to contributing then please email volu...@vfxplatform.com.We are also seeking suggestions and opinions on what form such a system would take and what its scope should and should not include. Please share either by replying to this thread or privately to feed...@vfxplatform.com.ThanksNick
A sensible roadmap feels like:
- Get the projects we have control of (e.g. openEXR) to add cmake support.
- Figure out a framework for supporting the cmake forks.
- Create a vfx-platform build-club which can procedurally build all of the packages, including gcc (where appropriate), using the usd-build-club and mkvfx as a starting point.
- Provide a way to layer rez on top of this, for facilities that want versioned libraries.
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-discuss+unsub...@googlegroups.com.
To post to this group, send email to vfx-platform-discuss@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/CABiBYowRNKxFNjNx%2BBQA%3Dw%2BWRi4snD5Kmh6HyRqUR5Y2Z4vvag%40mail.gmail.com.
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-discuss+unsub...@googlegroups.com.
To post to this group, send email to vfx-platform-discuss@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/291c0a1f-89b4-43e0-9ebb-4b9e174052aa%40googlegroups.com.
env.CMAKE_MODULE_PATH.append("{root}/cmake")if building:def commands():I'm a fan of this approach also.In the past I've made package builds create and install their own FindXXX.cmake (typically in a cmake subdir in the installation) as part of the standard build.
In rez, said package has a commands() section that exposes its find module like so:If you aren't using rez then you'd have to decide where the build should put these find modules so other builds can find them. There are some standard places that cmake looks (see: https://cmake.org/cmake/help/v3.6/command/find_package.html) but that often won't help because it's common to install to network shares. One idea might be to standardize on a particular cmake/environment variable that your build should respect, so that a given studio can control where all find modules get written to, and set their CMAKE_MODULE_PATH appropriately. To my knowledge cmake doesn't provide any guidance in this regard, but take that with a grain of salt as I haven't waded into the depths of cmake for a while.AllanOn Thu, Dec 7, 2017 at 5:47 AM, <andersl...@gmail.com> wrote:Has there been any more discussion on this off the list recently? I'm going through this again currently for 2018 on a development machine using Rez this time (which is great, thanks Allan!).
Most of the pain (on linux and macos at least, can't speak to windows) comes from the various different flavours of FindXXX.cmake that each package provides that all make some kind of broken assumptions about where your libraries are installed, what environment variables you might declare to try and aid that process, or in the case of Imath in particular, what the libraries are even called.
It would be nice if rather than each library trying to find its dependencies, each of those dependencies would instead provide a FindXXX.cmake for itself that explicitly creates imported targets to be used.
That way the dependent builds just need to make sure that FindXXX.cmake is in the CMAKE_MODULE_PATH somewhere, which is trivial either with a system install, Rez or some other build system.
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-dis...@googlegroups.com.
To post to this group, send email to vfx-platfo...@googlegroups.com.
IMHO, if you have the opportunity to add some informations to the package installation, you should not modify FindXxx.cmake and CMAKE_MODULE_PATH and <PROJECT>_ROOT kind of things.
Instead you should install a xxx-config.cmake, and just use CMAKE_PREFIX_PATH.
When installing a package, you can patch it to install a file named xxx-config.cmake to <prefix>/lib/cmake/<project> (should work on Linux/macOS/Windows):
IMHO, if you have the opportunity to add some informations to the package installation, you should not modify FindXxx.cmake and CMAKE_MODULE_PATH and <PROJECT>_ROOT kind of things.
Instead you should install a xxx-config.cmake, and just use CMAKE_PREFIX_PATH.
