Peter Seiderer 508bb46bad sdl: overwrite libpth autodetection
The sdl libpth autodetection gets confused in case a host
version is present. Overwrite libpth autodection for the
target build dependent on BR2_PACKAGE_LIBPTHSEM_COMPAT and
use pth-config from staging directory.

Fixes [1]:

checking for pthreads... no
checking for pth-config... /usr/bin/pth-config
checking pth... yes
[...]
./src/SDL.c:33:17: fatal error: pth.h: No such file or directory
 #include <pth.h>

[1] http://autobuild.buildroot.net/results/733/73330e51b3c099d179004db0b9522ac13358b8f7

Signed-off-by: Peter Seiderer <ps.report@gmx.net>
Signed-off-by: Peter Korsgaard <peter@korsgaard.com>
2015-11-19 22:52:42 +01:00
2015-11-16 21:16:37 +01:00
2015-11-19 13:31:31 +01:00
2015-11-02 20:56:43 +01:00
2015-02-14 17:39:50 +01:00
2013-05-04 12:41:55 +02:00
2015-11-19 13:31:31 +01:00
2015-11-19 13:31:31 +01:00
2015-04-04 15:19:43 +02:00

Buildroot is a simple, efficient and easy-to-use tool to generate embedded
Linux systems through cross-compilation.

The documentation can be found in docs/manual. You can generate a text
document with 'make manual-text' and read output/docs/manual/manual.text.
Online documentation can be found at http://buildroot.org/docs.html

To build and use the buildroot stuff, do the following:

1) run 'make menuconfig'
2) select the target architecture and the packages you wish to compile
3) run 'make'
4) wait while it compiles
5) find the kernel, bootloader, root filesystem, etc. in output/images

You do not need to be root to build or run buildroot.  Have fun!

Buildroot comes with a basic configuration for a number of boards. Run
'make list-defconfigs' to view the list of provided configurations.

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Description
Godot's buildroot soft-fork for generating toolchains to make portable Linux releases of Godot games.
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