The main job after was to adjust the so-called “blueprints”, and tweak some parts of the Kdenlive code to use the right file paths to find all the plugins. To build Kdenlive on macOS, we use KDE Craft, a meta-build system and package manager that we have already been using for some time for our Windows builds. Once the DBus issue was solved, there were only some small issues left to fix. When you use this flag, Kdenlive uses QLocalSocket and QLocalServer for communication instead of DBus. Vincent made it possible to build Kdenlive with the cmake flag -DNODBUS=ON. DBus is used for the communication between the render process and the application’s main window. If you follow the Kdenlive project closely, you will remember that in the first video cafe we talked about macOS and that a big blocker was that DBus caused trouble with the dmg packaging.
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