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Build with cmake & bugfixes #13
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…antic with anonymous structs.
…d declaration (gcc issue)
… debug with stack trace.
…ow it runs, ... but still a lot of pointers uninitalized.
Hey @jbehley, thanks for the great work! I took a quick look today at your changes and there were only a few smaller parts that I would've done/named differently, but these are minor compared to the advantage of having it all work on Linux (and with a proper CMakeLists file :)). I'll try and run a test later this week to see if everything works on my end as well given these changes (and fix some small issues if they become apparent) and if so, I'll merge them in, thank you! |
… not that dark/dim.
Hi @JoeyDeVries, I didn't manage to figure out how to really solve the problem with the The naive solution with just using the UBO in the vertex shader did produce very dark lighting results (due to the issue with the wrong projection & view matrix mentioned in issue #6). However, the current solution does improve this behavior visually, but does not produce correct results with the lighting on the torus. So here a deeper understanding of the baking would be needed to correct the results. The debug probes also seem to produce the wrong results. Anyway, here some additional work is needed. Side note: I also noticed the "black rectangle" that pops up when the camera is moving. |
Hi jbehley, |
Hi @gameengineer, the simplest thing is to just use my fork, i.e., However, I think the solution file should still work. Would be nice if you could check this and give some feedback. (I only tested the thing with Ubuntu 16.04. Thus, I don't know whether the Microsoft compiler now complains after the numerous changes.) |
Hi Jens,
I guess I was on the right track. I went ahead and did that and just used the existing VS2015 solution file to build the project. I had to move VS2015 built assimp and zlibstatic binaries. I also had one compiler error because of the max() min() functions clashing with Windows.h definitions. So I #undef'd them in the source file and it finally compiled.
Running the build failed similarly as Joey's trunk where on my desktop with AMD video card that supports up to OGL 4.3 stopped after showing the fullscreen I will try it again on my home PC with NVidia 1070ti which should work with no issues.
…-Steve
On April 17, 2018 at 3:51 PM Jens Behley ***@***.***> wrote:
Hi @gameengineer https://github.com/gameengineer ,
the simplest thing is to just use my fork, i.e.,
git clone --recurse-submodules https://github.com/jbehley/Cell.git
and then compile it with cmake. (See also section Build in the README.md of the fork.)
However, I think the solution file should still work. Would be nice if you could check this and give some feedback. (I only tested the thing with Ubuntu 16.04. Thus, I don't know whether the Microsoft compiler now complains after the numerous changes.)
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Hi @JoeyDeVries, how it is working with this pull request, I would like to test this engine, but I am on Ubuntu and CMake it will be a great addition to the project. |
@iamDreamyComet did you read the post by the PR author at all? |
Yes and I am waiting for the PR to be in the master branch. |
Well, you can clone from @jbehley. Author claims that it works on config similar to yours, so... |
Hi Joey,
since I was interested how a modern rendering framework, I stumbled over your engine. I really enjoyed your learnopengl tutorials and therefore I directly cloned your repository. I basically learned everything about modern OpenGL from these tutorials! I'm really looking forward to your learnvulkan project.
I was really interested how it really looks on my Ubunutu and therefore I had to do some changes to get it working. (At least now it compiles with Ubuntu 16.04 and CMake on my system.)
Since
gcc
seems to be more pedantic than the MS compiler, I had to do quite some modifications and therefore I understand if you don't want to integrate these changes in your repository. However, you might want to have a look at some pointer initializations in your code, since they caused some segmentation faults under linux.Just wanted to let you know that your renderer works also fine under Ubuntu! 👍
Update: I also fixed the shader errors that were reported by an issue. I use also a Nvidia graphics card.