Hello all,
First, thanks for all that work on removing boost, building a “core” version of openusd feels so clean now, that will reduce the friction with sticking this in our build system by quite a bit!
Next,
I am trying to build usd so my applications can statically link to it instead of relying on the usd_ms.dll. I am looking at this document:
and am trying the following build command based on this: python build_scripts/build_usd.py --no-examples --no-tutorials --no-tools --no-python --no-imaging --no-usdview --no-materialx --cmake-build-args BUILD_SHARED_LIBS=OFF %INSTALL_DIR%
but this still gives me all the dll’s. What would be the correct flag to build_usd.py to just get the static libs?
I’ll try that, thanks, I had taken that out, that’s out default build method. For now, I just hacked build_usd.py to pass build shared_libs off to see how far I get. I’m not sure I’ll be able to get tbb to static link. As long as I have a dll, I dont mind two
I believe some of the changes I have in my framework build might be of interest
It targets Apple platforms of course, but I changed how the shared/monolithic builds get passed in to build_usd.py, and also changed how TBB + other dependencies get statically built.
Sorry for interjecting but did anyone succeed in having a static build without the normal plugin search?
I’m building static libraries (either monolithic or single static libraries it doesn’t seem to matter) but I’m still getting failures by the unbuilt plugins (and why is it searching for plugins at all?)