When installing a package, you can patch it to install a file named xxx-config.cmake to <prefix>/lib/cmake/<project> (should work on Linux/macOS/Windows):
include(GNUInstallDirs)set(CMAKE_CONFIG_INSTALL_DIR ${CMAKE_INSTALL_LIBDIR}/cmake/${PROJECT_NAME})install(TARGETS ${PROJECT_NAME}EXPORT ${PROJECT_NAME}-targetsLIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR}RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR})install(EXPORT ${PROJECT_NAME}-targetsNAMESPACE ${PROJECT_NAME}::DESTINATION ${CMAKE_CONFIG_INSTALL_DIR})install(FILES cmake/${PROJECT_NAME}-config.cmakeDESTINATION ${CMAKE_CONFIG_INSTALL_DIR})
Using rez, then the package can declare its prefix path like this (I don't use it but that's what I did when I experimented with it):
def commands():if building:env.CMAKE_PREFIX_PATH.append("{root}")
A good resource on CMake packages is the CMake documentation itself, the whole page is worse reading, it's longer more complicated than one should hope for, but it works:
From: vfx-platform-discuss@googlegroups.com <vfx-platform-discuss@googlegroups.com> on behalf of Anders Langlands <andersl...@gmail.com>
Sent: Thursday, December 7, 2017 9:21:08 AM
To: Allan Johns
Cc: vfx-platform-discuss
Subject: Re: [vfx-platform-discuss] Creating an automated build system
Yeah that's what I'm doing (manually) at the moment. I might try seeing if I can get ilmbase/openexr to generate them automatically as a starting point, but right now my commands() is filled with various permutations env.OPENEXR_HOME, env.OPENEXR_ROOT, env.OPENEXR_LOCATION etc...By the environment variable that cmake should respect, do you mean where it should install it to? As in something like CMAKE_INSTALL_MODULE_PATH or something? I don't know of anything like that currently - doesn't mean it doesn't exist but cmake "standards" seem to be a nebulous thing spread across dozens of stackoverflow answers...
On Thu, 7 Dec 2017 at 17:32 Allan Johns <nerd...@gmail.com> wrote:
env.CMAKE_MODULE_PATH.append("{root}/cmake")if building:def commands():I'm a fan of this approach also.In the past I've made package builds create and install their own FindXXX.cmake (typically in a cmake subdir in the installation) as part of the standard build.
In rez, said package has a commands() section that exposes its find module like so:
If you aren't using rez then you'd have to decide where the build should put these find modules so other builds can find them. There are some standard places that cmake looks (see: https://cmake.org/cmake/help/v3.6/command/find_package.html) but that often won't help because it's common to install to network shares. One idea might be to standardize on a particular cmake/environment variable that your build should respect, so that a given studio can control where all find modules get written to, and set their CMAKE_MODULE_PATH appropriately. To my knowledge cmake doesn't provide any guidance in this regard, but take that with a grain of salt as I haven't waded into the depths of cmake for a while.
Allan
On Thu, Dec 7, 2017 at 5:47 AM, <andersl...@gmail.com> wrote:
Has there been any more discussion on this off the list recently? I'm going through this again currently for 2018 on a development machine using Rez this time (which is great, thanks Allan!).
Most of the pain (on linux and macos at least, can't speak to windows) comes from the various different flavours of FindXXX.cmake that each package provides that all make some kind of broken assumptions about where your libraries are installed, what environment variables you might declare to try and aid that process, or in the case of Imath in particular, what the libraries are even called.
It would be nice if rather than each library trying to find its dependencies, each of those dependencies would instead provide a FindXXX.cmake for itself that explicitly creates imported targets to be used.
That way the dependent builds just need to make sure that FindXXX.cmake is in the CMAKE_MODULE_PATH somewhere, which is trivial either with a system install, Rez or some other build system.
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-discuss+unsub...@googlegroups.com.
To post to this group, send email to vfx-platform-discuss@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/291c0a1f-89b4-43e0-9ebb-4b9e174052aa%40googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-discuss+unsub...@googlegroups.com.
To post to this group, send email to vfx-platform-discuss@googlegroups.com.
Really, if you have a package manager where you can tweak the build, xxx-config.cmake + CMAKE_PREFIX_PATH is the 2nd best method.
The best method being that the upstream package install the xxx-config.cmake itself.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-discuss+unsubscrib...@googlegroups.com.
To post to this group, send email to vfx-platform-discuss@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/291c0a1f-89b4-43e0-9ebb-4b9e174052aa%40googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-discuss+unsubscrib...@googlegroups.com.
The idea sounds fantastic, especially if Windows is a first class citizen.With a bit of efforts, in addition to Linux and macOS, we manage to build the libraries we need (LLVM, ILMBase, OpenEXR, OIIO, OCIO, OSL...) on Windows with Visual Studio 2012/2013/2015.Our main gripe right now is that we need to wrap all #include clauses of these libraries's headers with pragmas in order to silence the numerous warnings reported by Visual Studio:Franz
On Tue, Feb 21, 2017 at 6:52 AM, Nick Cannon <nick....@gmail.com> wrote:
There has been a steadily increasing demand for some form of automated build system for the VFX Reference Platform, for Windows and macOS in addition to Linux.Such a system would provide an easier entry-point to building against the VFX Reference Platform as well as a more detailed specification for often requested information such as compiler flags and precise versions.We are now starting work to coordinate a community effort to create such a system and have it validated by studios and vendors.A handful of people across the industry have already offered to contribute to such an effort but we are looking for a few more. If you have relevant build engineering experience, particularly on macOS or Windows, and are willing to make a commitment to contributing then please email volu...@vfxplatform.com.We are also seeking suggestions and opinions on what form such a system would take and what its scope should and should not include. Please share either by replying to this thread or privately to feed...@vfxplatform.com.ThanksNick
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-discuss+unsub...@googlegroups.com.
