![]() ![]() The main difficulty has been deployment: build ends with several executables (kdenlive, melt used for rendering, ffmpeg for transcoding, dbus-daemon for notifications…), shared libraries, plugins (qt’s, mlt’s, frei0r’s…), data files… and it didn’t work out of the box! Finding a layout to please all these required several trials and tweaks, and that step didn’t allow for direct testing while developing & recompiling.Īt least with this work we could share Windows binaries, published in 2016 under “alpha” preview state, which rapidly found users despite of several shortcomings… And the situation remained so during more than a year, during which updates didn’t concern platform specific bugs. ![]() I liked MXE’s use of GNU Make to resolve build dependencies, it’s automated version update, simple build option overrides… So we went for it and built all the stack up to our final application! Moreover, the young Craft lacked multimedia libraries (audio and video codecs, effects), while MXE cross-build system had several ready. I thought it would be more efficient to use the Linux machines. We anticipated we wouldn’t have much to change in the code, as Kdenlive relies on the portable Qt5/KF5 combo, and MLT, which is already embedded in Shotcut cross-platform editor.Īt that time, KDE didn’t have Windows & Mac build servers yet, and I had no Windows machine available. “Porting” Kdenlive to other platforms has been in the works for years now: old Qt4 version was in MacPorts, and we started looking at Windows version with our GSoC student back in Spring 2016. Get kdenlive and all dependencies: craft kdenlive.Bootstrap the package manager: craft craft.craft-master/craftenv.sh' on Unix/Mac, or 'craft-master\craftenv.ps1‘ on Windows PowerShell (choose ‘Always run’) ![]()
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