To post to this group, send email to vfx-platfo...@googlegroups.com.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-dis...@googlegroups.com.
To post to this group, send email to vfx-platfo...@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/CABiBYozkO2%2B%3DvkeAn_ZXJ%3DrpUbfqhypj%3DpvVxvXar2qMwPWG_A%40mail.gmail.com.
For more options, visit https://groups.google.com/d/optout.
--
You received this message because you are subscribed to a topic in the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this topic, visit https://groups.google.com/d/topic/vfx-platform-discuss/1g0pt4hhjqg/unsubscribe.
To unsubscribe from this group and all its topics, send an email to vfx-platform-dis...@googlegroups.com.
To post to this group, send email to vfx-platfo...@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/8039432c-e75a-4c32-bcee-543e2834ca17%40googlegroups.com.
The trouble with that is it will almost certainly install things somewhere other than where I want them and now I have to debug yet another script to figure out why the build is breaking on my system...
On Fri, 8 Dec 2017 at 15:33 Patrick Hodoul <patric...@gmail.com> wrote:
Another completely different approach could be to create a github project with a python script to grab & compile various libraries (as listed by VES) along with a bunch of configuration files (e.g. one per year, listing version of libraries) ). The usage could be something like "python compile.py ocio ves2017" By having a github project the VES committee could update the files when a new library version must be used or create a new configuration file.Currently writing a dockerfile (for ubuntu 16.04) to compile OCIO (lot of installed libraries plus few library compilations), the conversion to a script should not be too complex. Sean Copper already put in review a centOS dockerfile for OCIO if you would like to see an example. Our goal is to provide an easy way to compile OCIO on different *nix platforms. But an interesting side-effect is to document needs to compile OCIO. As you could see, the conversion of this file to a bash script or python file could be straight forward.As usual Windows is problematic, a tool like vcpkg could certainly help to have the same kind of commands (compare to apt-get or yum) and so having a uniform python script with *nix platforms.Patrick.
On Thursday, February 23, 2017 at 4:18:18 AM UTC-5, François Beaune wrote:The idea sounds fantastic, especially if Windows is a first class citizen.With a bit of efforts, in addition to Linux and macOS, we manage to build the libraries we need (LLVM, ILMBase, OpenEXR, OIIO, OCIO, OSL...) on Windows with Visual Studio 2012/2013/2015.Our main gripe right now is that we need to wrap all #include clauses of these libraries's headers with pragmas in order to silence the numerous warnings reported by Visual Studio:FranzOn Tue, Feb 21, 2017 at 6:52 AM, Nick Cannon <nick....@gmail.com> wrote:There has been a steadily increasing demand for some form of automated build system for the VFX Reference Platform, for Windows and macOS in addition to Linux.Such a system would provide an easier entry-point to building against the VFX Reference Platform as well as a more detailed specification for often requested information such as compiler flags and precise versions.We are now starting work to coordinate a community effort to create such a system and have it validated by studios and vendors.A handful of people across the industry have already offered to contribute to such an effort but we are looking for a few more. If you have relevant build engineering experience, particularly on macOS or Windows, and are willing to make a commitment to contributing then please email volu...@vfxplatform.com.We are also seeking suggestions and opinions on what form such a system would take and what its scope should and should not include. Please share either by replying to this thread or privately to feed...@vfxplatform.com.ThanksNick
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-discuss+unsub...@googlegroups.com.
To post to this group, send email to vfx-platfo...@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/CABiBYozkO2%2B%3DvkeAn_ZXJ%3DrpUbfqhypj%3DpvVxvXar2qMwPWG_A%40mail.gmail.com.
For more options, visit https://groups.google.com/d/optout.
--
You received this message because you are subscribed to a topic in the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this topic, visit https://groups.google.com/d/topic/vfx-platform-discuss/1g0pt4hhjqg/unsubscribe.
To unsubscribe from this group and all its topics, send an email to vfx-platform-discuss+unsub...@googlegroups.com.
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-dis...@googlegroups.com.
To post to this group, send email to vfx-platfo...@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/DEFAF205-0B30-464F-944B-B2644583818F%40larrygritz.com.
For more options, visit https://groups.google.com/d/optout.
Support us by rating GOToronto in the App Store!
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/CAJZe6MC7JOkEri7OgkHFgUa9VwEpA4SMRzezzWDPvWEkTE%3DN%3DA%40mail.gmail.com.
I'd like to see the list be understood to mean "this version, or any subsequent update that is fully API/ABI compatible," with a more dynamic way to update the list with those additional versions, as communicated by the software maintainers. I don't think it's helpful (and probably not intended) to ossify around a known broken version when compatible fixes exist.Maybe that's already the interpretation of the VFXPlatform leadership, but perhaps nobody knows it so they don't send updates.
I'd be very interested in using a set of common prebuilt binaries, at the moment I am building and using the usual suspects on all platforms (win/mac/linux/iOS) and it's a bit of a pain to have to rebuild & test things all the time, as a result I end up not updating libraries as often, which I'm sure it's happening to more people.
Did this ever get anywhere?
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-disc...@googlegroups.com.
To post to this group, send email to vfx-platfo...@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/4befeab0-435d-4e93-bc1c-12daf78fadd2%40googlegroups.com.
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-dis...@googlegroups.com.
To post to this group, send email to vfx-platfo...@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/68192771-3de2-4b4b-8a16-a2103918c047%40googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/CAJZe6MDD7LNvA-j3%3D1YeoTFXMW4dfE%2Bq5kdTHBdoJOXOuNj7wA%40mail.gmail.com.
I'm sure that the merits of Bazel are good, but it seems like CMake is starting to dominate both open source generally and also studio proprietary builds (in many places). Even if not universal, it's widespread enough that we get a nice network effect from so many packages using it and so many people understanding it. I would be very surprised if anybody was inclined to want to rewrite build systems yet again, and I would expect that open source projects using anything other than cmake would have to work a lot harder to get any traction (at this point, we'll see where we are in a few years -- it's just like how a C++ project is going to get more traction than a Rust project, say, regardless of its theoretical merit).On Jun 11, 2018, at 6:28 PM, Edward Lam <triplequ...@gmail.com> wrote:I think that what's important for these packages is a large ecosystem of packages and maintainers. Debian had this right but it's not very cross platform if people care about this aspect. Of lately, I noticed that vcpkg has OpenVDB and all of its dependencies, and it even officially supports all 3 platforms by standardizing on CMake. So that sounds like a step in the right direction to me rather than create new build systems for all these packages without steady support from upstream.-EdwardOn Sun, Jun 10, 2018, 8:52 PM Ryan Bottriell, <ryanbo...@gmail.com> wrote:My team has had a lot of success lately using googles Bazel build system (https://bazel.build/). Honestly just an idea to throw in the mix. I can't say that I have thought through the full scope of the requirements here, but it has an excellent community and great support for handling different languages and large sets of dependencies.
Cheers,
Ryan Bottriell
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-dis...@googlegroups.com.
To post to this group, send email to vfx-platfo...@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/CAGd_kMDk0-MT2Y%2B6UGcvdNamrWw1oGohsrbHQE3DoL777JZ_sA%40mail.gmail.com.
I would love to see a minimum cmake version specified in VFXPlatform. It would really help the maintainers of all these packages to have a solid idea of which cmake features we could target.
Would anyone object to, or see any issues with, specifying cmake 3.0 or later for CY2019? Does anyone think it is unnecessary or undesirable? Please reply here or privately to feed...@vfxplatform.com.Can certainly add it into the mix for consideration for the Final version.Nick
--
You received this message because you are subscribed to a topic in the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this topic, visit https://groups.google.com/d/topic/vfx-platform-discuss/1g0pt4hhjqg/unsubscribe.
To unsubscribe from this group and all its topics, send an email to vfx-platform-dis...@googlegroups.com.
To post to this group, send email to vfx-platfo...@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/8AD7F89D-A38B-4127-8131-B251F928628B%40larrygritz.com.
--
You received this message because you are subscribed to the Google Groups "vfx-platform-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email to vfx-platform-dis...@googlegroups.com.
To post to this group, send email to vfx-platfo...@googlegroups.com.
To view this discussion on the web visit https://groups.google.com/d/msgid/vfx-platform-discuss/f27afc20-103d-4aa4-9457-7e87eda860ea%40googlegroups.com.
I would love to see a minimum cmake version specified in VFXPlatform. It would really help the maintainers of all these packages to have a solid idea of which cmake features we could target.